lang: rename signed integer types sN -> iN

Surface rename of the signed integer family: s1..s64 become i1..i64
(u1..u64, usize, isize unchanged). 'string' keeps the s-prefix arm in
name classification; width parsing moves to the i-prefix arm next to
isize.

Internal TypeId tags follow the surface (.s8/.s16/.s32/.s64 ->
.i8/.i16/.i32/.i64), as do mono-key mangle fragments (ptr_i64,
tu_i64_bool) and all display/diagnostic formatting (i{d}).

Migrated in the same sweep: stdlib + examples + issue repros + FFI C
companions (shared symbol names like ffi_id_i64), expected
stdout/stderr/ir snapshots, specs.md, readme.md, CLAUDE.md/AGENTS.md,
implementation_plan.md, docs/, issue writeups. Vendored stb_image and
historical flow state left untouched.

zig build test: 426/426; examples suite: 595/595.
This commit is contained in:
agra
2026-06-12 09:31:53 +03:00
parent 515ecebea7
commit d8076b9333
1054 changed files with 6836 additions and 6839 deletions

View File

@@ -11,10 +11,10 @@ GPU :: protocol {
// Bind the GPU to a backend-specific render target (e.g. a
// CAMetalLayer on iOS). pixel_w/pixel_h are the drawable's pixel
// dimensions; call resize when they change.
init :: (target: *void, pixel_w: s32, pixel_h: s32) -> bool;
init :: (target: *void, pixel_w: i32, pixel_h: i32) -> bool;
shutdown :: ();
resize :: (pixel_w: s32, pixel_h: s32);
resize :: (pixel_w: i32, pixel_h: i32);
begin_frame :: (clear: ClearColor) -> bool;
@@ -26,17 +26,17 @@ GPU :: protocol {
end_frame :: (target_time: f64);
create_shader :: (vsrc: string, fsrc: string) -> ShaderHandle;
create_buffer :: (size_bytes: s64) -> BufferHandle;
update_buffer :: (buf: BufferHandle, data: *void, size_bytes: s64);
create_buffer :: (size_bytes: i64) -> BufferHandle;
update_buffer :: (buf: BufferHandle, data: *void, size_bytes: i64);
// Sub-buffer write at a byte offset. Required for Metal where re-using
// the same buffer slice across multiple draws in a single command
// encoder is a race: the GPU executes draws asynchronously and reads
// shared-storage buffer contents at execution time, so the LAST writer
// wins if every flush targets offset 0. Renderers that issue more than
// one draw per frame must advance their write offset between flushes.
update_buffer_at :: (buf: BufferHandle, data: *void, size_bytes: s64, byte_offset: s64);
create_texture :: (w: s32, h: s32, format: TextureFormat, pixels: *void) -> TextureHandle;
update_texture_region :: (tex: TextureHandle, x: s32, y: s32, w: s32, h: s32, pixels: *void);
update_buffer_at :: (buf: BufferHandle, data: *void, size_bytes: i64, byte_offset: i64);
create_texture :: (w: i32, h: i32, format: TextureFormat, pixels: *void) -> TextureHandle;
update_texture_region :: (tex: TextureHandle, x: i32, y: i32, w: i32, h: i32, pixels: *void);
// Release a GPU resource. Implementations release the backing object and
// null the slot so the handle becomes inert. Calling with handle 0 or
@@ -49,9 +49,9 @@ GPU :: protocol {
set_shader :: (sh: ShaderHandle);
set_vertex_buffer :: (buf: BufferHandle);
set_texture :: (slot: u32, tex: TextureHandle);
set_vertex_constants :: (slot: u32, data: *void, size_bytes: s64);
set_scissor :: (x: s32, y: s32, w: s32, h: s32);
set_vertex_constants :: (slot: u32, data: *void, size_bytes: i64);
set_scissor :: (x: i32, y: i32, w: i32, h: i32);
disable_scissor :: ();
draw_triangles :: (vertex_offset: s32, vertex_count: s32);
draw_triangles :: (vertex_offset: i32, vertex_count: i32);
}