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nescript/src/ir/tests.rs
Claude f49dbce686
Fix three compiler bugs exposed by array-using examples
Landing bug A from the previous writeup plus two adjacent bugs
that the fix exposed. All three miscompile anything that uses a
u8[N] global with a literal initializer.

1. Array-literal globals are now actually initialized.
   `lower_program` only expanded `Expr::StructLiteral` into per-
   field synthetic globals — `Expr::ArrayLiteral` hit
   `eval_const`, returned `None`, and the array boot-cleared to
   zero. `IrGlobal` now carries an `init_array: Vec<u8>`
   populated by lowering, and the IR codegen startup loop emits
   one `LDA #byte; STA base+i` pair per element.

2. Local variables no longer overlap array globals.
   `IrCodeGen::new` advanced `local_ram_next` past
   `max_global_base + 1` — for an array at `$0300-$0303` it
   placed the first handler-local at `$0301`, inside the array.
   The frame handler's stores through the local then corrupted
   the array mid-frame. The allocator now walks the analyzer's
   `VarAllocation` list and advances past `address + size` for
   every RAM global, not just the base.

3. Peephole `remove_redundant_loads` honors indexed LDAs.
   The pass tracked `LDA Immediate/ZeroPage/Absolute` but let
   `LDA AbsoluteX/AbsoluteY/ZeroPageX/IndirectX/IndirectY` fall
   through the match, leaving the A-equivalence tracker
   unchanged. A later `LDA #v` that happened to match a stale
   entry from BEFORE the indexed load would then be dropped as
   "already in A" — a silent miscompile that turned every
   `draw Sprite at: (arr[i], arr[j])` pattern into garbage
   (the second array index would be computed from `arr[i]`'s
   value, reading way out of bounds). Indexed LDAs now clear
   the tracker.

Regression tests:
- `src/codegen/peephole.rs`: a synthetic
  `LDA #0; TAX; LDA AbsX(arr1); STA temp; LDA #0; TAX;
   LDA AbsX(arr2); ...` sequence asserts both `LDA #0`s survive.
- `src/ir/tests.rs`: verifies `var xs: u8[4] = [1,2,3,4]`
  populates `IrGlobal::init_array` with `[1,2,3,4]`.
- `tests/integration_test.rs`: two IR-codegen tests — one checks
  the startup instructions contain `LDA #v; STA base+i` for
  every element, the other compiles a handler-local var
  alongside an array global and asserts no post-init stores
  land inside the array.

Smoke test impact (14/14 still passing, now more visible):
- arrays_and_functions:  56 -> 104 nonBlack, now animated
- loop_break_continue:   52 -> 208 (player + 3 hazards visible)
- structs_enums_for:     52 -> 104 (player + enemy visible)

Existing examples unchanged; no remaining work for bug B
(static OAM slot allocation in loops) — that's the next PR.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 19:32:22 +00:00

343 lines
8.2 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 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
);
}