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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@@ -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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