mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
IR codegen: state dispatch, multi-OAM, and transition support
State machine dispatch: - IrProgram now stores states (Vec<String>) and start_state - Lowering captures state metadata before walking the AST - IR codegen generates a main loop with vblank wait and CMP+BNE+JMP dispatch table, matching the AST codegen's layout - Each frame handler ends with JMP __ir_main_loop - current_state initialized to the start state's index at boot Multi-OAM support: - next_oam_slot counter, reset at the start of each _frame function - Sequential allocation of 4-byte OAM entries at $0200 + slot*4 - Silently drops draws beyond slot 63 (OAM full) Transition codegen: - IrOp::Transition now looks up the target state's index from state_indices, writes it to ZP $03, and JMPs back to main loop - Previously this was a no-op placeholder Shared constants: - ZP_FRAME_FLAG ($00) and ZP_CURRENT_STATE ($03) match AST codegen Tests: 271 total (5 new IR codegen tests + 2 new integration tests) All 7 examples compile through --use-ir, including multi-state games and programs with transitions and functions. https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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5 changed files with 239 additions and 16 deletions
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@ -30,6 +30,10 @@ use crate::ir::{IrBasicBlock, IrFunction, IrOp, IrProgram, IrTemp, IrTerminator,
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/// Base zero-page address for IR temp slots.
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const TEMP_BASE: u8 = 0x80;
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/// Zero-page addresses (shared with AST codegen).
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const ZP_FRAME_FLAG: u8 = 0x00;
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const ZP_CURRENT_STATE: u8 = 0x03;
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/// IR codegen that produces 6502 instructions from an `IrProgram`.
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pub struct IrCodeGen<'a> {
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instructions: Vec<Instruction>,
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@ -41,6 +45,10 @@ pub struct IrCodeGen<'a> {
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next_temp_slot: u8,
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/// Sprite name to tile index mapping.
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sprite_tiles: HashMap<String, u8>,
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/// State name to dispatch index mapping.
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state_indices: HashMap<String, u8>,
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/// Next OAM slot to allocate (0-63); reset at start of each frame handler.
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next_oam_slot: u8,
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_allocations: &'a [VarAllocation],
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}
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@ -61,6 +69,8 @@ impl<'a> IrCodeGen<'a> {
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temp_slots: HashMap::new(),
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next_temp_slot: 0,
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sprite_tiles: HashMap::new(),
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state_indices: HashMap::new(),
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next_oam_slot: 0,
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_allocations: allocations,
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}
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}
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@ -108,10 +118,20 @@ impl<'a> IrCodeGen<'a> {
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}
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/// Generate instructions for an entire IR program.
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/// Returns the flat list of 6502 instructions in the same order
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/// expected by the linker (variable init → main loop → function bodies).
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///
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/// Layout:
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/// 1. Variable initializers (globals with literal init values)
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/// 2. `current_state` initialization to start state index
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/// 3. Main dispatch loop (wait vblank, then `JMP` to state's frame handler)
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/// 4. State frame handlers (each ends with `JMP` to main loop)
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/// 5. User function bodies (end with `RTS`)
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pub fn generate(mut self, ir: &IrProgram) -> Vec<Instruction> {
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// Emit variable initializers for globals with literal init values.
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// Populate state indices
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for (i, name) in ir.states.iter().enumerate() {
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self.state_indices.insert(name.clone(), i as u8);
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}
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// 1. Variable initializers
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for global in &ir.globals {
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if let Some(val) = global.init_value {
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if let Some(&addr) = self.var_addrs.get(&global.var_id) {
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@ -125,7 +145,41 @@ impl<'a> IrCodeGen<'a> {
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}
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}
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// Emit each function body
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// 2. Initialize current_state to start state index
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if let Some(&start_idx) = self.state_indices.get(&ir.start_state) {
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self.emit(LDA, AM::Immediate(start_idx));
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self.emit(STA, AM::ZeroPage(ZP_CURRENT_STATE));
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}
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// 3. Main dispatch loop
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let main_loop = "__ir_main_loop".to_string();
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self.emit_label(&main_loop);
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// Wait for vblank flag
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let wait_label = "__ir_wait_vblank".to_string();
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self.emit_label(&wait_label);
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self.emit(LDA, AM::ZeroPage(ZP_FRAME_FLAG));
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self.emit(BEQ, AM::LabelRelative(wait_label));
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// Clear the flag
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self.emit(LDA, AM::Immediate(0));
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self.emit(STA, AM::ZeroPage(ZP_FRAME_FLAG));
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// Dispatch on current_state using CMP + BNE + JMP trampoline
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self.emit(LDA, AM::ZeroPage(ZP_CURRENT_STATE));
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for (i, state_name) in ir.states.iter().enumerate() {
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let frame_handler = format!("{state_name}_frame");
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// Only dispatch if the state has a frame handler
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if ir.functions.iter().any(|f| f.name == frame_handler) {
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let skip_label = format!("__ir_disp_skip_{i}");
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self.emit(CMP, AM::Immediate(i as u8));
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self.emit(BNE, AM::LabelRelative(skip_label.clone()));
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self.emit(JMP, AM::Label(format!("__ir_fn_{frame_handler}")));
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self.emit_label(&skip_label);
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}
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}
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self.emit(JMP, AM::Label(main_loop));
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// 4. Emit each function body (state handlers + user functions)
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for func in &ir.functions {
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self.gen_function(func);
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}
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@ -137,12 +191,22 @@ impl<'a> IrCodeGen<'a> {
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// Reset temp slot allocator per function
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self.temp_slots.clear();
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self.next_temp_slot = 0;
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// Reset OAM slot counter per frame handler
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if func.name.ends_with("_frame") {
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self.next_oam_slot = 0;
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}
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self.emit_label(&format!("__ir_fn_{}", func.name));
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for block in &func.blocks {
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self.gen_block(block);
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}
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// Frame handlers end with JMP to main loop; other functions end
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// with RTS (emitted by the Return terminator in IR).
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if func.name.ends_with("_frame") {
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self.emit(JMP, AM::Label("__ir_main_loop".into()));
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}
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}
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fn gen_block(&mut self, block: &IrBasicBlock) {
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@ -298,10 +362,20 @@ impl<'a> IrCodeGen<'a> {
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y,
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frame,
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} => {
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// Writes to OAM slot 0 for IR codegen (simple, single sprite).
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// Multi-OAM would require a slot counter like the AST codegen.
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// Allocate an OAM slot from $0200-$02FF. Silently drop
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// draws beyond slot 63 (OAM is full).
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if self.next_oam_slot >= 64 {
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return;
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}
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let slot = self.next_oam_slot;
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self.next_oam_slot = self.next_oam_slot.wrapping_add(1);
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let base = 0x0200 + u16::from(slot) * 4;
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// Y position at base+0
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self.load_temp(*y);
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self.emit(STA, AM::Absolute(0x0200));
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self.emit(STA, AM::Absolute(base));
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// Tile index at base+1 — frame override, sprite lookup, or 0
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if let Some(f) = frame {
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self.load_temp(*f);
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} else if let Some(&tile) = self.sprite_tiles.get(sprite_name) {
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@ -309,11 +383,15 @@ impl<'a> IrCodeGen<'a> {
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} else {
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self.emit(LDA, AM::Immediate(0));
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}
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self.emit(STA, AM::Absolute(0x0201));
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self.emit(STA, AM::Absolute(base + 1));
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// Attributes at base+2 (always 0)
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self.emit(LDA, AM::Immediate(0));
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self.emit(STA, AM::Absolute(0x0202));
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self.emit(STA, AM::Absolute(base + 2));
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// X position at base+3
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self.load_temp(*x);
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self.emit(STA, AM::Absolute(0x0203));
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self.emit(STA, AM::Absolute(base + 3));
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}
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IrOp::ReadInput(dest) => {
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self.emit(LDA, AM::ZeroPage(0x01)); // ZP_INPUT_P1
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@ -323,16 +401,20 @@ impl<'a> IrCodeGen<'a> {
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// Poll frame flag at $00 until nonzero, then clear it
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let wait_label = format!("__ir_wait_{}", self.instructions.len());
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self.emit_label(&wait_label);
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self.emit(LDA, AM::ZeroPage(0x00));
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self.emit(LDA, AM::ZeroPage(ZP_FRAME_FLAG));
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self.emit(BEQ, AM::LabelRelative(wait_label));
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self.emit(LDA, AM::Immediate(0));
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self.emit(STA, AM::ZeroPage(0x00));
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self.emit(STA, AM::ZeroPage(ZP_FRAME_FLAG));
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}
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IrOp::Transition(name) => {
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// Write state index 0 as a placeholder — the AST codegen
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// does the real state index mapping. For IR codegen demo
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// purposes we emit a no-op transition here.
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let _ = name;
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// Write the target state's index to current_state, then
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// JMP back to main loop to run the new state's frame
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// handler on the next dispatch cycle.
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if let Some(&idx) = self.state_indices.get(name) {
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self.emit(LDA, AM::Immediate(idx));
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self.emit(STA, AM::ZeroPage(ZP_CURRENT_STATE));
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self.emit(JMP, AM::Label("__ir_main_loop".into()));
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}
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}
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IrOp::SourceLoc(_) => {
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// No code for source location markers
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@ -537,3 +619,81 @@ mod tests {
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assert!(insts.iter().any(|i| i.opcode == CMP));
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}
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}
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#[cfg(test)]
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mod more_tests {
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use super::*;
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use crate::analyzer;
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use crate::ir;
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use crate::parser;
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fn lower_and_gen(source: &str) -> Vec<Instruction> {
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let (prog, _) = parser::parse(source);
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let prog = prog.unwrap();
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let analysis = analyzer::analyze(&prog);
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let ir_program = ir::lower(&prog, &analysis);
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IrCodeGen::new(&analysis.var_allocations, &ir_program).generate(&ir_program)
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}
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#[test]
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fn ir_codegen_state_dispatch_emits_main_loop() {
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let insts = lower_and_gen(
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r#"
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game "T" { mapper: NROM }
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on frame { wait_frame }
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start Main
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"#,
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);
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// Should contain the __ir_main_loop label
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let has_main_loop = insts
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.iter()
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.any(|i| matches!(&i.mode, AM::Label(l) if l == "__ir_main_loop"));
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assert!(has_main_loop, "IR codegen should emit main loop label");
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}
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#[test]
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fn ir_codegen_multi_oam_uses_sequential_slots() {
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let insts = lower_and_gen(
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r#"
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game "T" { mapper: NROM }
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var a: u8 = 10
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var b: u8 = 20
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on frame {
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draw First at: (a, a)
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draw Second at: (b, b)
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}
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start Main
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"#,
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);
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// Should write to OAM slot 0 ($0200) and slot 1 ($0204)
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let writes_slot0 = insts
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.iter()
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.any(|i| i.opcode == STA && i.mode == AM::Absolute(0x0200));
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let writes_slot1 = insts
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.iter()
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.any(|i| i.opcode == STA && i.mode == AM::Absolute(0x0204));
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assert!(writes_slot0, "first draw should use OAM slot 0");
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assert!(writes_slot1, "second draw should use OAM slot 1");
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}
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#[test]
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fn ir_codegen_transition_writes_state_index() {
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let insts = lower_and_gen(
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r#"
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game "T" { mapper: NROM }
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state A {
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on frame { transition B }
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}
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state B {
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on frame { wait_frame }
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}
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start A
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"#,
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);
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// Should write state index 1 (B is second state) to ZP $03
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let has_store_state = insts
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.iter()
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.any(|i| i.opcode == STA && i.mode == AM::ZeroPage(0x03));
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assert!(has_store_state, "transition should write to current_state");
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}
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}
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@ -26,6 +26,9 @@ struct LoweringContext {
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current_label: String,
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// Loop context for break/continue
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loop_stack: Vec<LoopContext>,
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// State metadata captured from the AST
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state_names: Vec<String>,
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start_state: String,
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}
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struct LoopContext {
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current_ops: Vec::new(),
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current_label: String::new(),
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loop_stack: Vec::new(),
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state_names: Vec::new(),
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start_state: String::new(),
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}
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}
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@ -104,10 +109,16 @@ impl LoweringContext {
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functions: self.functions,
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globals: self.globals,
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rom_data: self.rom_data,
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states: self.state_names,
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start_state: self.start_state,
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}
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}
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fn lower_program(&mut self, program: &Program) {
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// Capture state metadata before lowering
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self.state_names = program.states.iter().map(|s| s.name.clone()).collect();
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program.start_state.clone_into(&mut self.start_state);
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// Register constants
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for c in &program.constants {
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if let Expr::IntLiteral(v, _) = &c.value {
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@ -33,6 +33,10 @@ pub struct IrProgram {
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pub functions: Vec<IrFunction>,
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pub globals: Vec<IrGlobal>,
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pub rom_data: Vec<IrRomBlock>,
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/// Ordered list of state names (index = state dispatch number).
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pub states: Vec<String>,
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/// Name of the initial state when the ROM boots.
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pub start_state: String,
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}
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/// A global variable in the IR.
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@ -19,6 +19,8 @@ fn make_program(ops: Vec<IrOp>, terminator: IrTerminator) -> IrProgram {
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}],
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globals: vec![],
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rom_data: vec![],
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states: vec![],
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start_state: String::new(),
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}
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}
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@ -324,6 +326,8 @@ fn inline_removes_trivial() {
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functions: vec![trivial_fn, main_fn],
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globals: vec![],
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rom_data: vec![],
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states: vec![],
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start_state: String::new(),
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};
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inline_small_functions(&mut prog);
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@ -548,3 +548,47 @@ fn ir_codegen_full_pipeline() {
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let rom_data = compile_with_ir_codegen(source);
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rom::validate_ines(&rom_data).expect("should be valid iNES");
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}
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#[test]
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fn ir_codegen_multi_state_dispatch() {
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// Exercise the IR main-loop dispatch with multiple states and a
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// transition.
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let source = r#"
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game "IR States" { mapper: NROM }
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var timer: u8 = 0
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state Title {
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on frame {
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if button.start { transition Play }
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}
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}
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state Play {
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on frame {
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timer += 1
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if timer > 60 { transition Title }
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}
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}
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start Title
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"#;
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let rom_data = compile_with_ir_codegen(source);
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let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
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assert_eq!(info.mapper, 0);
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}
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#[test]
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fn ir_codegen_multi_oam() {
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// Draw multiple sprites and verify OAM slots are allocated sequentially.
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let source = r#"
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game "IR MultiOAM" { mapper: NROM }
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var a: u8 = 10
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var b: u8 = 20
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var c: u8 = 30
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on frame {
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draw One at: (a, a)
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draw Two at: (b, b)
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draw Three at: (c, c)
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}
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start Main
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"#;
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let rom_data = compile_with_ir_codegen(source);
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rom::validate_ines(&rom_data).expect("should be valid iNES");
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}
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