mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 00:45:38 +00:00
Three follow-ups from a fresh review of the perf milestone:
1. **UTF-8 safety in `substitute_asm_vars` and
`substitute_inline_const_params`.** Both walked the asm body
byte-by-byte and emitted each non-substituted byte via
`out.push(bytes[i] as char)` — a Latin-1 reinterpretation that
mangles non-ASCII characters in inline-asm comments. The brace-
level scan stays byte-based (braces can't appear inside a UTF-8
continuation), but the verbatim copy now uses
`out.push_str(&body[i..i + ch_len])` with `ch_len` derived from
the lead byte. Pre-existing latent bug in `substitute_asm_vars`,
freshly introduced in `substitute_inline_const_params` —
fixed in both, with a shared lead-byte length helper.
2. **`function_is_leaf` is now exhaustive on `IrOp`.** The match
used to be selective: `Call`/`Mul`/`Div`/`Mod`/`Transition`/
`InlineAsm` were checked, everything else fell through with
`_ => {}`. A new variant added later that secretly emitted a
JSR (e.g. a future `Mul16` calling `__multiply16`) would have
silently broken any leaf function that touched it. Listed
every current variant explicitly so the compiler errors at
the match arm if a new variant ships, and added a
`function_is_leaf_detects_jsr_emitting_ops` test that walks
the known JSR-emitting constructs (Call, *, /, %, asm with
JSR token) and asserts each disqualifies leafness.
3. **Cleanups.** `gen_block` now binds the fused-cmp dest temp
inside the original tuple instead of re-matching
`block.ops.last().unwrap()` to retire it. New
`inline_fun_with_asm_param_cascades_through_nested_inline`
test exercises the eval_const → const_args_stack path that
lets the inner of two nested inline funs see its outer's
parameter as the constant the top-level call passed. Defensive
comment on `body_has_inline_asm` explaining why it deliberately
doesn't recurse (relies on `is_splicable_void_stmt`'s
no-control-flow guarantee).
ROMs and goldens unchanged — all the changes are non-observable
through the existing example surface. Verified: cargo
test/clippy/fmt clean on rustc 1.95.0; emulator harness 34/34;
reproducibility diff clean; demo gifs byte-match fresh captures.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
1109 lines
31 KiB
Rust
1109 lines
31 KiB
Rust
use super::*;
|
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use crate::analyzer;
|
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use crate::parser;
|
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|
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fn lower_ok(input: &str) -> IrProgram {
|
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let (prog, diags) = parser::parse(input);
|
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assert!(diags.is_empty(), "parse errors: {diags:?}");
|
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let prog = prog.unwrap();
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let analysis = analyzer::analyze(&prog);
|
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assert!(
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analysis.diagnostics.iter().all(|d| !d.is_error()),
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"analysis errors: {:?}",
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analysis.diagnostics
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);
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lower(&prog, &analysis)
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}
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|
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#[test]
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fn lower_minimal_program() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var px: u8 = 128
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on frame { px = 1 }
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start Main
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"#,
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);
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assert_eq!(ir.globals.len(), 1);
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assert_eq!(ir.globals[0].name, "px");
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assert_eq!(ir.globals[0].init_value, Some(128));
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// Should have at least one function (the frame handler)
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assert!(!ir.functions.is_empty());
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}
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#[test]
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fn lower_var_assignment() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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on frame { x = 42 }
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start Main
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|
"#,
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|
);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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// Should have a StoreVar op
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let has_store = frame_fn
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.blocks
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.iter()
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.flat_map(|b| &b.ops)
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.any(|op| matches!(op, IrOp::StoreVar(..)));
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assert!(has_store, "should emit StoreVar for assignment");
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}
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#[test]
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fn lower_plus_assign() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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on frame { x += 5 }
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start Main
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"#,
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);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
|
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.unwrap();
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let has_add = frame_fn
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.blocks
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.iter()
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.flat_map(|b| &b.ops)
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.any(|op| matches!(op, IrOp::Add(..)));
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assert!(has_add, "should emit Add for += operator");
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}
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#[test]
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fn lower_if_creates_branch() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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on frame {
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if x == 0 { x = 1 }
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}
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start Main
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"#,
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);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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let has_branch = frame_fn
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.blocks
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.iter()
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.any(|b| matches!(&b.terminator, IrTerminator::Branch(..)));
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assert!(
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has_branch,
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"if statement should produce a Branch terminator"
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);
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}
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#[test]
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fn lower_while_creates_loop() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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on frame {
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while x < 10 { x += 1 }
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}
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start Main
|
|
"#,
|
|
);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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// A while loop needs at least 3 blocks: condition check, body, and exit
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assert!(
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frame_fn.blocks.len() >= 3,
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"while should create multiple blocks, got {}",
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frame_fn.blocks.len()
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);
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}
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#[test]
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fn lower_button_read() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var px: u8 = 0
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on frame {
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if button.right { px += 1 }
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}
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start Main
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"#,
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);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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let has_input = frame_fn
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.blocks
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.iter()
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.flat_map(|b| &b.ops)
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.any(|op| matches!(op, IrOp::ReadInput(_, _)));
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assert!(has_input, "button read should emit ReadInput op");
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}
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#[test]
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fn lower_draw_sprite() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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var px: u8 = 0
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var py: u8 = 0
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on frame { draw Smiley at: (px, py) }
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start Main
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"#,
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);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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let has_draw = frame_fn
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.blocks
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.iter()
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.flat_map(|b| &b.ops)
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.any(|op| matches!(op, IrOp::DrawSprite { .. }));
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assert!(has_draw, "should emit DrawSprite op");
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}
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#[test]
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fn lower_constants_become_immediates() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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const SPEED: u8 = 3
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var px: u8 = 0
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on frame { px += SPEED }
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start Main
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"#,
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);
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let frame_fn = ir
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.functions
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.iter()
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.find(|f| f.name.contains("frame"))
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.unwrap();
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// SPEED should be lowered to LoadImm(_, 3)
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let has_imm3 = frame_fn
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.blocks
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.iter()
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.flat_map(|b| &b.ops)
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.any(|op| matches!(op, IrOp::LoadImm(_, 3)));
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assert!(has_imm3, "constant should be inlined as LoadImm");
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}
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#[test]
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fn lower_const_expressions_constant_fold() {
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// Constants may reference earlier constants and use arithmetic.
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// `B` resolves to `A + 3` = 8 at lowering time.
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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const A: u8 = 5
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const B: u8 = A + 3
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var x: u8 = B
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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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let x_global = ir.globals.iter().find(|g| g.name == "x").unwrap();
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assert_eq!(x_global.init_value, Some(8));
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}
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#[test]
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fn lower_const_bit_ops() {
|
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// Bitwise constant folding should work for things like defining
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// flags or masks based on other constants.
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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const FLAG_A: u8 = 1
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const FLAG_B: u8 = 2
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const BOTH: u8 = FLAG_A | FLAG_B
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var x: u8 = BOTH
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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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let x_global = ir.globals.iter().find(|g| g.name == "x").unwrap();
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assert_eq!(x_global.init_value, Some(3));
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}
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|
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#[test]
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fn lower_multiple_states() {
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let ir = lower_ok(
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r#"
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game "Test" { mapper: NROM }
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state Title {
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on enter { wait_frame }
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on frame { wait_frame }
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}
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state Game {
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on frame { wait_frame }
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}
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start Title
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"#,
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);
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// Should have: Title_enter, Title_frame, Game_frame
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assert!(
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ir.functions.len() >= 3,
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"should have at least 3 functions for 2 states, got {}",
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ir.functions.len()
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);
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let names: Vec<&str> = ir.functions.iter().map(|f| f.name.as_str()).collect();
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assert!(
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names.iter().any(|n| n.contains("Title_enter")),
|
|
"should have Title_enter handler"
|
|
);
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assert!(
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names.iter().any(|n| n.contains("Title_frame")),
|
|
"should have Title_frame handler"
|
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);
|
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assert!(
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|
names.iter().any(|n| n.contains("Game_frame")),
|
|
"should have Game_frame handler"
|
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);
|
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}
|
|
|
|
#[test]
|
|
fn lower_op_count() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var x: u8 = 0
|
|
on frame { x = 1 }
|
|
start Main
|
|
"#,
|
|
);
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assert!(ir.op_count() > 0, "should have some IR ops");
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}
|
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|
|
#[test]
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|
fn lower_wait_frame() {
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|
let ir = lower_ok(
|
|
r#"
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|
game "Test" { mapper: NROM }
|
|
on frame { wait_frame }
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|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
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.find(|f| f.name.contains("frame"))
|
|
.unwrap();
|
|
let has_wait = frame_fn
|
|
.blocks
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.iter()
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.flat_map(|b| &b.ops)
|
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.any(|op| matches!(op, IrOp::WaitFrame));
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assert!(has_wait, "should emit WaitFrame op");
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}
|
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|
|
#[test]
|
|
fn lower_debug_frame_overrun_count_emits_peek() {
|
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// `debug.frame_overrun_count()` lowers to a Peek of the
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// canonical $07FF runtime address. The release-mode codegen
|
|
// gating happens later — at the IR level we always emit the
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// Peek so the optimizer/codegen has a single uniform shape.
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|
let ir = lower_ok(
|
|
r#"
|
|
game "T" { mapper: NROM }
|
|
var n: u8 = 0
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|
on frame {
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n = debug.frame_overrun_count()
|
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wait_frame
|
|
}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
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.find(|f| f.name.contains("frame"))
|
|
.unwrap();
|
|
let peek_addr = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.find_map(|op| match op {
|
|
IrOp::Peek(_, addr) => Some(*addr),
|
|
_ => None,
|
|
});
|
|
assert_eq!(
|
|
peek_addr,
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|
Some(0x07FF),
|
|
"expected Peek($07FF) for frame_overrun_count"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_metasprite_draw_expands_to_one_op_per_tile() {
|
|
// `draw Hero at: (10, 20)` where Hero is a 4-tile metasprite
|
|
// should lower to four `DrawSprite` ops, each with the
|
|
// metasprite's underlying sprite name and one tile from the
|
|
// declaration's `frame:` array (offset by the sprite's base
|
|
// tile index — the runtime smiley occupies tile 0, so a
|
|
// single-sprite program starts user tiles at 1).
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "T" { mapper: NROM }
|
|
sprite Tile {
|
|
pixels: [
|
|
"@@@@@@@@",
|
|
"@@@@@@@@",
|
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"@@@@@@@@",
|
|
"@@@@@@@@",
|
|
"@@@@@@@@",
|
|
"@@@@@@@@",
|
|
"@@@@@@@@",
|
|
"@@@@@@@@"
|
|
]
|
|
}
|
|
metasprite Hero {
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sprite: Tile
|
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dx: [0, 8, 0, 8]
|
|
dy: [0, 0, 8, 8]
|
|
frame: [0, 0, 0, 0]
|
|
}
|
|
on frame {
|
|
draw Hero at: (10, 20)
|
|
wait_frame
|
|
}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.unwrap();
|
|
let ops: Vec<&IrOp> = frame_fn.blocks.iter().flat_map(|b| &b.ops).collect();
|
|
let draws: Vec<_> = ops
|
|
.iter()
|
|
.filter_map(|op| match op {
|
|
IrOp::DrawSprite { sprite_name, .. } => Some(sprite_name.clone()),
|
|
_ => None,
|
|
})
|
|
.collect();
|
|
assert_eq!(
|
|
draws.len(),
|
|
4,
|
|
"metasprite with 4 tiles should expand to 4 DrawSprite ops"
|
|
);
|
|
for name in &draws {
|
|
assert_eq!(
|
|
name, "Tile",
|
|
"expanded ops should target the underlying sprite"
|
|
);
|
|
}
|
|
// Each tile in the metasprite uses `frame: 0` relative to
|
|
// the underlying sprite. The single-sprite program has `Tile`
|
|
// at base index 1 (smiley occupies 0), so the resolved
|
|
// absolute frame index for every expanded DrawSprite is 1 —
|
|
// we should see at least one `LoadImm(_, 1)` matching that.
|
|
let load_imm_1_count = ops
|
|
.iter()
|
|
.filter(|op| matches!(op, IrOp::LoadImm(_, 1)))
|
|
.count();
|
|
assert!(
|
|
load_imm_1_count >= 4,
|
|
"metasprite expansion should LoadImm(_, 1) at least once per tile (sprite Tile sits at base index 1, frame: [0,0,0,0]); got {load_imm_1_count}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_nested_struct_literal_init_expands_to_leaves() {
|
|
// A `Hero { pos: Vec2 { x: 1, y: 2 }, hp: 100, inv: [3,4,5,6] }`
|
|
// initializer must produce one IrGlobal per leaf field with the
|
|
// right scalar `init_value` / per-element `init_array`. The
|
|
// intermediate `hero.pos` is registered with `size: 0` so name
|
|
// lookups still work but no separate init bytes are emitted.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "T" { mapper: NROM }
|
|
struct Vec2 { x: u8, y: u8 }
|
|
struct Hero { pos: Vec2, hp: u8, inv: u8[4] }
|
|
var hero: Hero = Hero { pos: Vec2 { x: 1, y: 2 }, hp: 100, inv: [3, 4, 5, 6] }
|
|
on frame { wait_frame }
|
|
start Main
|
|
"#,
|
|
);
|
|
let by_name = |n: &str| {
|
|
ir.globals
|
|
.iter()
|
|
.find(|g| g.name == n)
|
|
.unwrap_or_else(|| panic!("missing global: {n}"))
|
|
};
|
|
let pos_x = by_name("hero.pos.x");
|
|
let pos_y = by_name("hero.pos.y");
|
|
let hp = by_name("hero.hp");
|
|
let inv = by_name("hero.inv");
|
|
assert_eq!(pos_x.init_value, Some(1));
|
|
assert_eq!(pos_y.init_value, Some(2));
|
|
assert_eq!(hp.init_value, Some(100));
|
|
assert_eq!(inv.init_array, vec![3, 4, 5, 6]);
|
|
// The intermediate must exist with size 0 so codegen can
|
|
// resolve `hero.pos` lookups even though it carries no bytes.
|
|
let pos = by_name("hero.pos");
|
|
assert_eq!(pos.size, 0);
|
|
assert_eq!(pos.init_value, None);
|
|
assert!(pos.init_array.is_empty());
|
|
}
|
|
|
|
#[test]
|
|
fn lower_debug_frame_overran_emits_peek_07fe() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "T" { mapper: NROM }
|
|
var n: u8 = 0
|
|
on frame {
|
|
n = debug.frame_overran()
|
|
wait_frame
|
|
}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.unwrap();
|
|
let peek_addr = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.find_map(|op| match op {
|
|
IrOp::Peek(_, addr) => Some(*addr),
|
|
_ => None,
|
|
});
|
|
assert_eq!(
|
|
peek_addr,
|
|
Some(0x07FE),
|
|
"expected Peek($07FE) for frame_overran"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn array_literal_global_init_is_captured() {
|
|
// Regression test: `var xs: u8[4] = [1, 2, 3, 4]` used to lose
|
|
// its initializer because `eval_const` returns None for
|
|
// `Expr::ArrayLiteral` and `init_value` ended up `None`. The
|
|
// fix captures the per-element values in a new `init_array`
|
|
// field so the IR codegen can emit one `LDA #imm; STA base+i`
|
|
// per byte at startup.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Arr" { mapper: NROM }
|
|
var xs: u8[4] = [1, 2, 3, 4]
|
|
on frame { wait_frame }
|
|
start Main
|
|
"#,
|
|
);
|
|
let xs = ir
|
|
.globals
|
|
.iter()
|
|
.find(|g| g.name == "xs")
|
|
.expect("`xs` global should exist");
|
|
assert_eq!(
|
|
xs.init_array,
|
|
vec![1, 2, 3, 4],
|
|
"array literal initializer should populate init_array: {:?}",
|
|
xs.init_array
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn for_loop_counter_is_registered_as_handler_local() {
|
|
// Regression test for bug B's secondary fix: `for i in 0..N`
|
|
// implicitly declares the counter `i`, and the lowering must
|
|
// push it onto `current_locals` so the IR codegen can give
|
|
// it a backing address. Without this entry, every
|
|
// `LoadVar(i)` / `StoreVar(i)` in the desugared while loop
|
|
// silently emitted no code (the codegen's `var_addrs` lookup
|
|
// returned None), the counter stayed at 0, the loop spun
|
|
// forever, and any `draw` inside the loop kept writing to
|
|
// the first OAM slot with the index-0 array element.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "ForCounter" { mapper: NROM }
|
|
var xs: u8[4] = [1, 2, 3, 4]
|
|
var out: u8 = 0
|
|
on frame {
|
|
for i in 0..4 {
|
|
out = xs[i]
|
|
}
|
|
}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
assert!(
|
|
frame_fn.locals.iter().any(|l| l.name == "i"),
|
|
"for-loop counter `i` should be registered as a handler local: {:?}",
|
|
frame_fn.locals
|
|
);
|
|
}
|
|
|
|
// Regression tests: shift / div / mod used to miscompile silently.
|
|
// `x << n` with a literal `n` always emitted ShiftLeft(..., 1) and
|
|
// `x / n` / `x % n` always emitted LoadImm(..., 0). These tests
|
|
// anchor the fixes from the code-review cleanup pass.
|
|
|
|
#[test]
|
|
fn lower_shift_left_with_literal_count_uses_that_count() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var x: u8 = 1
|
|
on frame { x = x << 3 }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let has_shift3 = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::ShiftLeft(_, _, 3)));
|
|
assert!(
|
|
has_shift3,
|
|
"expected ShiftLeft with count=3, got ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_shift_right_with_variable_count_uses_runtime_variant() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var x: u8 = 128
|
|
var n: u8 = 2
|
|
on frame { x = x >> n }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let has_shift_var = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::ShiftRightVar(..)));
|
|
assert!(
|
|
has_shift_var,
|
|
"expected ShiftRightVar for runtime shift amount, got ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_divide_emits_div_op_not_load_imm_zero() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var x: u8 = 100
|
|
var d: u8 = 7
|
|
var q: u8 = 0
|
|
on frame { q = x / d }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let has_div = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Div(..)));
|
|
assert!(
|
|
has_div,
|
|
"expected IrOp::Div for `q = x / d`, got ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_set_palette_emits_ir_op() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
palette Cool { colors: [0x0F, 0x01, 0x11, 0x21] }
|
|
palette Warm { colors: [0x0F, 0x06, 0x16, 0x26] }
|
|
on frame { set_palette Warm }
|
|
start Main
|
|
"#,
|
|
);
|
|
let has_set_palette = ir
|
|
.functions
|
|
.iter()
|
|
.flat_map(|f| &f.blocks)
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::SetPalette(name) if name == "Warm"));
|
|
assert!(
|
|
has_set_palette,
|
|
"expected IrOp::SetPalette(Warm) in lowered IR"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_load_background_emits_ir_op() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
background Stage { tiles: [0, 1, 2] }
|
|
on frame { load_background Stage }
|
|
start Main
|
|
"#,
|
|
);
|
|
let has_load_bg = ir
|
|
.functions
|
|
.iter()
|
|
.flat_map(|f| &f.blocks)
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::LoadBackground(name) if name == "Stage"));
|
|
assert!(
|
|
has_load_bg,
|
|
"expected IrOp::LoadBackground(Stage) in lowered IR"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn lower_modulo_emits_mod_op_not_load_imm_zero() {
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var x: u8 = 17
|
|
var d: u8 = 5
|
|
var r: u8 = 0
|
|
on frame { r = x % d }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let has_mod = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Mod(..)));
|
|
assert!(
|
|
has_mod,
|
|
"expected IrOp::Mod for `r = x % d`, got ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn wide_hi_does_not_leak_between_functions() {
|
|
// Regression test for the `wide_hi` leak bug fixed on the
|
|
// War bug-cleanup branch (see `git log`): the IR lowerer's
|
|
// `wide_hi` map used to persist across function boundaries
|
|
// even though `next_temp` resets to 0 per function. A
|
|
// function whose body had no u16 ops would inherit stale
|
|
// `(temp_id -> high_byte)` entries from earlier functions
|
|
// and emit `CmpEq16` (or other 16-bit ops) where the
|
|
// destination temp aliased one of the source temps.
|
|
//
|
|
// The shape that reproduces it: function A bumps a u16
|
|
// global (creating wide entries); function B does u8 ==
|
|
// const compares against a u8 global. Pre-fix, function B's
|
|
// last few comparisons would lower to `CmpEq16`. Post-fix,
|
|
// they all stay narrow.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var clock: u16 = 0
|
|
var phase: u8 = 0
|
|
var hits: u8 = 0
|
|
fun bump_a() { hits += 1 }
|
|
fun bump_b() { hits += 2 }
|
|
fun bump_c() { hits += 3 }
|
|
fun bump_d() { hits += 4 }
|
|
on frame {
|
|
clock += 1
|
|
if phase == 0 { bump_a() }
|
|
if phase == 1 { bump_b() }
|
|
if phase == 2 { bump_c() }
|
|
if phase == 3 { bump_d() }
|
|
wait_frame
|
|
}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let mut wide_eq_dest_aliases = 0;
|
|
for op in frame_fn.blocks.iter().flat_map(|b| &b.ops) {
|
|
if let IrOp::CmpEq16 {
|
|
dest, b_hi, a_hi, ..
|
|
} = op
|
|
{
|
|
// The dest of a 16-bit compare must never alias one
|
|
// of its operand high bytes — that's the symptom of
|
|
// the `wide_hi` leak bug.
|
|
if dest == b_hi || dest == a_hi {
|
|
wide_eq_dest_aliases += 1;
|
|
}
|
|
}
|
|
}
|
|
assert_eq!(
|
|
wide_eq_dest_aliases, 0,
|
|
"wide CmpEq16 destination aliased a source operand — wide_hi leaked between functions"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_expression_body_emits_no_call_at_use_site() {
|
|
// Regression test for the real-inlining feature added on
|
|
// the War bug-cleanup branch (see `git log`): `inline fun`
|
|
// with a single-return-expression body should be spliced
|
|
// at every call site instead of emitting a Call op. The
|
|
// lowered frame handler should contain zero Call ops
|
|
// targeting the inline function.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
inline fun shift_right_4(c: u8) -> u8 {
|
|
return c >> 4
|
|
}
|
|
var out: u8 = 0
|
|
on frame { out = shift_right_4(0x90) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_call_to_inline = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "shift_right_4"));
|
|
assert!(
|
|
!any_call_to_inline,
|
|
"frame handler should not contain a Call to the inlined function; ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_void_body_statements_are_spliced() {
|
|
// Void `inline fun` with a multi-statement body (no
|
|
// control flow) should be spliced at every statement-
|
|
// context call site. `set_phase(P_FLY_A)` should lower
|
|
// to two StoreVar ops (phase = P_FLY_A, phase_timer = 0)
|
|
// rather than a Call op.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
const P_WAIT: u8 = 0
|
|
const P_FLY: u8 = 1
|
|
var phase: u8 = 0
|
|
var phase_timer: u8 = 0
|
|
inline fun set_phase(p: u8) {
|
|
phase = p
|
|
phase_timer = 0
|
|
}
|
|
on frame { set_phase(P_FLY) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_call_to_inline = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "set_phase"));
|
|
assert!(
|
|
!any_call_to_inline,
|
|
"frame handler should not contain a Call to set_phase; ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_with_conditional_return_compiles_as_regular_call() {
|
|
// A conditional early-return body (wrap52-style) is too
|
|
// complex for the simple inliner. It should gracefully
|
|
// fall back to a regular Call op — this is the intended
|
|
// behaviour, not a bug. The important thing is that the
|
|
// fallback is correct, not that it's inlined.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
inline fun wrap52(v: u8) -> u8 {
|
|
if v >= 52 { return v - 52 }
|
|
return v
|
|
}
|
|
var out: u8 = 0
|
|
on frame { out = wrap52(60) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let calls_wrap52 = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "wrap52"));
|
|
assert!(
|
|
calls_wrap52,
|
|
"wrap52 has conditional early return — it should fall back to a Call op"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_with_asm_param_substitutes_immediate() {
|
|
// An `inline fun` whose body contains an `asm { ... }` block
|
|
// referencing parameters via `{name}` substitution. When the
|
|
// call site passes compile-time constants, the splicer
|
|
// pre-substitutes each `{param}` with its `#$<value>`
|
|
// immediate so the spliced body parses correctly. The end
|
|
// result should contain no Call op for the inlined fun, and
|
|
// the frame handler's instruction stream (after lowering) is
|
|
// expected to contain an `LDA #$2A` (= 42) — the substituted
|
|
// immediate.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var sink: u8 = 0
|
|
inline fun stash(value: u8) {
|
|
asm {
|
|
LDA {value}
|
|
STA {sink}
|
|
}
|
|
}
|
|
on frame { stash(42) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_call = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "stash"));
|
|
assert!(!any_call, "stash should be inlined, no Call op left");
|
|
let asm_body = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.find_map(|op| match op {
|
|
IrOp::InlineAsm(body) => Some(body.clone()),
|
|
_ => None,
|
|
})
|
|
.expect("inlined asm block should be present");
|
|
assert!(
|
|
asm_body.contains("#$2A"),
|
|
"asm body should contain the substituted immediate `#$2A`; got: {asm_body}"
|
|
);
|
|
assert!(
|
|
!asm_body.contains("{value}"),
|
|
"`{{value}}` should have been pre-substituted; got: {asm_body}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_with_asm_falls_back_for_runtime_arg() {
|
|
// When the call site passes a runtime value (a variable, not
|
|
// a literal), there's no way to synthesize an immediate at
|
|
// expansion time. The splicer should refuse to inline and
|
|
// emit a regular Call instead — preserving correctness over
|
|
// performance.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var sink: u8 = 0
|
|
var src: u8 = 7
|
|
inline fun stash(value: u8) {
|
|
asm {
|
|
LDA {value}
|
|
STA {sink}
|
|
}
|
|
}
|
|
on frame { stash(src) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_call = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "stash"));
|
|
assert!(
|
|
any_call,
|
|
"stash should fall back to a Call op when arg is runtime"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_with_asm_param_cascades_through_nested_inline() {
|
|
// Outer inline fun calls inner inline fun (with asm) using
|
|
// its *own* parameter as the inner's argument. The outer's
|
|
// parameter is bound to a compile-time constant at the
|
|
// top-level call site, and that constness has to flow
|
|
// through `eval_const` so the inner — which has an asm body
|
|
// — sees its arg as constant too.
|
|
//
|
|
// Without the `inline_const_args_stack` lookup in
|
|
// `eval_const`, the inner would treat the outer's param as
|
|
// runtime and refuse to inline, falling back to a Call.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
var sink: u8 = 0
|
|
inline fun inner(value: u8) {
|
|
asm {
|
|
LDA {value}
|
|
STA {sink}
|
|
}
|
|
}
|
|
inline fun outer(p: u8) { inner(p) }
|
|
on frame { outer(123) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_call = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "outer" || name == "inner"));
|
|
assert!(
|
|
!any_call,
|
|
"both inline funs should expand; no Call ops should remain"
|
|
);
|
|
let asm_body = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.find_map(|op| match op {
|
|
IrOp::InlineAsm(body) => Some(body.clone()),
|
|
_ => None,
|
|
})
|
|
.expect("inlined asm block should be present");
|
|
// 123 = $7B
|
|
assert!(
|
|
asm_body.contains("#$7B"),
|
|
"asm body should contain `#$7B` from the cascaded constant; got: {asm_body}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn inline_fun_nested_inlines_substitute_correctly() {
|
|
// Two inline functions where the outer calls the inner
|
|
// using its own parameter. Both should inline; the
|
|
// result should have no Call ops in the frame handler
|
|
// targeting either function.
|
|
let ir = lower_ok(
|
|
r#"
|
|
game "Test" { mapper: NROM }
|
|
inline fun double(x: u8) -> u8 { return x + x }
|
|
inline fun quad(x: u8) -> u8 { return double(double(x)) }
|
|
var out: u8 = 0
|
|
on frame { out = quad(5) }
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
|
.find(|f| f.name.contains("frame"))
|
|
.expect("frame handler should exist");
|
|
let any_inline_call = frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.any(|op| matches!(op, IrOp::Call(_, name, _) if name == "double" || name == "quad"));
|
|
assert!(
|
|
!any_inline_call,
|
|
"nested inline calls should both be expanded; frame ops: {:?}",
|
|
frame_fn
|
|
.blocks
|
|
.iter()
|
|
.flat_map(|b| &b.ops)
|
|
.collect::<Vec<_>>()
|
|
);
|
|
}
|