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Fixes #24
So far the code has used a representation for source locations that is heavy-weight, but typical of research or hobby compilers: a `struct` type containing a line number and a (heap-allocated) string.
This is actually very convenient for debugging, but it means that any data structure that might contain a source location needs careful memory management (because of those strings) and has a tendency to bloat.
The new represnetation is that a source location is just a pointer-sized integer.
In the simplest mental model, you can think of this as just counting every byte of source text that is passed in, and using those to name locations.
Finding the path and line number that corresponds to a location involves a lookup step, but we can arrange to store all the files in an array sorted by their start locations, and do a binary search.
Finding line numbers inside a file is similarly fast (one you pay a one-time cost to build an array of starting offsets for lines).
More advanced compilers like clang actually go further and create a unique range of source locations to represent a file each time it gets included, so that they can track the include stack and reproduce it in diagnostic messages.
I'm not doing anything that clever here.
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- `ExpressionSyntaxNode` becomes `Expr`
- `StatementSyntaxNode` becomes `Stmt`
- `StructSyntaxNode` becomes `StructDecl`
- `ProgramSyntaxNode` becomes `ModuleDecl`
- `ExpressionType` becomes `Type`
- Existing fields names `Type` become `type`
- There might be some collateral damage here if there were, e.g., `enum`s named `Type`, but I can live with that for now and fix those up as a I see them
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The change is mostly about trying to make sure the compiler "fails safe" when it encounters an internal assumption that isn't met.
Most internal errors will now throw exceptions (yes, exceptions are evil, but this will work for now), and these get caught in `spCompile` so that they don't propagate to the user (they just see a message that compilation aborted due to an internal error).
Subsequent changes are going to need to work on diagnosing as many of these situations as possible, so that users can at least know what construct in their code was unexpected or unhandled by the compiler.
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- The old code was just doing `exit(1)` if glslang or `D3DCompile` failed, which is obviously unacceptable
- The new approach adds the output to the diagnostic buffer (or invokes the callback), and tracks the error count just like any other errors
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The code should now compile cleanly with warnings as errors for VS2015 with `W3`.
Most of the changes had to do with propagating a real pointer-sized integer type through code that had been using `int`.
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It is always easier to add back code when you need it, than it is to maintain code you aren't using.
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Getting rid of more namespace complexity and stripping things down to the basics.
This also gets rid of some dead code in the "core" library.
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This gets rid of one unecessary namespace.
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