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nescript/src/ir/tests.rs
Claude 6696d790bb
codegen+ir: code-review followups (UTF-8 safety, leaf exhaustiveness, tests)
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
2026-04-16 17:46:06 +00:00

1109 lines
31 KiB
Rust

use super::*;
use crate::analyzer;
use crate::parser;
fn lower_ok(input: &str) -> IrProgram {
let (prog, diags) = parser::parse(input);
assert!(diags.is_empty(), "parse errors: {diags:?}");
let prog = prog.unwrap();
let analysis = analyzer::analyze(&prog);
assert!(
analysis.diagnostics.iter().all(|d| !d.is_error()),
"analysis errors: {:?}",
analysis.diagnostics
);
lower(&prog, &analysis)
}
#[test]
fn lower_minimal_program() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var px: u8 = 128
on frame { px = 1 }
start Main
"#,
);
assert_eq!(ir.globals.len(), 1);
assert_eq!(ir.globals[0].name, "px");
assert_eq!(ir.globals[0].init_value, Some(128));
// Should have at least one function (the frame handler)
assert!(!ir.functions.is_empty());
}
#[test]
fn lower_var_assignment() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var x: u8 = 0
on frame { x = 42 }
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
// Should have a StoreVar op
let has_store = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::StoreVar(..)));
assert!(has_store, "should emit StoreVar for assignment");
}
#[test]
fn lower_plus_assign() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var x: u8 = 0
on frame { x += 5 }
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
let has_add = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::Add(..)));
assert!(has_add, "should emit Add for += operator");
}
#[test]
fn lower_if_creates_branch() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var x: u8 = 0
on frame {
if x == 0 { x = 1 }
}
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
let has_branch = frame_fn
.blocks
.iter()
.any(|b| matches!(&b.terminator, IrTerminator::Branch(..)));
assert!(
has_branch,
"if statement should produce a Branch terminator"
);
}
#[test]
fn lower_while_creates_loop() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var x: u8 = 0
on frame {
while x < 10 { x += 1 }
}
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
// A while loop needs at least 3 blocks: condition check, body, and exit
assert!(
frame_fn.blocks.len() >= 3,
"while should create multiple blocks, got {}",
frame_fn.blocks.len()
);
}
#[test]
fn lower_button_read() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var px: u8 = 0
on frame {
if button.right { px += 1 }
}
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
let has_input = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::ReadInput(_, _)));
assert!(has_input, "button read should emit ReadInput op");
}
#[test]
fn lower_draw_sprite() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var px: u8 = 0
var py: u8 = 0
on frame { draw Smiley at: (px, py) }
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
let has_draw = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::DrawSprite { .. }));
assert!(has_draw, "should emit DrawSprite op");
}
#[test]
fn lower_constants_become_immediates() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
const SPEED: u8 = 3
var px: u8 = 0
on frame { px += SPEED }
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
// SPEED should be lowered to LoadImm(_, 3)
let has_imm3 = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::LoadImm(_, 3)));
assert!(has_imm3, "constant should be inlined as LoadImm");
}
#[test]
fn lower_const_expressions_constant_fold() {
// Constants may reference earlier constants and use arithmetic.
// `B` resolves to `A + 3` = 8 at lowering time.
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
const A: u8 = 5
const B: u8 = A + 3
var x: u8 = B
on frame { wait_frame }
start Main
"#,
);
let x_global = ir.globals.iter().find(|g| g.name == "x").unwrap();
assert_eq!(x_global.init_value, Some(8));
}
#[test]
fn lower_const_bit_ops() {
// Bitwise constant folding should work for things like defining
// flags or masks based on other constants.
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
const FLAG_A: u8 = 1
const FLAG_B: u8 = 2
const BOTH: u8 = FLAG_A | FLAG_B
var x: u8 = BOTH
on frame { wait_frame }
start Main
"#,
);
let x_global = ir.globals.iter().find(|g| g.name == "x").unwrap();
assert_eq!(x_global.init_value, Some(3));
}
#[test]
fn lower_multiple_states() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
state Title {
on enter { wait_frame }
on frame { wait_frame }
}
state Game {
on frame { wait_frame }
}
start Title
"#,
);
// Should have: Title_enter, Title_frame, Game_frame
assert!(
ir.functions.len() >= 3,
"should have at least 3 functions for 2 states, got {}",
ir.functions.len()
);
let names: Vec<&str> = ir.functions.iter().map(|f| f.name.as_str()).collect();
assert!(
names.iter().any(|n| n.contains("Title_enter")),
"should have Title_enter handler"
);
assert!(
names.iter().any(|n| n.contains("Title_frame")),
"should have Title_frame handler"
);
assert!(
names.iter().any(|n| n.contains("Game_frame")),
"should have Game_frame handler"
);
}
#[test]
fn lower_op_count() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
var x: u8 = 0
on frame { x = 1 }
start Main
"#,
);
assert!(ir.op_count() > 0, "should have some IR ops");
}
#[test]
fn lower_wait_frame() {
let ir = lower_ok(
r#"
game "Test" { mapper: NROM }
on frame { wait_frame }
start Main
"#,
);
let frame_fn = ir
.functions
.iter()
.find(|f| f.name.contains("frame"))
.unwrap();
let has_wait = frame_fn
.blocks
.iter()
.flat_map(|b| &b.ops)
.any(|op| matches!(op, IrOp::WaitFrame));
assert!(has_wait, "should emit WaitFrame op");
}
#[test]
fn lower_debug_frame_overrun_count_emits_peek() {
// `debug.frame_overrun_count()` lowers to a Peek of the
// canonical $07FF runtime address. The release-mode codegen
// gating happens later — at the IR level we always emit the
// Peek so the optimizer/codegen has a single uniform shape.
let ir = lower_ok(
r#"
game "T" { mapper: NROM }
var n: u8 = 0
on frame {
n = debug.frame_overrun_count()
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(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: [
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@",
"@@@@@@@@"
]
}
metasprite Hero {
sprite: Tile
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<_>>()
);
}