mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
Struct field types beyond the v1 scalar set (`u8`, `i8`, `u16`,
`bool`) used to error out with `E0201: struct fields must be
u8/i8/u16/bool`. The size accumulator already handled them
correctly — what was missing was: (1) the analyzer side that
synthesizes per-leaf symbols and allocations for nested structs
plus a single array-typed symbol for array fields, (2) the
parser's chained-field-access path, and (3) the IR-lowering
recursion through nested struct literal initializers and array
literal field values.
The synthetic-variable model carries through unchanged: a
`var p: Player` where `Player { pos: Vec2, hp: u8, inv: u8[4] }`
and `Vec2 { x: u8, y: u8 }` produces flat allocations for
`p.pos.x`, `p.pos.y`, `p.hp`, and `p.inv`, plus an intermediate
`p.pos` Struct symbol so dotted-name lookups still resolve. Array
fields get a single allocation with the array type so the
existing `Expr::ArrayIndex` lowering path handles `p.inv[i]`
without changes. Array-of-structs is still rejected with E0201
because the synthetic model can't index per-element layouts
without further codegen work.
The parser change is the only structural move: `parse_primary`
and `parse_assign_or_call` now loop the dot chain into a single
joined identifier so `p.pos.x` becomes `FieldAccess("p.pos", "x")`
and `p.inv[0]` becomes `ArrayIndex("p.inv", 0)`. The downstream
analyzer and IR lowering use the same `format!("{name}.{field}")`
join they already used for one-level access — no plumbing
changes required.
Includes a new `examples/nested_structs.ne` that exercises both
features end-to-end with two `Hero` instances carrying nested
positions and inventory arrays. The reproducibility tripwire
ROM is committed alongside it and the emulator harness has a
matching pair of golden files.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
667 lines
17 KiB
Rust
667 lines
17 KiB
Rust
use super::*;
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use crate::analyzer;
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use crate::parser;
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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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#[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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"#,
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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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// 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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#[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")),
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"should have Title_enter handler"
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);
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assert!(
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names.iter().any(|n| n.contains("Title_frame")),
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"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")),
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"should have Game_frame handler"
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);
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}
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#[test]
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fn lower_op_count() {
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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 = 1 }
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start Main
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"#,
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);
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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(
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r#"
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game "Test" { 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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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_wait = 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::WaitFrame));
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assert!(has_wait, "should emit WaitFrame op");
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}
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#[test]
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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
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// 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(
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r#"
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game "T" { mapper: NROM }
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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
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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 peek_addr = 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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.find_map(|op| match op {
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IrOp::Peek(_, addr) => Some(*addr),
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_ => None,
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});
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assert_eq!(
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peek_addr,
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Some(0x07FF),
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"expected Peek($07FF) for frame_overrun_count"
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);
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}
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#[test]
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fn lower_nested_struct_literal_init_expands_to_leaves() {
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// A `Hero { pos: Vec2 { x: 1, y: 2 }, hp: 100, inv: [3,4,5,6] }`
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// initializer must produce one IrGlobal per leaf field with the
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// right scalar `init_value` / per-element `init_array`. The
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// intermediate `hero.pos` is registered with `size: 0` so name
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// lookups still work but no separate init bytes are emitted.
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let ir = lower_ok(
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r#"
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game "T" { mapper: NROM }
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struct Vec2 { x: u8, y: u8 }
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struct Hero { pos: Vec2, hp: u8, inv: u8[4] }
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var hero: Hero = Hero { pos: Vec2 { x: 1, y: 2 }, hp: 100, inv: [3, 4, 5, 6] }
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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 by_name = |n: &str| {
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ir.globals
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.iter()
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.find(|g| g.name == n)
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.unwrap_or_else(|| panic!("missing global: {n}"))
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};
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let pos_x = by_name("hero.pos.x");
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let pos_y = by_name("hero.pos.y");
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let hp = by_name("hero.hp");
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let inv = by_name("hero.inv");
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assert_eq!(pos_x.init_value, Some(1));
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assert_eq!(pos_y.init_value, Some(2));
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assert_eq!(hp.init_value, Some(100));
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assert_eq!(inv.init_array, vec![3, 4, 5, 6]);
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// The intermediate must exist with size 0 so codegen can
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// resolve `hero.pos` lookups even though it carries no bytes.
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let pos = by_name("hero.pos");
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assert_eq!(pos.size, 0);
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assert_eq!(pos.init_value, None);
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assert!(pos.init_array.is_empty());
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}
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#[test]
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fn lower_debug_frame_overran_emits_peek_07fe() {
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let ir = lower_ok(
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r#"
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game "T" { mapper: NROM }
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var n: u8 = 0
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on frame {
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n = debug.frame_overran()
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wait_frame
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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 peek_addr = 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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.find_map(|op| match op {
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IrOp::Peek(_, addr) => Some(*addr),
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_ => None,
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});
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assert_eq!(
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peek_addr,
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Some(0x07FE),
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"expected Peek($07FE) for frame_overran"
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);
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}
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#[test]
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fn array_literal_global_init_is_captured() {
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// Regression test: `var xs: u8[4] = [1, 2, 3, 4]` used to lose
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// its initializer because `eval_const` returns None for
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// `Expr::ArrayLiteral` and `init_value` ended up `None`. The
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// fix captures the per-element values in a new `init_array`
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// field so the IR codegen can emit one `LDA #imm; STA base+i`
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// per byte at startup.
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let ir = lower_ok(
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r#"
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game "Arr" { mapper: NROM }
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var xs: u8[4] = [1, 2, 3, 4]
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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 xs = ir
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.globals
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.iter()
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.find(|g| g.name == "xs")
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.expect("`xs` global should exist");
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assert_eq!(
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xs.init_array,
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vec![1, 2, 3, 4],
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"array literal initializer should populate init_array: {:?}",
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xs.init_array
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);
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}
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|
|
#[test]
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fn for_loop_counter_is_registered_as_handler_local() {
|
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// Regression test for bug B's secondary fix: `for i in 0..N`
|
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// implicitly declares the counter `i`, and the lowering must
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// push it onto `current_locals` so the IR codegen can give
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// it a backing address. Without this entry, every
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// `LoadVar(i)` / `StoreVar(i)` in the desugared while loop
|
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// silently emitted no code (the codegen's `var_addrs` lookup
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// returned None), the counter stayed at 0, the loop spun
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// forever, and any `draw` inside the loop kept writing to
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// the first OAM slot with the index-0 array element.
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let ir = lower_ok(
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r#"
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game "ForCounter" { mapper: NROM }
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var xs: u8[4] = [1, 2, 3, 4]
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var out: u8 = 0
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on frame {
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for i in 0..4 {
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out = xs[i]
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}
|
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}
|
|
start Main
|
|
"#,
|
|
);
|
|
let frame_fn = ir
|
|
.functions
|
|
.iter()
|
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.find(|f| f.name.contains("frame"))
|
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.expect("frame handler should exist");
|
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assert!(
|
|
frame_fn.locals.iter().any(|l| l.name == "i"),
|
|
"for-loop counter `i` should be registered as a handler local: {:?}",
|
|
frame_fn.locals
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|
);
|
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}
|
|
|
|
// 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<_>>()
|
|
);
|
|
}
|