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reviewing pad input atoms further
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+42
-55
@@ -12,70 +12,57 @@
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#endif
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#pragma region Tape Drive
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/* -----------------------------------------------------------------------------
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/* -----------------------------------------------------------------------------------------------------------
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* TAPE DRIVE ABI
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* -----------------------------------------------------------------------------
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* Note(Ed): One of the main purposes of this codebase is to help me
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* learn this, as such the information below may be entirely realized
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* or finalized conceptually.
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* -----------------------------------------------------------------------------
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* This ABI and its associated legos were directly inspired by researching
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* the work of Timothy Lottes and Onat Türkçüoğlu; along with many others.
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* It's the simplest bootstrap of a a directly executed chain of assemby
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* arrays (Atoms) that terminate with a yield sequence to the next atom.
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* These eventually lead to a terminal atom for the tape which is defined
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* below as "tape_exit".
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* -----------------------------------------------------------------------------------------------------------
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* Note(Ed): One of the main purposes of this codebase is to help me learn this,
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* as such the information below may not* be entirely realized or finalized conceptually.
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* -----------------------------------------------------------------------------------------------------------
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* This ABI and its associated legos were directly inspired by researching the work of
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* Timothy Lottes and Onat Türkçüoğlu; along with many others. It's the simplest bootstrap of a
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* directly executed chain of assemby arrays (Atoms) that terminate with a yield sequence to the next atom.
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* These eventually lead to a terminal atom for the tape which is defined below as "tape_exit".
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*
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* This behaves as one of the simplest runtime harnesses ontop of a
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* host-enviornment's execution engine to author and compose programs with.
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* From here various conventions can be further applied.
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* To make things easier to understand it may be better to focus on what this
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* ABI does not have. It does not have have any branching within the tape but
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* relative branches within atoms or between atoms.
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* This behaves as one of the simplest runtime harnesses ontop of a host-enviornment's execution engine
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* to author and compose programs with. From here various conventions can be further applied.
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* To make things easier to understand it may be better to focus on what this ABI does not have.
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* It does not have have any branching within the tape but relative branches within atoms or between atoms.
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* Branching nearly is always downstream. Stack usage is non-existent.
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* Push/Pop, FIFO, or Arena/Bump data structures are used by atoms explicitly.
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* In it's current form withe C11 macro dsl, the user also has to do manual register
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* allocation per atom.
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* In it's current form with the C11 macro dsl, the user also has fullfill manual register allocation per atom.
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*
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* One of the remarkable things about utilizing this abi is its essentially
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* interopable with CPUs, GPUs, FPGA, or, basically anything
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* from the 5th generation consoles and onward.
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* The ABI directly reflects how all computational hardware must be architected
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* in order to execute digital logic effectively on current era tech.
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* On the PS1 we don't have access to a few features like multi-threading,
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* speculative execution, or L3 cache; but, we can set the foundation for legoing
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* whats required for eventually expanding this ABI's paradigm and core atoms
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* to take those newer hardware features into account. For example, you can easily
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* expand this to support wave-based execution model on a PS2 or PS3.
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* Not having a stack or automatic register allocation means the user can't ignore
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* excessive argument shuffle across workload or waves and thier phases.
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* Crossing ABI boundaries to other runtimes that do has obviouss penalties.
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* One of the remarkable things about utilizing this ABI is its essentially interopable with CPUs, GPUs, FPGA,
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* or, basically anything from the 5th generation consoles and onward.
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* The ABI directly reflects how all computational hardware must be architected in order to execute
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* digital logic effectively on current era tech.
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* On the PS1 we don't have access to a few features like multi-threading, speculative execution, or L3 cache;
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* but, we can set the foundation for legoing whats required for eventually expanding this ABI's paradigm
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* and core atoms to take those newer hardware features into account. For example, you can easily expand
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* this to support wave-based execution model on a PS2 or PS3. Not having a stack or
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* automatic register allocation means the user cannott ignore excessive argument shuffle across workload or
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* waves and thier phases. Crossing ABI boundaries to other runtimes that do has obviouss penalties.
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*
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* Learning data-oreinted code becomes a natural progression. Your not fighting
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* a stack-based procedural paradigm that wants to argument shuffle on by lack of
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* constraints on how the user may "call" a procedure. The user doesn't
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* have to hammer down "rules" or patterns to know how to massage the compiler
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* to dissolve those call frames to get the asesmbly into its desired form.
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* The form is obvious, and once the user gets to author these compoonents
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* Learning data-oreinted code becomes a natural progression. Your not fighting a stack-based procedural
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* paradigm that wants to argument shuffle. There is no ambiguity due to the lack of constraints, for example,
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* on how the user may "call" a procedure in traditional random dispatch runtimes. The user does have to
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* hammer down "rules" or patterns for massaging the compiler to dissolve those call frames; just to get
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* the asesmbly into its desired form. The form is obvious, and once the user gets to author these compoonents
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* it becomes a game of tetris.
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*
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* Another feature is this ABI is very compatible with bootstrapping and developing
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* simple toolchains built off of bit-packed annotated command streams the user can
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* directly author, maintatain, and immediately execute. That being like a color forth.
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* This can make the tetris less of a chore with some helpful policy generation for
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* allocation of registers, helping to choose resuable components, designing DSL on
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* the fly, etc.
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* -----------------------------------------------------------------------------
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* Another feature is this ABI is very compatible with bootstrapping and developing simple toolchains built off
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* of bit-packed annotated command streams the user can directly author, maintatain, and immediately execute.
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* That being like a color forth, or maybe something more familar like an immediate mode library
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* for various systems such as GUIs. This can make the tetris less of a chore with some helpful policy
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* generation for allocation of registers, helping to choose resuable components, designing DSL on the fly, etc.
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* -----------------------------------------------------------------------------------------------------------
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* TODO(Ed): We need pretty ascii diagrams and proper guides, articles, etc.
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* -----------------------------------------------------------------------------
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* For now this ideation is just started functioning. I'm abusing C11 & a lua metaprogram
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* to help establish a hybrid toolchain to ideate on a traditional text-based
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* authoring UX for this paradigm.
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* If pcsx-redux provides viable hot-reload and persistent data storage beyond
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* save-states (just copying ram to filesystem), I can author a color forth to
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* mess around with. With either an editor in-emulator or on the actual machine itself.
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* Assembly is tedius, but I think this codebase most likely has a pretty ergonomic
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* flavor worst case...
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* -----------------------------------------------------------------------------------------------------------
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* For now this ideation has just started functioning. I'm abusing C11 & a lua metaprogram to help establish
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* a hybrid toolchain to ideate on a traditional text-based authoring UX for this paradigm.
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* If pcsx-redux provides viable hot-reload and persistent data storage beyond save-states
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* (just copying ram to filesystem), I can author a color forth to mess around with.
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* With either an editor in-emulator or on the actual machine itself. Assembly is tedius,
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* but I think this codebase most likely has a pretty ergonomic flavor worst case...
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* */
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/* Register Allocation Info */
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enum {
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