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