stdin is read once, whole, and read_file serves a copy of it wherever the program opens <path> -
the entry, an import through a barrel, a component's .xml / .lss, an .lres. Paths match after
normalising both ('/' separators, relative under $PWD, . / .. / // folded, case on Windows);
diagnostics keep the file's usual name, with the buffer's lines and columns. A <path> nothing
opens is one warning. On ludic build it implies --check. Reseeded; bootstrap-cfree fixpoint holds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
439 lines
21 KiB
Text
439 lines
21 KiB
Text
# main.ludic — the self-hosted Ludic front-end.
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#
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# ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives
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# clang (the IR assembler + system linker, the same role rustc/swiftc give it)
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# to produce a native binary. No C is compiled: the emitted IR is Ludic's, and
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# clang only assembles and links it.
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#
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# ludicc app.ludic -o bin/app # native binary (windowed if a game)
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# ludicc app.ludic -o bin/app --headless # force headless
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# ludicc app.ludic --emit-llvm -o app.ll # stop at the IR
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# ludicc app.ludic --run # compile to a temp binary and run it
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# ludicc app.ludic --target x86_64-pc-windows-msvc --emit-llvm -o app.ll
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# # IR for another platform
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#
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# This is the compiler, not the command line a user of the language meets: that
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# is `ludic` (tools/ludic-cli), which drives this. With no -o and no --run, IR
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# still goes to stdout — the contract `ludic-dev reseed` and `ludic dev
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# bootstrap` rely on, so the bootstrap is untouched.
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#
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# The target is the host unless --target names another. Only its platform is
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# read, and only to choose between two runtimes: macOS (libSystem, Cocoa) and
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# Windows (the UCRT and Win32, emit_win.ludic). The IR carries no triple either
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# way; clang assembles it for the machine it runs on.
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# basename: the part of a path after the last separator.
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function base_name(path: pointer) -> pointer {
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var last = -1
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var i = 0
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while path[i] != 0 { if is_sep(path[i]) { last = i }; i += 1 }
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return path[last + 1..i]
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}
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# drop a trailing ".ludic" if present
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function strip_ludic(name: pointer) -> pointer {
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let n = len(name)
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if n > 6 {
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if (name[n - 6..n] == ".ludic") { return name[0..n - 6] }
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}
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return name
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}
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# env var with a fallback when unset
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function getenv_or(name: pointer, dflt: pointer) -> pointer {
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let v = getenv(name)
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if (v == null) { return dflt }
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return v
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}
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# guarantee a directory string ends in '/' so join_path concatenates cleanly
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function ensure_slash(d: pointer) -> pointer {
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let n = len(d)
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if n == 0 { return d }
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if d[n - 1] == '/' { return d }
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return d + "/"
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}
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function die(msg: pointer) -> void {
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if g_diag_json {
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diag_add("", 0, 0, "error", msg)
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diag_exit(1)
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}
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file_write(file_stderr(), msg, len(msg))
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exit(1)
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}
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# strip trailing newline/carriage-return/space (the VERSION file's trailing \n)
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function chomp(s: pointer) -> pointer {
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var n = len(s)
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while (n > 0) and ((s[n - 1] == '\n') or (s[n - 1] == '\r') or (s[n - 1] == ' ')) { n -= 1 }
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return s[0..n]
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}
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# does `s` contain `sub`?
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function has_sub(s: pointer, sub: pointer) -> bool {
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let n = len(s); let m = len(sub)
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var i = 0
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while i + m <= n {
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if s[i..i + m] == sub { return true }
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i += 1
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}
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return false
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}
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# ---- the host shell ------------------------------------------------------------
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# run() is the C library's system(), which is /bin/sh on macOS and cmd.exe on
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# Windows. The compiler asks the shell for three things only - make a directory,
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# delete a file, run a program - and says each in the host's own words.
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# a copy of `p` with every '/' as '\', for cmd.exe, which reads '/' as a switch
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function win_path(p: pointer) -> pointer {
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let n = len(p)
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let out = bytes(n + 1)
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var i = 0
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while i < n { if p[i] == '/' { out[i] = 92 } else { out[i] = p[i] }; i += 1 }
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out[n] = 0
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return out
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}
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function make_dir(d: pointer) -> void {
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if host_is_windows() { let w = win_path(d); run(`if not exist "{w}" mkdir "{w}"`) }
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else { run(`mkdir -p {d}`) }
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}
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function remove_file(p: pointer) -> void {
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if host_is_windows() { run(`del /f /q "{win_path(p)}" 2>nul`) }
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else { run(`rm -f {p}`) }
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}
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# the clang that assembles and links: $LUDIC_CC, else `clang` from $PATH - or, on a
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# Windows host, the LLVM installer's own location when it is there, because that
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# installer does not put clang on %PATH% unless asked to.
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function find_cc() -> pointer {
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let env = getenv("LUDIC_CC")
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if (env != null) { return env }
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if host_is_windows() {
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let llvm = "C:/Program Files/LLVM/bin/clang.exe"
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let f = file_open(llvm, "rb")
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if (f != null) { file_close(f); return `"{llvm}"` }
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}
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return "clang"
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}
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# print "ludic <version>" and exit. The version is read at runtime from the
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# VERSION file at the install root (the single source of truth a release bumps),
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# so a version change never requires reseeding the compiler.
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function show_version() -> void {
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let v = read_file(join_path(ludic_home(), "VERSION"))
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if (v == null) { print("ludic (version unknown)") }
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else { print(`ludic {chomp(v)}`) }
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exit(0)
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}
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entry {
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var path = null
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var out = null
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var want = 0 # 0 = auto, 1 = windowed, 2 = headless
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var emit_ir = false # --emit-llvm: stop after writing IR
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var fmt = false # --fmt: lex + parse only, then exit (the doc-check gate)
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var save = false # --save-temps: keep the intermediate .ll
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var run = false # compile then execute the result
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var target = null # --target <triple>: null means the host
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var title = null # --title <name>: game_title() - the window's first title - instead of the program name
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var gui = false # --gui: a Windows GUI-subsystem program (no console behind the window)
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var links = new []pointer # --link <file>: an extra input to the link (a compiled resource)
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var natives_out = null # --natives-out <file>: the package libraries linked, one a line (ludic bundle)
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g_coverage = false # --coverage: instrument each statement with a per-line hit counter
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var ai = 1
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while ai < arg_count() {
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let a = arg(ai)
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if a == "--version" { show_version() }
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else if a == "--windowed" { want = 1 }
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else if a == "--headless" { want = 2 }
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else if a == "--emit-llvm" { emit_ir = true }
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else if a == "--unsafe" { g_unsafe_all = true } # L7: this program's own files may write `unsafe`
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else if a == "--emit-module" { g_emit_module = true; emit_ir = true } # issue #64: prebuilt binary module IR
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else if a == "--fmt" { fmt = true }
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else if a == "--save-temps" { save = true }
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else if a == "--run" { run = true }
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else if a == "--check" { g_check_only = true }
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else if a == "--no-maps" { g_pm_no_maps = true } # --check leaves the map directories alone (permap_check.ludic)
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else if a == "--release" { g_release = true } # what ships: Build.schema_hash() is 0 (emit_schema_hash.ludic)
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else if a == "--diagnostics=json" { g_diag_json = true } # every error, as JSON on stdout (diag.ludic)
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else if a == "--diagnostics=text" { g_diag_json = false }
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else if a == "--stdin-file" { ai += 1; if ai < arg_count() { stdin_file_set(arg(ai)) } } # stdin stands for that file (stdin_file.ludic)
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else if a == "--emit-schema" { ai += 1; if ai < arg_count() { g_schema_out = arg(ai) } } # emit_schema.ludic
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else if a == "--globals" { g_allow_globals = true }
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else if a == "--migrate-state" { # 0.S2: write the plan ludic migrate state applies
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ai += 1
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if ai < arg_count() { g_mg_plan = arg(ai) }
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g_migrate = true
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g_allow_globals = true
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}
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else if a == "--migrate-prune" { g_mg_prune = true } # 0.S2: state parameters nothing uses go too
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else if a == "--migrate-tighten" { # 0.R5: and `mut` goes where nothing down the chain writes
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g_mg_prune = true
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g_mg_tighten = true
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}
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else if a == "--migrate-runtime" { g_mg_runtime = true } # 0.S: the toolchain's own programs keep module-level vars # parse, type, module and port checks; nothing emitted
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else if a == "--coverage" { g_coverage = true }
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else if a == "--target" { ai += 1; if ai < arg_count() { target = arg(ai) } }
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else if a == "--gui" { gui = true }
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else if a == "--title" { ai += 1; if ai < arg_count() { title = arg(ai) } }
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else if a == "--natives-out" { ai += 1; if ai < arg_count() { natives_out = arg(ai) } }
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else if a == "--link" { ai += 1; if ai < arg_count() { push(links, arg(ai)) } }
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else if a == "-o" { ai += 1; if ai < arg_count() { out = arg(ai) } }
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else if a == "--escape-report" { g_es_report = true } # 25.3: the escape analysis alone, reported
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else if fence_flag(a) { } # 25.1: --fence=, --fence-warm=, --fence-census=
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else if a[0] == '-' {
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# an unknown flag is ignored (with a note) rather than mistaken for the input file
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let m = `ludicc: ignoring unknown flag {a}\n`
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file_write(file_stderr(), m, len(m))
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}
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else { path = a }
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ai += 1
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}
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if (path == null) {
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die("usage: ludicc <file.ludic> [-o out] [--windowed|--headless] [--target triple] [--emit-llvm] [--save-temps]\n")
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}
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if (target != null) { g_target_win = has_sub(target, "windows") }
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else { g_target_win = host_is_windows() }
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let src = read_file(path)
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if (src == null) { die("ludicc: cannot open input\n") }
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fm_put(g_fm_src, path, src) # the schema reads docs and spans from it
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cur_dir = dir_of(path)
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g_src_name = base_name(path) # for panic/expect file:line messages
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g_parse_file = path # for the compiler's own file:line diagnostics
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g_act_main = path # 0.R: where the action drain is written
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lex(src)
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parse_program()
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g_prog_user_end = len(prog)
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# `ludic build` passes the package's `app name`, so the window opens under the name the
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# player knows rather than the `program` name and is not retitled a moment later
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if (title != null) and (len(title) > 0) { g_game_name = title } # decls from the user's source; runtime splice appends after
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# --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse
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# error would already have exited nonzero, so a clean parse exits 0. (Canonical
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# formatting output is not yet reimplemented on the self-hosted toolchain.)
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if fmt { exit(0) }
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maybe_splice_runtime()
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fence_manifest(path) # 25.1: a `fence` line in the program's package.ludic
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i18n_manifest(path) # phase 26: a `lang` line, and its en.po (i18n.ludic)
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ui_register_gotos() # `goto:` buttons -> generated UiClicked listeners
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# a game gets a window by default; a plain program stays headless. An explicit
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# flag always wins. The stdout-IR path (no target) also stays headless, which
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# is what `ludic-dev reseed` compiles the compiler itself with.
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let has_target = run or (out != null)
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if want == 1 { g_windowed = true }
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else if want == 2 { g_windowed = false }
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else { g_windowed = has_target and has_systems() }
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g_parsing = false # lowering errors now locate by statement, not token
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privates_rename() # L3: a module's private names are its own (privates.ludic)
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check_duplicate_fns() # two declarations of one name: the cause, before its symptoms
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check_duplicate_decls()
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g_mg_entry = path
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if g_migrate { mg_collect() } # 0.S2: the vars that move (migrate.ludic)
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ix_start() # the lookups by name, as tables (emit_core.ludic)
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check_program() # L4: the types agree before anything is emitted
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i18n_check() # phase 26: keys against en.po, English left (i18n.ludic)
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if g_es_report { escape_report() } # 25.3: which allocations never outlive their frame
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else if g_arena { escape_analyse() } # 25.3: and they allocate from the frame's scratch
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if g_arena_strict and (getenv_or("LUDIC_DEPS", "") == "") { # 25.3: the region rule, before anything is emitted
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let sink = file_open("/dev/null", "wb")
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deps_reach(sink)
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file_close(sink)
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}
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if g_migrate { mg_finish() }
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# --emit-schema FILE: the declarations, the registries and their entries as the checker resolved
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# them (emit_schema.ludic); on its own it stops there, with -o or --check the build goes on
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schema_hash_compute() # Build.schema_hash(), when the program asks and it is no release
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if g_schema_out != null {
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if not schema_write(g_schema_out) { die(`ludicc: cannot write {g_schema_out}\n`) }
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if not g_check_only and not has_target and not emit_ir { diag_exit(0) }
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}
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# --check: every check a build makes - the emitter refuses things too (a bind to a function that is
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# gone, an unknown name) - and nothing written
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if g_check_only {
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pm_check_maps() # every map's tables against their records (permap_check.ludic)
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emit_program()
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stdin_file_unreached() # --stdin-file naming a file nothing opened
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if g_dg_errors > 0 { diag_exit(1) }
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diag_exit(0)
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}
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emit_program()
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stdin_file_unreached()
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if g_dg_errors > 0 { diag_exit(1) } # errors a pass went on from (diag.ludic)
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deps_flush() # LUDIC_DEPS=<file>: the module graph (ludic deps)
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# --emit-llvm, or no binary target: emit IR and stop (stdout when out is null).
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if emit_ir { ir_flush(out); return }
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if not has_target { ir_flush(null); return }
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# a run with no explicit -o lands in a temp file
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if run and (out == null) {
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if host_is_windows() { out = `{fwd_slashes(getenv_or("TEMP", "."))}/ludic-run-{strip_ludic(base_name(path))}` }
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else { out = `/tmp/ludic-run-{strip_ludic(base_name(path))}` }
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}
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# a Windows program is found and run by its extension
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if g_target_win {
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let n = len(out)
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var has_exe = false
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if n >= 4 { has_exe = (out[n - 4..n] == ".exe") }
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if not has_exe { out = out + ".exe" }
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}
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# make the output directory if the user asked for e.g. bin/app
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let odir = dir_of(out)
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if len(odir) > 0 { make_dir(odir) }
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let ll = `{out}.ll`
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if not ir_flush(ll) { die("ludicc: cannot write IR\n") }
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let cc = find_cc()
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let home = ludic_home()
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# clang twice: assemble the IR, then link. A windowed build adds the macOS
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# platform layer and the Cocoa framework.
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# -Wno-override-module: the emitted IR carries no target triple, so clang
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# substitutes the host's and warns about it on every single build. There is
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# nothing to act on — the host default is exactly what we want — so it is off.
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# $LUDIC_OPT=1 is a developer's faster build (never a bundle's: ludic bundle sets 2)
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let opt = getenv_or("LUDIC_OPT", "2")
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let objs = split_compile(ll, out, opt) # on every core when it can (split_build.ludic)
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var cmd = `{cc} -O{opt} -Wno-override-module {ll}`
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if objs != null { cmd = `{cc} -O{opt} -Wno-override-module{objs}` }
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if g_target_win {
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# The Windows window: win32.ll (user32, gdi32 for the software present, xinput
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# for pads), and audio_win.ll when the program uses Audio.*, as on macOS.
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if g_windowed {
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let win32 = join_path(home, "runtime/native/win32.ll")
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# xinput.lib carries an import named DllMain, which lld skips with a warning on every
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# link; it is the SDK's, not a mistake in the program, so it is silenced
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# ole32 for WIC, which decodes the splash and the window icon
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cmd = `{cmd} {win32} -luser32 -lgdi32 -lxinput -lole32 -Wl,/ignore:importeddllmain`
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if g_uses_audio {
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let audiow = join_path(home, "runtime/native/audio_win.ll")
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cmd = `{cmd} {audiow} -lxaudio2 -lole32`
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}
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}
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}
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else { if g_windowed {
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let cocoa = join_path(home, "runtime/native/cocoa.ll")
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# GameController holds no symbol cocoa.ll references directly (its classes are
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# reached by name through objc_getClass), so a plain -framework link gets
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# dead-stripped; -needed_framework forces the load command so the class is
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# registered and #51's gamepad polling can see it.
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cmd = `{cmd} {cocoa} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path`
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# Audio.* (#22) pulls in the AVAudioPlayer backend and AVFoundation, but only
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# when the program actually uses it — the snd_* calls are is_windowed()-guarded
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# yet still live in a windowed build, so the backend must link.
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if g_uses_audio {
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let audio = join_path(home, "runtime/native/audio.ll")
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cmd = `{cmd} {audio} -Wl,-needed_framework,AVFoundation`
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}
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} }
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# Http.* (#6) links the native transport and Foundation (NSURLConnection etc.,
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# reached by name). Works headless too, so it is outside the windowed block —
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# macOS-only for now, which is where the toolchain runs.
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# On Windows the transport is http_win.ll, over WinHTTP.
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# Job.* / Promise.* / Sync.* link the OS threads behind Job.parallel_for and Sync.*:
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# threads.ll (pthreads) or threads_win.ll (Win32).
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if g_uses_jobs {
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if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/threads_win.ll")}` }
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else { cmd = `{cmd} {join_path(home, "runtime/native/threads.ll")}` }
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}
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# Udp.* links the socket layer: BSD sockets from libSystem on macOS, Winsock (ws2_32) on
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# Windows.
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if g_uses_udp {
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if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/udp_win.ll")} -lws2_32` }
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else { cmd = `{cmd} {join_path(home, "runtime/native/udp.ll")}` }
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}
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# Process.* links the child-process layer: posix_spawn from libSystem on macOS,
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# CreateProcessW from kernel32 on Windows.
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# Crypto.random_* / Uuid.* read RtlGenRandom on Windows, which advapi32 exports
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if g_target_win and g_uses_cryptort { cmd = `{cmd} -ladvapi32` }
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if g_uses_process {
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if g_target_win { cmd = `{cmd} {join_path(home, "runtime/native/process_win.ll")}` }
|
|
else { cmd = `{cmd} {join_path(home, "runtime/native/process.ll")}` }
|
|
}
|
|
if g_uses_http {
|
|
if g_target_win {
|
|
let httpw = join_path(home, "runtime/native/http_win.ll")
|
|
cmd = `{cmd} {httpw} -lwinhttp`
|
|
} else {
|
|
let http = join_path(home, "runtime/native/http.ll")
|
|
cmd = `{cmd} {http} -Wl,-needed_framework,Foundation`
|
|
}
|
|
}
|
|
# Gl.* links the OpenGL backend: gl.ll (offscreen contexts, float helpers), the
|
|
# generated per-entry-point ABI thunks, and OpenGL.framework. Windowed or not.
|
|
# On Windows the same pair is gl_win.ll (a WGL context) and gl_thunks_win.ll (the
|
|
# thunks through a table wglGetProcAddress fills), against opengl32/gdi32/user32,
|
|
# with the window half from win32_gl.ll - or, headless, gl_win_nowin.ll's stubs.
|
|
if g_uses_gl {
|
|
if g_target_win {
|
|
let glw = join_path(home, "runtime/native/gl_win.ll")
|
|
let gltw = join_path(home, "runtime/native/gl_thunks_win.ll")
|
|
var glhalf = join_path(home, "runtime/native/gl_win_nowin.ll")
|
|
if g_windowed { glhalf = join_path(home, "runtime/native/win32_gl.ll") }
|
|
cmd = `{cmd} {glw} {gltw} {glhalf} -luser32 -lgdi32 -lopengl32`
|
|
} else {
|
|
let gl = join_path(home, "runtime/native/gl.ll")
|
|
let glt = join_path(home, "runtime/native/gl_thunks.ll")
|
|
cmd = `{cmd} {gl} {glt} -framework OpenGL`
|
|
}
|
|
}
|
|
# Vk.* links the generated thunks and the loader that fills them at run time:
|
|
# vk_win.ll (vulkan-1.dll) on Windows, vk_mac.ll (libvulkan.1.dylib, MoltenVK) on
|
|
# macOS. Neither links a Vulkan library, so the program starts without one.
|
|
if g_uses_vk {
|
|
let vkt = join_path(home, "runtime/native/vk_thunks.ll")
|
|
var vkl = join_path(home, "runtime/native/vk_mac.ll")
|
|
if g_target_win { vkl = join_path(home, "runtime/native/vk_win.ll") }
|
|
cmd = `{cmd} {vkt} {vkl}`
|
|
# the CAMetalLayer a macOS window presents through, found by name in cocoa.ll
|
|
if not g_target_win { cmd = `{cmd} -Wl,-needed_framework,QuartzCore` }
|
|
}
|
|
# A shipped Windows game is a GUI-subsystem program: started from Explorer, a
|
|
# console-subsystem one opens a console window behind the game. mainCRTStartup keeps
|
|
# the C runtime's ordinary main() entry rather than WinMain.
|
|
if g_target_win and gui { cmd = `{cmd} -Wl,/subsystem:windows -Wl,/entry:mainCRTStartup` }
|
|
# a package's native libraries (natives.ludic)
|
|
cmd = cmd + native_link_args(out)
|
|
var li = 0
|
|
while li < len(links) { cmd = `{cmd} "{links[li]}"`; li += 1 }
|
|
cmd = `{cmd} -o {out}`
|
|
|
|
# cmd.exe takes the first and last quote off a line that starts with one and holds more
|
|
# than two - which a quoted clang path plus a quoted --link file is - so on Windows the
|
|
# whole line wears one more pair for it to remove
|
|
var line = cmd
|
|
if host_is_windows() { line = `"{cmd}"` }
|
|
let rc = run(line)
|
|
if objs != null { split_clean(out) }
|
|
if not save { remove_file(ll) }
|
|
if rc != 0 { die("ludicc: link failed\n") }
|
|
if natives_out != null {
|
|
var nl = ""
|
|
var ni = 0
|
|
while ni < len(g_native_libs) { nl = nl + g_native_libs[ni] + "\n"; ni += 1 }
|
|
let nf = file_open(natives_out, "wb")
|
|
if nf != null { file_write(nf, nl, len(nl)); file_close(nf) }
|
|
}
|
|
|
|
# run mode: execute the binary we just built and forward its exit code.
|
|
# system() hands back a wait status on POSIX and the exit code itself on Windows.
|
|
if run {
|
|
if host_is_windows() { exit(run(`"{win_path(out)}"`)) }
|
|
let st = run(out)
|
|
exit(((st >> 8) & 255))
|
|
}
|
|
}
|