ludic/selfhost/backend/stdlib/emit_vector.ludic
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refactor(selfhost): reorganise into concern-based subdirectories
Split the flat 38-file selfhost/ into concern-based subdirectories:

  frontend/        lex, parse, parse_game, ast
  support/         str, buf, io
  backend/         core IR + expression/statement lowering
  backend/game/    ECS/scene/event/world lowering
  backend/stdlib/  the namespaced Math.*/Text.*/Crypto.*/… intrinsics

and split the three oversized emitters at responsibility boundaries so
no file mixes concerns:

  emit_game.ludic  -> + emit_world.ludic         (reflection world table,
                                                  tick helpers, @main synthesis)
  emit_expr.ludic  -> + emit_call.ludic          (namespaced builtins, call
                                                  lowering, expr dispatch)
  emit_text.ludic  -> + emit_text_prelude.ludic  (emitted string-builder runtime)

FRAGS in tools/x/selfhost.ludic is updated to the new paths with the link
order preserved, and the Python doc/vocabulary tooling is updated to walk
the new layout. Because the build is a plain in-order concatenation and
every split lands on a blank-line boundary, the regenerated seed is
byte-identical: `x reseed` leaves selfhost/ludicc.seed.ll unchanged,
`x bootstrap-cfree` still reaches its fixed point, and both `x test` (56)
and `x selfhost-test` (29, incl. golden renders) stay green.

Closes #29

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 00:26:02 +03:00

146 lines
7.1 KiB
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# emit_vector.ludic — the Vector.* namespace: a 2D vector value type. A Vector is
# a pair of Q16.16 fixed components (x, y) packed into a single i64 — x in the
# high 32 bits, y in the low 32 — so it is a true by-value type (assignment
# copies, no heap allocation) that lives in one register. All arithmetic is the
# same deterministic integer fixed-point the rest of the runtime uses, reusing
# fx_mul_code / fx_div_code / fx_lerp_code and the @fn_fx_* prelude. llty maps the
# `Vector` type to i64 (see emit_core.ludic).
#
# NOTE: helper results are bound to a `let` before interpolation — a function
# call inside a backtick `{...}` hole would nest backticks and break.
# pack two fixed i32 codes (x, y) into the i64 Vector representation -> i64 code
function vec_pack(x: pointer, y: pointer) -> pointer {
let xe = emit_bind(`sext i32 {x} to i64`)
let xs = emit_bind(`shl i64 {xe}, 32`)
let ye = emit_bind(`zext i32 {y} to i64`)
return emit_bind(`or i64 {xs}, {ye}`)
}
# the x component (high 32 bits) of an i64 Vector code -> i32 fixed code
function vec_x(v: pointer) -> pointer {
let s = emit_bind(`lshr i64 {v}, 32`)
return emit_bind(`trunc i64 {s} to i32`)
}
# the y component (low 32 bits) of an i64 Vector code -> i32 fixed code
function vec_y(v: pointer) -> pointer {
return emit_bind(`trunc i64 {v} to i32`)
}
function is_vector_ns(meth: pointer) -> bool {
if (meth == "make") or (meth == "zero") or (meth == "x") or (meth == "y") { return true }
if (meth == "add") or (meth == "sub") or (meth == "scale") or (meth == "dot") { return true }
if (meth == "length") or (meth == "distance") or (meth == "normalize") or (meth == "lerp") { return true }
if (meth == "rotate") or (meth == "angle") or (meth == "from_angle") { return true }
return false
}
function emit_vector_ns(meth: pointer, e: Node) -> Val {
if (meth == "zero") { # the origin, (0, 0)
return val("0", "Vector")
}
if (meth == "make") { # make(x, y: fixed) -> Vector
let x = emit_expr(e.kids[0]); let y = emit_expr(e.kids[1])
return val(vec_pack(x.code, y.code), "Vector")
}
if (meth == "x") { # the x component -> fixed
let v = emit_expr(e.kids[0])
return val(vec_x(v.code), "fixed")
}
if (meth == "y") { # the y component -> fixed
let v = emit_expr(e.kids[0])
return val(vec_y(v.code), "fixed")
}
if (meth == "add") { # component-wise a + b
let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
let sx = emit_bind(`add i32 {ax}, {bx}`)
let sy = emit_bind(`add i32 {ay}, {by}`)
return val(vec_pack(sx, sy), "Vector")
}
if (meth == "sub") { # component-wise a - b
let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
let sx = emit_bind(`sub i32 {ax}, {bx}`)
let sy = emit_bind(`sub i32 {ay}, {by}`)
return val(vec_pack(sx, sy), "Vector")
}
if (meth == "scale") { # v * s (s: fixed)
let v = emit_expr(e.kids[0]); let s = emit_expr(e.kids[1])
let vx = vec_x(v.code); let vy = vec_y(v.code)
let sx = fx_mul_code(vx, s.code)
let sy = fx_mul_code(vy, s.code)
return val(vec_pack(sx, sy), "Vector")
}
if (meth == "dot") { # ax*bx + ay*by -> fixed
let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
let px = fx_mul_code(ax, bx); let py = fx_mul_code(ay, by)
return val(emit_bind(`add i32 {px}, {py}`), "fixed")
}
if (meth == "length") { # sqrt(x*x + y*y) -> fixed
g_uses_mathrt = true
let v = emit_expr(e.kids[0])
let vx = vec_x(v.code); let vy = vec_y(v.code)
let xx = fx_mul_code(vx, vx); let yy = fx_mul_code(vy, vy)
let s = emit_bind(`add i32 {xx}, {yy}`)
return val(emit_bind(`call i32 @fn_fx_sqrt(i32 {s})`), "fixed")
}
if (meth == "distance") { # length(a - b) -> fixed
g_uses_mathrt = true
let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
let dx = emit_bind(`sub i32 {ax}, {bx}`)
let dy = emit_bind(`sub i32 {ay}, {by}`)
let xx = fx_mul_code(dx, dx); let yy = fx_mul_code(dy, dy)
let s = emit_bind(`add i32 {xx}, {yy}`)
return val(emit_bind(`call i32 @fn_fx_sqrt(i32 {s})`), "fixed")
}
if (meth == "normalize") { # v / length(v); the zero vector maps to itself
g_uses_mathrt = true
let v = emit_expr(e.kids[0])
let vx = vec_x(v.code); let vy = vec_y(v.code)
let xx = fx_mul_code(vx, vx); let yy = fx_mul_code(vy, vy)
let s = emit_bind(`add i32 {xx}, {yy}`)
let len = emit_bind(`call i32 @fn_fx_sqrt(i32 {s})`)
let zero = emit_bind(`icmp eq i32 {len}, 0`)
let denom = emit_bind(`select i1 {zero}, i32 65536, i32 {len}`) # avoid divide-by-zero
let inv = fx_div_code("65536", denom)
let nx = fx_mul_code(vx, inv); let ny = fx_mul_code(vy, inv)
return val(vec_pack(nx, ny), "Vector")
}
if (meth == "rotate") { # rotate by angle (radians, fixed)
g_uses_mathrt = true
let v = emit_expr(e.kids[0]); let ang = emit_expr(e.kids[1])
let sn = emit_bind(`call i32 @fn_fx_sin(i32 {ang.code})`)
let ca = emit_bind(`add i32 {ang.code}, 102944`) # cos(a) = sin(a + pi/2)
let cs = emit_bind(`call i32 @fn_fx_sin(i32 {ca})`)
let vx = vec_x(v.code); let vy = vec_y(v.code)
let xc = fx_mul_code(vx, cs); let ys = fx_mul_code(vy, sn)
let xs = fx_mul_code(vx, sn); let yc = fx_mul_code(vy, cs)
let rx = emit_bind(`sub i32 {xc}, {ys}`) # x*cos - y*sin
let ry = emit_bind(`add i32 {xs}, {yc}`) # x*sin + y*cos
return val(vec_pack(rx, ry), "Vector")
}
if (meth == "angle") { # atan2(y, x) -> fixed radians
g_uses_mathrt = true
let v = emit_expr(e.kids[0])
let vx = vec_x(v.code); let vy = vec_y(v.code)
return val(emit_bind(`call i32 @fn_fx_atan2(i32 {vy}, i32 {vx})`), "fixed")
}
if (meth == "from_angle") { # unit vector at angle a: (cos a, sin a)
g_uses_mathrt = true
let ang = emit_expr(e.kids[0])
let sn = emit_bind(`call i32 @fn_fx_sin(i32 {ang.code})`)
let ca = emit_bind(`add i32 {ang.code}, 102944`)
let cs = emit_bind(`call i32 @fn_fx_sin(i32 {ca})`)
return val(vec_pack(cs, sn), "Vector")
}
# lerp(a, b, t: fixed) -> Vector — component-wise linear interpolation
let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1]); let t = emit_expr(e.kids[2])
let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
let lx = fx_lerp_code(ax, bx, t.code)
let ly = fx_lerp_code(ay, by, t.code)
return val(vec_pack(lx, ly), "Vector")
}