issue-0028: ?Protocol = null sentinel-shaped optional protocols
Protocol structs registered via registerProtocolDecl carry a new is_protocol flag; the ?T paths in sizeOf/typeSizeBytes/toLLVMType recognise it and lay out ?Protocol as the protocol struct itself (ctx == null IS the "none" state), matching how ?Closure / ?*T are sentinel-shaped — no extra storage. Method dispatch on ?Protocol auto-unwraps in lowerCall's field-access path; the unwrap is structurally a no-op so we just rebind obj_ty to the payload type. resolveCallParamTypes extended for optional-protocol receivers so enum-literal args (gpu.create_texture(.r8, ...)) get the right target_type and don't silently collapse to tag=0 : s32 — same issue-0031-class bug closed in Session 66, one type-system layer deeper. Library: UIRenderer / UIPipeline / GlyphCache migrated from the verbose gpu: GPU = ---; has_gpu: bool pattern to gpu: ?GPU = null. set_gpu no longer maintains a parallel bool flag. Bundled: dock.sx threads delta_time as a struct field rather than via a global pointer (cleanup unrelated to issue-0028, committed alongside). Verified: 85/85 regression tests pass; iOS-sim chess + macOS chess both render correctly post-migration.
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@@ -457,13 +457,11 @@ impl View for DockPanel {
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// Dock — dockable container with drag-and-drop zones
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// =============================================================================
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// Global delta_time pointer — set by main.sx
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g_dock_delta_time : *f32 = null;
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Dock :: struct {
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children: List(ViewChild);
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alignments: List(Alignment);
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interaction: *DockInteraction; // heap-allocated, shared with DockPanels
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delta_time: *f32;
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// Config
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background: ?Color;
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@@ -475,11 +473,12 @@ Dock :: struct {
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enable_corners: bool;
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on_dock: ?Closure(s64, DockZone);
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make :: (interaction: *DockInteraction) -> Dock {
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make :: (interaction: *DockInteraction, delta_time: *f32) -> Dock {
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d : Dock = ---;
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d.children = List(ViewChild).{};
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d.alignments = List(Alignment).{};
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d.interaction = interaction;
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d.delta_time = delta_time;
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d.background = null;
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d.corner_radius = 0.0;
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d.hint_size = 40.0;
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@@ -519,8 +518,7 @@ impl View for Dock {
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interaction := self.interaction;
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interaction.ensure_capacity(self.children.len);
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// Tick animations (g_dock_delta_time is always set before main loop)
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dt : f32 = g_dock_delta_time.*;
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dt : f32 = self.delta_time.*;
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interaction.tick_animations(dt);
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i : s64 = 0;
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@@ -179,20 +179,17 @@ GlyphCache :: struct {
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last_shape_len: s64;
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last_shape_size_q: u16;
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// GPU protocol backend. When `has_gpu`, atlas creation + dirty uploads
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// route through `gpu` instead of raw GL.
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gpu: GPU = ---;
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has_gpu: bool = false;
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// GPU protocol backend. When set, atlas creation + dirty uploads route
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// through `gpu` instead of raw GL.
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gpu: ?GPU = null;
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init :: (self: *GlyphCache, path: [:0]u8, default_size: f32) {
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// Preserve any pre-set GPU dispatch across the zero-out — the
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// surrounding struct memset would otherwise wipe it.
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saved_gpu := self.gpu;
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saved_has_gpu := self.has_gpu;
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// Zero out the entire struct first (parent may be uninitialized with = ---)
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memset(self, 0, size_of(GlyphCache));
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self.gpu = saved_gpu;
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self.has_gpu = saved_has_gpu;
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// Load font file
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file_size : s32 = 0;
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@@ -264,7 +261,7 @@ GlyphCache :: struct {
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// update_texture_region — same result as the GL path's glTexImage2D
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// with the zeroed bitmap, but works whether or not the backend
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// accepts CPU pixel pointers at create time.
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if self.has_gpu {
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if self.gpu != null {
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self.texture_id = self.gpu.create_texture(
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self.atlas_width, self.atlas_height, .r8, null);
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self.dirty = true;
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@@ -435,7 +432,7 @@ GlyphCache :: struct {
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// the frame's render pass.
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flush :: (self: *GlyphCache) {
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if self.dirty == false { return; }
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if self.has_gpu { return; }
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if self.gpu != null { return; }
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glBindTexture(GL_TEXTURE_2D, self.texture_id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, self.atlas_width, self.atlas_height, GL_RED, GL_UNSIGNED_BYTE, self.bitmap);
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@@ -443,7 +440,7 @@ GlyphCache :: struct {
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}
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upload_atlas_to_gpu :: (self: *GlyphCache) {
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if self.has_gpu == false { return; }
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if self.gpu == null { return; }
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if self.dirty == false { return; }
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self.gpu.update_texture_region(self.texture_id, 0, 0,
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self.atlas_width, self.atlas_height, xx self.bitmap);
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@@ -503,7 +500,7 @@ GlyphCache :: struct {
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self.atlas_height = new_h;
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// Recreate atlas at the new size.
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if self.has_gpu {
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if self.gpu != null {
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// No destroy_texture in the GPU protocol yet — old atlas
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// leaks in the backend table until process exit. Atlas grow
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// is rare so this is acceptable for now.
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@@ -25,21 +25,17 @@ UIPipeline :: struct {
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has_body: bool;
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parent_allocator: Allocator;
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// GPU protocol backend. When `has_gpu`, the pipeline propagates this
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// to its renderer + font, and skips the per-frame GL state setup in
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// GPU protocol backend. When set, the pipeline propagates this to its
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// renderer + font, and skips the per-frame GL state setup in
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// commit_gpu (Metal bakes blend mode into the pipeline state).
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gpu: GPU = ---;
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has_gpu: bool = false;
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gpu: ?GPU = null;
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// Set the GPU dispatch BEFORE calling init() / init_font() so the
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// shaders + atlas land on the right backend.
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set_gpu :: (self: *UIPipeline, gpu: GPU) {
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self.gpu = gpu;
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self.has_gpu = true;
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self.renderer.gpu = gpu;
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self.renderer.has_gpu = true;
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self.font.gpu = gpu;
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self.font.has_gpu = true;
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self.gpu = xx gpu;
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self.renderer.gpu = xx gpu;
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self.font.gpu = xx gpu;
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}
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init :: (self: *UIPipeline, width: f32, height: f32) {
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@@ -167,7 +163,7 @@ UIPipeline :: struct {
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}
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commit_gpu :: (self: *UIPipeline) {
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if !self.has_gpu {
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if self.gpu == null {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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@@ -182,7 +178,7 @@ UIPipeline :: struct {
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self.font.upload_atlas_to_gpu();
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self.renderer.flush();
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if !self.has_gpu {
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if self.gpu == null {
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glDisable(GL_BLEND);
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}
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}
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@@ -32,11 +32,10 @@ UIRenderer :: struct {
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current_texture: u32;
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draw_calls: s64;
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// GPU protocol backend. When `has_gpu`, the renderer routes shader /
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// buffer / texture / draw calls through `gpu` instead of raw GL. The
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// chess game sets this on iOS to a boxed `*MetalGPU`.
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gpu: GPU = ---;
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has_gpu: bool = false;
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// GPU protocol backend. When set, the renderer routes shader / buffer /
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// texture / draw calls through `gpu` instead of raw GL. The chess game
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// sets this on iOS to a boxed `*MetalGPU`.
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gpu: ?GPU = null;
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mtl_shader: ShaderHandle = 0;
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mtl_vbuf: BufferHandle = 0;
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// Per-frame byte offset into the Metal vertex buffer. Each flush writes
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@@ -56,7 +55,7 @@ UIRenderer :: struct {
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self.vertex_count = 0;
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self.dpi_scale = 1.0;
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if self.has_gpu {
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if self.gpu != null {
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// ── Metal backend (via GPU protocol) ───────────────────────
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// Oversize the GPU buffer enough to hold many sub-batches per
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// frame without wrapping. With per-flush offset advance, each
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@@ -115,7 +114,7 @@ UIRenderer :: struct {
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proj := Mat4.ortho(0.0, width, height, 0.0, -1.0, 1.0);
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if self.has_gpu {
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if self.gpu != null {
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// Reset the per-frame ring offset; this frame's flushes start at 0.
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self.mtl_buf_offset = 0;
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// Pipeline state + vertex buffer + projection + initial texture.
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@@ -251,7 +250,7 @@ UIRenderer :: struct {
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case .clip_push: {
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self.flush();
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dpi := self.dpi_scale;
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if self.has_gpu {
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if self.gpu != null {
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// Metal: pixel coords, top-left origin (no Y flip).
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self.gpu.set_scissor(
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xx (node.frame.origin.x * dpi),
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@@ -272,7 +271,7 @@ UIRenderer :: struct {
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}
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case .clip_pop: {
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self.flush();
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if self.has_gpu {
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if self.gpu != null {
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self.gpu.disable_scissor();
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} else {
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glDisable(GL_SCISSOR_TEST);
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@@ -290,7 +289,7 @@ UIRenderer :: struct {
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upload_size : s64 = self.vertex_count * UI_VERTEX_BYTES;
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if self.has_gpu {
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if self.gpu != null {
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// Mirror the GL path: bind current texture before drawing.
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// current_texture may have changed since the last flush.
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self.gpu.set_texture(0, self.current_texture);
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