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nescript/src/ir/tests.rs
Claude 7294ae3efa
analyzer/lowering: support nested struct fields and array struct fields
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
2026-04-15 02:19:49 +00:00

667 lines
17 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_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<_>>()
);
}