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fix warnings about unreachable code
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@ -1054,17 +1054,19 @@ internal class AstChecker(private val program: Program,
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private fun visitStatements(statements: List<Statement>) {
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for((index, stmt) in statements.withIndex()) {
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if(stmt is FunctionCallStatement
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&& stmt.target.nameInSource.last()=="exit"
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&& index < statements.lastIndex) {
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println("STMT AFTER EXIT ${statements[index+1]}") // TODO fix message if next stmt is not a regular stmt
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if(index < statements.lastIndex && statements[index+1] !is Subroutine) {
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when {
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stmt is FunctionCallStatement && stmt.target.nameInSource.last() == "exit" -> {
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errors.warn("unreachable code, preceding exit call will never return", statements[index + 1].position)
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}
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if(stmt is Return && index < statements.lastIndex) {
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println("STMT AFTER RETURN ${statements[index+1]}") // TODO fix message if next stmt is not a regular stmt
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stmt is Return && statements[index + 1] !is Subroutine -> {
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errors.warn("unreachable code, preceding return statement", statements[index + 1].position)
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}
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stmt is Jump && statements[index + 1] !is Subroutine -> {
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errors.warn("unreachable code, preceding jump statement", statements[index + 1].position)
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}
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}
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}
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stmt.accept(this)
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}
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@ -40,7 +40,6 @@ fun compileProgram(filepath: Path,
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if (optimize)
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optimizeAst(programAst, errors)
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postprocessAst(programAst, errors, compilationOptions)
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printAst(programAst) // TODO
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if(writeAssembly)
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programName = writeAssembly(programAst, errors, outputDir, optimize, compilationOptions)
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}
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@ -135,31 +135,29 @@ Design principles and features
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- It is a cross-compiler running on modern machines (Linux, MacOS, Windows, ...)
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The generated output is a machine code program runnable on actual 8-bit 6502 hardware.
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- Usable on most operating systems.
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- Based on simple and familiar imperative structured programming paradigm.
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- 'One statement per line' code style, resulting in clear readable programs.
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- Based on simple and familiar imperative structured programming (it looks like a mix of C and Python)
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- 'One statement per line' code, resulting in clear readable programs.
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- Modular programming and scoping via modules, code blocks, and subroutines.
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- Provide high level programming constructs but stay close to the metal;
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- Provide high level programming constructs but at the same time stay close to the metal;
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still able to directly use memory addresses, CPU registers and ROM subroutines,
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and inline assembly to have full control when every cycle or byte matters
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- Arbitrary number of subroutine parameters (constrained only by available memory)
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- Nested subroutines can access variables from outer scopes, this avoids the need and overhead to pass everything via parameters
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- Arbitrary number of subroutine parameters
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- Complex nested expressions are possible
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- Values are typed. Types supported include signed and unsigned bytes and words, arrays, strings and floats.
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- Nested subroutines can access variables from outer scopes to avoids the overhead to pass everything via parameters
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- Values are typed. Available data types include signed and unsigned bytes and words, arrays, strings and floats.
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- No dynamic memory allocation or sizing! All variables stay fixed size as determined at compile time.
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- Provide various quality of life language features and library subroutines specifically for the target platform.
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- Provide a very convenient edit/compile/run cycle by being able to directly launch
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the compiled program in an emulator and provide debugging information to the emulator.
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- The compiler outputs a regular 6502 assembly source code file, but doesn't assemble this itself.
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The (separate) '64tass' cross-assembler tool is used for that.
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the compiled program in an emulator and provide debugging information to this emulator.
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- Arbitrary control flow jumps and branches are possible,
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and will usually translate directly into the appropriate single 6502 jump/branch instruction.
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- There are no complicated built-in error handling or overflow checks, you'll have to take care
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of this yourself if required. This keeps the language and code simple and efficient.
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- The compiler tries to optimize the program and generated code, but hand-tuning of the
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- The compiler tries to optimize the program and generated code a bit, but hand-tuning of the
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performance or space-critical parts will likely still be required. This is supported by
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the ability to easily write embedded assembly code directly in the program source code.
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- There are many built-in functions, such as ``sin``, ``cos``, ``rnd``, ``abs``, ``min``, ``max``, ``sqrt``, ``msb``, ``rol``, ``ror``, ``swap``, ``memset``, ``memcopy``, ``sort`` and ``reverse``
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- Assembling the generated code into a program wil be done by an external cross-assembler tool.
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.. _requirements:
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@ -3,19 +3,14 @@ TODO
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====
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- implement the asm for bitshift on arrays (last missing assembly code generation)
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- remove statements after an exit() or return
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- fix warnings about that unreachable code?
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- add a compiler option to not include variable initialization code (useful if the program is expected to run only once, such as a game)
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the program will then rely solely on the values as they are in memory at the time of program startup.
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- create real assembly routines for the bresenham line and circle code
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- also add assembly routines in c64scr for drawing rectangles (filled/open)
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- add these routines for bitmap screen modes as well
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- add a turtle example once we have highres drawing routines
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- add a routine to plot a single bitmap pixel
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- create real assembly routines for the bresenham line and circle and disc code in bitmap gfx
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- also add assembly routines for drawing rectangles (filled/open) in bitmap gfx
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- add a turtle example once we have such highres drawing routines
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- aliases for imported symbols for example perhaps '%alias print = c64scr.print'
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- option to load library files from a directory instead of the embedded ones
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- option to load library files from a directory instead of the embedded ones (easier library development/debugging)
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@ -42,12 +37,14 @@ More optimizations
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Add more compiler optimizations to the existing ones.
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- on the language AST level
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- on the final assembly source level
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- remove unreachable code after an exit(), return or goto
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- working subroutine inlining (start with trivial routines, grow to taking care of vars and identifier refs to them)
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- add a compiler option to not include variable initialization code (useful if the program is expected to run only once, such as a game)
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the program will then rely solely on the values as they are in memory at the time of program startup.
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- Also some library routines and code patterns could perhaps be optimized further
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- can the parameter passing to subroutines be optimized to avoid copying?
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- working subroutine inlining (taking care of vars and identifier refs to them)
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Also some library routines and code patterns could perhaps be optimized further
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- more optimizations on the language AST level
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- more optimizations on the final assembly source level
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Eval stack redesign? (lot of work)
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@ -59,13 +56,14 @@ It could then even be moved into the zeropage to greatly reduce code size and sl
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Or just move the LSB portion into a slab of the zeropage.
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Allocate a fixed word in ZP that is the TOS so we can always operate on TOS directly
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without having to to index into the stack?
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Allocate a fixed word in ZP that is the Top Of Stack value so we can always operate on TOS directly
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without having to index with X into the eval stack all the time?
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This could GREATLY improvde code size and speed for operatios that work on just a single value.
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Bugs
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^^^^
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Ofcourse there are still bugs to fix ;)
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Bug Fixing
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^^^^^^^^^^
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Ofcourse there are always bugs to fix ;)
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Misc
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@ -12,16 +12,19 @@ main {
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bla()
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exit(4)
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v1 = 100
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goto start ; TODO unreachable code warning
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v2 = 127
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A=5
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return
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sub bla () {
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A=99
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bla2()
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exit(99)
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sub bla2 () {
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A=100
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return
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foo.ding()
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foo.ding2()
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}
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