Commit Graph

31 Commits

Author SHA1 Message Date
agra
fb8a5399f1 objc: remove ns_string/c_string helpers
ns_string's only caller was impl Into(*NSString) for string, so +stringWithUTF8String: is inlined there. c_string's one use (NSBundle.resourcePath in uikit) becomes rsrc.UTF8String() with resourcePath retyped *NSString. ffi-objc-call-06 and ffi-objc-dsl-07 .ir snapshots regenerated — they only drop the now-absent extern declares.
2026-05-30 18:01:27 +03:00
agra
a29ede0383 objc: migrate remaining ns_string call sites to xx NSString
NSLog's fmt, addObserver's name, UIApplicationMain's principal-class, CADisplayLink's run-loop mode, and metal's newLibraryWithSource/newFunctionWithName string args are retyped *NSString, so their call sites read xx "..." instead of ns_string("...".ptr). ns_string is now used only by impl Into(*NSString) for string.
2026-05-30 17:54:23 +03:00
agra
8e3c3ae981 objc: NSString type + Into(*NSString) for string
Adds an NSString foreign class and impl Into(*NSString) for string so a string literal flows into any *NSString slot via xx. uikit's keyboard userInfo lookups now read objectForKey(xx "...") instead of ns_string("...".ptr), and objectForKey's key param is retyped *NSString.

ffi-objc-call-06 .ir snapshot regenerated: declaring the NSString type adds its reflection thunks (struct_to_string/pointer_to_string), same as the existing NSObject/NSDictionary. Runtime output unchanged.
2026-05-30 17:39:38 +03:00
agra
29404afdee ffi M4.A: stdlib NSObject + autoreleasepool helper + extends rooting
Declare `NSObject` in std/objc.sx as `#foreign #objc_class("NSObject")`
with the canonical instance + class-method surface every Obj-C class
inherits: `retain`/`release`/`autorelease`/`new`/`alloc`/`init`/
`description`/`hash`/`isEqual_`/`isKindOfClass_`/`respondsToSelector_`/
`class`. Root the foreign-class hierarchy in uikit.sx at NSObject by
adding `#extends NSObject;` to every previously-unrooted declaration
(NSValue, NSNumber, NSDictionary, NSSet, NSNotification, NSBundle,
NSNotificationCenter, NSRunLoop, CADisplayLink, CALayer, EAGLContext,
UIScreen, UIResponder) plus deeper chain fixes (NSMutableDictionary
extends NSDictionary; UIWindow extends UIView; UIViewController
extends UIResponder). After this, M2.3's extends-chain walk finds
`retain`/`release` on any UIKit-typed value:

  view := UIView.alloc().init();
  defer view.release();        // canonical sx idiom — no language magic

Plus `autoreleasepool(body: Closure())` stdlib helper that wraps
`body` in `objc_autoreleasePoolPush` / `defer objc_autoreleasePoolPop`.
Required for Foundation factory returns; closure-call frame is real
cost so hot loops should inline the push/defer-pop pattern manually.

Smoke test `ffi-objc-arc-01-autoreleasepool.sx` exercises both
patterns; refresh of two IR snapshots picks up the new stdlib decls
appearing in test outputs that include `modules/std/objc.sx`.

185/185 example tests pass; chess on iOS-sim green.
2026-05-26 22:38:32 +03:00
agra
9fbc24a602 ffi uikit cleanup: helpers → UIKitPlatform methods + declarative layerClass
Three threads, one commit because they're entangled:

1. Helper free functions on `*UIKitPlatform` (refresh_safe_insets,
   read_screen_scale, create_gl_context, setup_renderbuffer,
   present_renderbuffer, compute_layer_pixel_size) → methods on the
   `impl Platform for UIKitPlatform` block. IMP-shape trampolines
   (`uikit_keyboard_will_change_frame`, `uikit_scene_will_connect[_ios]`,
   `uikit_gl_view_tick/layout/touches_*`, `uikit_subscribe_keyboard_notifications`)
   also collapse into methods on UIKitPlatform — the
   `(self: *void, _cmd: *void, ...)` form is no longer needed since
   M3 made the #objc_class trampolines compiler-synthesized. Class
   method bodies in SxAppDelegate / SxSceneDelegate / SxGLView /
   SxMetalView now read `if g_uikit_plat == null { return; }
   g_uikit_plat.x();` — no more `xx self, xx 0` casts at every IMP
   call site.

2. Declarative `layerClass` form. SxGLView and SxMetalView promote
   from the M2.1(a) constant-with-runtime-string-lookup workaround
   (`layerClass :: *void = objc_getClass("CAEAGLLayer".ptr);`) to
   the class-method expression-body form
   (`layerClass :: () => CAEAGLLayer.class();`). Type stays `*void`
   until M1.1.b lands `Class(T)` parameterisation; the value side
   already matches the plan. Backing this: foreign-class declarations
   for CAEAGLLayer (extended with `class :: () -> *void;`) and a new
   CAMetalLayer foreign-class declaration alongside it. Both
   `#extends CALayer` so the dispatch chain knows about the parent.

3. Optional-shape idiom pass on uikit.sx. `xx`-as-optional-wrap on
   field assignments (`plat.gl_ctx = xx ctx`, `plat.text_field = xx tf`,
   `plat.display_link = xx link`) dropped — implicit `T → ?T` does
   the right thing. `!` force-unwraps replaced with `if val := opt
   { ... }` safe-narrowing (the keyboard handler, the GL-context
   read in setup/present renderbuffer, the gl_view read in scene
   bootstrap). `orelse` (Zig keyword) that briefly snuck into the
   keyboard handler removed in favour of the `if win := plat.window`
   narrowing pattern. Result: no `xx` casts left on the implicit
   T→?T path; all optional access goes through `if val :=`.

IR snapshots `ffi-objc-call-06-sret-return.ir` and
`ffi-objc-dsl-07-mangling-table.ir` refresh to pick up the new
`object_getIvar` / `object_setIvar` runtime-helper declarations
introduced when M1.2 A.3 made instance-method bodies route field
access through the state ivar.

Chess on iOS-sim green throughout. 184/184 example tests pass.
2026-05-26 16:42:57 +03:00
agra
f75923af00 uikit: type UIKitPlatform fields properly + handle optional in Obj-C encoding
The UIKitPlatform struct had a string of '*void = null; // UIWindow*'
fields — the type lived in a comment, every callsite had to 'xx'-cast
back to the real type. Migrated to the real foreign-class pointer
types now that M3 declared all the relevant '#objc_class' aliases:

  window:       ?*UIWindow
  root_vc:      ?*UIViewController
  gl_view:      ?*UIView         (SxGLView OR SxMetalView — both extend UIView)
  gl_layer:     ?*CALayer        (CAEAGLLayer OR CAMetalLayer)
  gl_ctx:       ?*EAGLContext
  display_link: ?*CADisplayLink

Each field is wrapped in '?' since the platform may not have set
it yet (gl_ctx is null in metal mode, display_link is null before
the first frame, etc.).

SxSceneDelegate's window getter/setter now take/return '?*UIWindow'
instead of '*void' so calling code doesn't need an xx-cast.

Required fix in objcTypeEncodingFromSignature: '?T' (optional) was
bailing with 'type kind not yet supported'. Apple's runtime treats
nullability as 'pointer may be null' — the wire encoding is the
same as T. Recursive unwrap handles ?*UIView → '@', ?*CADisplayLink
→ '@', etc.

Chess on iOS-sim: board renders, full pipeline intact. 183 tests
+ zig build test green.
2026-05-26 07:51:12 +03:00
agra
d403f56673 uikit: inline three trivial legacy IMP helpers into #objc_class methods
Three holdover free functions from the pre-M3 era were each
just two or three lines that forwarded to a global. With M3
finished, every call site is one #objc_class method body, so
the wrapper indirection earns nothing — inline them.

Deleted:
  uikit_window_getter         → body of SxSceneDelegate.window
  uikit_window_setter         → body of SxSceneDelegate.setWindow
  uikit_did_finish_launching  → body of
    SxAppDelegate.application_didFinishLaunchingWithOptions

The bigger helpers (uikit_keyboard_will_change_frame,
uikit_scene_will_connect, uikit_gl_view_tick/_layout, the four
uikit_gl_view_touches_*) stay — their bodies are 30-80 lines
each, so wrapping them in a small forwarding method body inside
#objc_class is the cleaner factoring.

Chess on iOS-sim: board renders, full game state intact. 183
example tests + zig build test green.
2026-05-26 07:48:15 +03:00
agra
78288b98ac ffi M3.3 + M3.4 + M3.5: SxGLView/SxMetalView migrated; uikit_register_classes deleted
Three slices in one commit since they're tightly coupled (the
M3.5 deletion only makes sense after M3.3 and M3.4):

M3.3 — SxGLView migrated to declarative '#objc_class("SxGLView")':
  - '#extends UIView' for the view-hierarchy + responder chain.
  - 'layerClass :: *void = objc_getClass("CAEAGLLayer".ptr);' uses
    the M2.1(a) class-level constant form. Registered on the
    metaclass; UIView's +layerClass override dispatches here so
    EAGL gets the right backing layer.
  - Six instance methods (sxTick, layoutSubviews, four touch
    selectors) forward to existing legacy IMP free functions.

M3.4 — SxMetalView migrated, same shape as SxGLView; differs only
  in the 'layerClass' constant returning CAMetalLayer instead of
  CAEAGLLayer. The five shared IMPs (sxTick/layoutSubviews/4 touch
  handlers) reach the same free functions — they already branch on
  plat.gpu_mode for GL-specific renderbuffer code.

M3.5 — uikit_register_classes() and the two helper registration
  functions are deleted outright. Every sx-defined Obj-C class in
  this module now goes through the compiler's M1.2 / M2.1(a)
  synthesis path at module init. The call site inside
  UIKitPlatform.init is gone too — just a comment marking the
  migration point.

Chess on iOS-sim: board renders, scene-delegate connection still
fires, GL/Metal layer setup intact, touch dispatch routes through
the synthesized IMP trampolines. 183 example tests + zig build
test green.

End of M3. The platform layer's Obj-C-runtime wiring is fully
declarative.

Remaining: M4 (autoreleasepool + ARC ops), M5 (closure↔block),
M6 (auto-import + production hardening). M1.1.b (Class(T)
parameterization + instancetype) is still deferred — none of
the migrated uikit code needed it.
2026-05-26 07:41:07 +03:00
agra
066840d9e0 ffi M3.2: SxSceneDelegate migrated + #implements protocol conformance
Migrates SxSceneDelegate from the hand-rolled
objc_allocateClassPair + class_addMethod + class_addProtocol
sequence to the declarative form:

  SxSceneDelegate :: #objc_class("SxSceneDelegate") {
      #extends UIResponder;
      #implements UISceneDelegate;
      #implements UIWindowSceneDelegate;

      scene_willConnectToSession_options :: (self, scene, session, options) { ... }
      window    :: (self) -> *void { ... }
      setWindow :: (self, w) { ... }
  }

emit_llvm now honors '#implements' in the class-pair init
constructor — for each #implements ProtocolAlias on the cache
entry's AST, emit before objc_registerClassPair:

  proto = objc_getProtocol("ProtocolName")
  class_addProtocol(cls, proto)

iOS checks 'class_conformsToProtocol' when instantiating scene
delegates; without the conformance the runtime silently rejects
the class and a default scene with no delegate gets created
instead. The protocol-getter returns null on dead-strip /
runtime mismatch (rare but possible) — the runtime treats
class_addProtocol(cls, null) as a no-op, so no explicit null
check needed.

Method bodies forward to the existing legacy free IMP functions
(uikit_scene_will_connect, uikit_window_getter,
uikit_window_setter) so we don't have to inline the scene-
connect setup logic (~80 lines).

uikit_register_classes is now tiny — just the two remaining
view-class helpers (M3.3 SxGLView + M3.4 SxMetalView). M3.5
deletes the function entirely once those land.

Chess on iOS-sim: board renders, scene delegate fires, touch
events route correctly. 183 example tests + zig build test
green.
2026-05-26 07:37:14 +03:00
agra
66f84f67b8 ffi M3.1 + M1.2 A.3 refactor: self=Obj-C id, self.field via ivar; SxAppDelegate migrated
Two coupled changes that unblock the uikit_register_classes
migration:

1) M1.2 A.3 — body's 'self' is the Obj-C id (opaque), NOT the
   state struct. Matches Apple's ObjC semantics where 'self' IS
   the object. Cocoa idiom 'xx self → id' works at runtime calls
   (addObserver:, etc.); previously the trampoline replaced
   'self' with the state-struct pointer, breaking any runtime
   call that expected an id.

   '*Self' substitution in resolveTypeWithBindings now points at
   foreignClassStructType(fcd) — the opaque class stub — instead
   of objcDefinedStateStructType(fcd).

   'self.field' access on a sx-defined class instance field is
   rewritten by lowerFieldAccess to go through the __sx_state
   ivar:
     state = object_getIvar(self, load(__<Cls>_state_ivar))
     val   = struct_gep(state, field_idx) → load

   Both read (lowerFieldAccess) and write (lowerAssignment) take
   this path. Compound ops (+=, -=, etc.) are supported via
   storeOrCompound. The lookup is filtered: skip property fields
   (those still go through the M2.2 msgSend getter/setter
   dispatch) and foreign classes (no state).

   New helpers in lower.zig:
   - lookupObjcDefinedStateFieldOnPointer — match check.
   - lowerObjcDefinedStateForObj — emit the object_getIvar +
     ivar-global-load idiom (shared between read + write paths).
   - lowerObjcDefinedStateFieldRead — the load path.

   Also moved the @llvm.global_ctors registration out of the
   sx-defined class-pair init constructor — global_ctors fires
   DURING dyld's framework load, before UIKit registers its Obj-C
   classes. objc_getClass("UIResponder") returned null, super
   was null, objc_registerClassPair crashed. main's entry block
   is post-framework-load but pre-user-code — exactly the right
   window. New helper injectCtorIntoMain.

2) M3.1 — SxAppDelegate migrated to declarative #objc_class.
   uikit_register_classes' hand-rolled objc_allocateClassPair +
   class_addMethod for SxAppDelegate is gone; the compiler
   synthesises the class at module init. The method bodies
   forward to the existing legacy IMP free functions
   (uikit_did_finish_launching, uikit_keyboard_will_change_frame)
   so we don't have to inline 70+ lines of keyboard-frame logic
   right now.

   Also adds UIResponder foreign-class declaration and chains
   UIView / UITextField to it via #extends UIResponder so the
   methods that previously lived on UITextField directly
   (becomeFirstResponder etc.) move to their proper home.

Chess on iOS-sim: board renders, full state intact. 183 example
tests + zig build test green.
2026-05-26 07:32:57 +03:00
agra
bd3033dc5a ffi 3.2 C5: migrate uikit.sx view tree + GL drawables cluster
Final Phase 3.2 cluster. CALayer / CAEAGLLayer / EAGLContext declared
as `#foreign #objc_class` blocks, plus `setContentScaleFactor` added
to UIView and `-layer` now returns `*CALayer` (was opaque `*void`).

Classes declared:

- CALayer      → setOpaque (instance)
- CAEAGLLayer  → setDrawableProperties (instance)
- EAGLContext  → alloc (class), initWithAPI (instance),
                 setCurrentContext (class — takes EAGLContext arg),
                 renderbufferStorage_fromDrawable (instance),
                 presentRenderbuffer (instance)
- UIView       → +setContentScaleFactor (existing decl extended)

The C5 group sits above UIView in the file so the `-layer` return type
`*CALayer` forward-resolves cleanly.

Migration sites in uikit.sx:

- `uikit_create_gl_context` → `EAGLContext.alloc().initWithAPI(api)`
  + `EAGLContext.setCurrentContext(ctx)`.
- `uikit_setup_renderbuffer` → cast `*EAGLContext` and
  `gl_ctx.renderbufferStorage_fromDrawable(target, layer)`.
- `uikit_present_renderbuffer` → same cast + `presentRenderbuffer(target)`.
- Scene-connect bring-up: `gl_layer.setOpaque(1)`,
  `eagl_layer.setDrawableProperties(...)`,
  `gl_view.setContentScaleFactor(scale)`.

One more `objc_getClass(...)` lookup (EAGLContext) retired — the class
slot comes from the declarative binding via `__sx_objc_class_init`.

**Phase 3.2 complete.** Five clusters migrated (C1: Foundation
utility; C2: Notifications + Bundle; C3: RunLoop + display timing;
C4: UIKit chrome; C5: view tree + GL drawables). 8 foreign Cocoa
classes declared; ~30 `#objc_call(T)(...)` sites rewritten to
`recv.method(args)` / `Cls.method(args)`; 6 `objc_getClass`
lookups retired. Sx-defined classes (SxAppDelegate, SxSceneDelegate,
SxGLView, SxMetalView) and a handful of foreign sites that exercise
delegate/protocol surfaces stay on the explicit `#objc_call` form
pending Phase 3.7's class synthesis.

167/167 example tests; chess clean on macOS / iOS sim / Android via
`tools/verify-step.sh`.
2026-05-25 17:58:55 +03:00
agra
5b4969f9be ffi 3.2 C4: migrate uikit.sx UIKit chrome cluster to #objc_class
Fourth cluster — was blocked on issue-0043, now unblocked by the
preceding `Self`-substitution fix.

Classes declared:

- UIScreen         → mainScreen (class), nativeScale + bounds (instance)
- UIView           → safeAreaInsets, addSubview, layer (all instance)
- UIWindow         → alloc (class), initWithWindowScene, setRootViewController,
                     makeKeyAndVisible, screen (instance)
- UIViewController → alloc (class), init, setView (instance)
- UITextField      → alloc (class), init, becomeFirstResponder,
                     resignFirstResponder (instance)

Migration sites in uikit.sx:

- `show_keyboard` / `hide_keyboard` → `tf.becomeFirstResponder()` /
  `tf.resignFirstResponder()` on a `*UITextField` cast of `text_field`.
- `uikit_refresh_safe_insets` → `gl_view.safeAreaInsets()` on a
  `*UIView` cast of `plat.gl_view`.
- `uikit_read_screen_scale` and GL-context bring-up →
  `UIScreen.mainScreen().nativeScale()`.
- `uikit_keyboard_will_change_frame` → `win.screen().bounds()`.
- `uikit_scene_will_connect_ios` (the function that triggered 0043) →
  `UIWindow.alloc().initWithWindowScene(scene)`,
  `UIViewController.alloc().init()`, `vc.setView(...)`,
  `win.setRootViewController(...)`, `gl_view.layer()`,
  `UITextField.alloc().init()`, `gl_view.addSubview(...)`,
  `win.makeKeyAndVisible()`.

Three `objc_getClass(...)` lookups (UIWindow, UIViewController,
UITextField) are gone — the class slots come from the declarative
bindings via `__sx_objc_class_init`. UIScreen has the same shape.

167/167 example tests; chess clean on macOS / iOS sim / Android via
`tools/verify-step.sh`.
2026-05-25 17:53:11 +03:00
agra
2a7c8e0a6f ffi 3.2 C3: migrate uikit.sx RunLoop + display-timing cluster
Third cluster: NSRunLoop and CADisplayLink move to declarative
`#objc_class` blocks.

Classes declared:

- NSRunLoop     → currentRunLoop (class)
- CADisplayLink → displayLinkWithTarget_selector (class),
                  addToRunLoop_forMode (instance),
                  targetTimestamp (instance), duration (instance)

The display-link instance is created with the new typed call shape:

    link := CADisplayLink.displayLinkWithTarget_selector(plat.gl_view, sel_tick);
    plat.display_link = xx link;  // keep the *void slot in the
                                   // platform struct for ABI parity
    runloop := NSRunLoop.currentRunLoop();
    link.addToRunLoop_forMode(runloop, mode_ns);

The `sxTick:` callback's `link: *void` param is cast to
`*CADisplayLink` at function entry so the body's `link.duration()` /
`link.targetTimestamp()` calls type-check.

Two now-redundant `objc_getClass(...)` lookups for CADisplayLink /
NSRunLoop are gone — the class slots come from the declarative
declarations via `__sx_objc_class_init`.

166/166 tests; chess builds clean on macOS / iOS / Android.
2026-05-25 17:15:27 +03:00
agra
17775b27a4 ffi 3.2 C2: migrate uikit.sx Notifications + Bundle cluster
Second cluster: NSNotification, NSBundle, NSNotificationCenter move
from `#objc_call(T)(recv, "sel:", args)` to declarative
`#foreign #objc_class("Cls") { ... }` blocks.

Classes declared (alongside the C1 Foundation utility group):

- NSNotification        → userInfo (instance, returns *NSDictionary)
- NSBundle              → mainBundle (class), resourcePath (instance)
- NSNotificationCenter  → defaultCenter (class),
                          addObserver_selector_name_object (instance)

The 4-keyword `addObserver:selector:name:object:` selector derives
from the underscore-separated sx name via the default mangling rule
— no `#selector` override needed.

Cleanup wins:

- `objc_getClass("NSBundle")` and `objc_getClass("NSNotificationCenter")`
  call sites gone — class slots now populated by emit_llvm's
  `__sx_objc_class_init` constructor.
- `userInfo`'s return type is `*NSDictionary` directly, so the
  previous `*void → *NSDictionary` cast at the keyboard-frame
  callsite collapses.

166/166 tests; chess builds clean on macOS + iOS + Android via
`sx build main.sx`.
2026-05-25 17:12:33 +03:00
agra
1ea9cda12b ffi 3.2 C1: migrate uikit.sx Foundation utility cluster to #objc_class
First of five Phase-3.2 migration clusters. Foundation utility
classes (NSValue, NSNumber, NSDictionary, NSMutableDictionary, NSSet)
in `library/modules/platform/uikit.sx` move from the explicit
`#objc_call(T)(recv, "selector:", args)` form to declarative
`#foreign #objc_class("Cls") { ... }` blocks with `recv.method(args)`
dispatch.

Classes declared (all near the top of uikit.sx, after the CGRect
struct):

- NSValue          → CGRectValue (instance)
- NSNumber         → numberWithBool (class), doubleValue +
                     unsignedLongValue (instance)
- NSDictionary     → objectForKey (instance)
- NSMutableDictionary → dictionary (class), setObject_forKey (instance)
- NSSet            → anyObject (instance)

Each call site casts the `*void` receiver to the typed foreign-class
pointer before dispatch — the existing `*void` shape is preserved
in the struct fields and outer parameter types; only the dispatch-
local copy is typed. This keeps the diff scoped to call-site
rewrites without rippling type changes through every consumer.

The four `objc_getClass(...)` calls that previously resolved
NSMutableDictionary / NSNumber at runtime are gone — Phase 3.1's
`__sx_objc_class_init` constructor populates the cached class slot
for each declared `#objc_class` at module load via
`OBJC_CLASSLIST_REFERENCES_<Cls>`.

166/166 example tests; chess clean on macOS + Android via
`tools/verify-step.sh` (iOS sim skipped — no booted simulator in
this run; previous full run was green at HEAD~6).
2026-05-25 17:10:23 +03:00
agra
f886d5f1be mem: reject call-conv mismatches at bare-fn → fn-ptr coercion
Passing a default-conv sx function to a `callconv(.c)` fn-pointer slot
(e.g. pthread_create's start routine) used to silently mismatch ABIs:
the C-side caller didn't supply __sx_ctx, so the sx-side body read its
first user param as garbage. The bug surfaced as a SIGSEGV inside
ANativeWindow_setBuffersGeometry on Android during chess bringup.

Now the compiler rejects the coercion outright at the bare-fn name
lookup site:

  error: call-convention mismatch: 'sx_handler' is declared with
  default sx convention but the target type expects callconv(.c)

Also: `#foreign` declarations without an explicit `callconv` now default
to `.c` instead of `.default`. Every external C symbol is by definition
C-conv; the previous default silently typed `objc_msgSend` (et al.) as
default-conv, so the check would fire on the consumer side when the
user typed a fn-ptr as `callconv(.c)`. With the foreign-default fix,
the existing typed-msgSend casts in `std/objc.sx` and `gpu/metal.sx`
keep type-checking and the rule is "C-conv on both sides or neither."

Caught by the new check (fixed in the same commit):
- `ios_gl_proc` in `platform/uikit.sx` lacked callconv(.c) but was
  passed to `load_gl` whose `get_proc` slot expects it.
- `ffi_apply_callback` / `ffi_apply_callback2` in
  `examples/ffi-06-callback.sx` had default-conv fn-ptr params but
  the C bodies (in the companion .c) are unambiguously C-conv.

Regression test: `examples/131-callconv-mismatch-diagnostic.sx`
locks in the diagnostic shape (sx-conv fn → callconv(.c) slot).

153/153 example tests pass. Chess green on macOS / iOS sim / Android.
2026-05-25 09:50:37 +03:00
agra
56f6ae3681 ffi 1.33: uikit.sx final sweep — Phase 1D for uikit.sx complete
Six remaining dispatch clusters migrated in one pass:
- `uikit_setup_renderbuffer`: `renderbufferStorage:fromDrawable:` (BOOL).
- `uikit_present_renderbuffer`: `presentRenderbuffer:` (BOOL, every frame).
- `uikit_gl_view_tick`: `targetTimestamp` and `duration` reads (f64,
  every frame — three call sites total across the keyboard-anim path
  and the frame-closure path).
- `uikit_compute_layer_pixel_size`: `bounds` (CGRect HFA).
- `uikit_touch_location`: `locationInView:` (CGPoint HFA — first
  standalone `#objc_call(CGPoint)` exercise, structurally identical to
  the 2×f64 NSPoint already verified by ffi-objc-call-05).
- `uikit_first_touch`: `anyObject` (*void).

Net -15 lines. uikit.sx is now 839 lines — Phase 1D started at 937,
so this is -98 cumulative across the migration. Zero `xx objc_msgSend`
typed casts left in the file.

iOS-sim chess regression smoke: launched chess, tapped a black pawn
through the Simulator window, watched the move (d7→d5) play, then a
second tap played d5→d4. The render loop, touch handlers, layout
math, and the BOOL-returning EAGL presentation calls are all on the
exercised path, so this is the strongest runtime verification any
Phase 1D commit has had so far.

22 `sel_registerName` calls remain in the file, all legitimate:
- `class_addMethod` IMP registrations (runtime class build-out).
- SEL-as-arg to dispatch selectors that take a SEL value
  (`addObserver:selector:name:object:`,
  `displayLinkWithTarget:selector:`). A future `#objc_selector("foo")`
  literal would replace these, but it's not part of Phase 1.
2026-05-19 21:06:53 +03:00
agra
e1d300c661 ffi 1.32: uikit_keyboard_will_change_frame via #objc_call
The keyboard notification callback. First standalone exercises of
`#objc_call(CGRect)` (HFA — structurally equivalent to UIEdgeInsets,
already verified by 1.25 and ffi-objc-call-07) and `#objc_call(u64)`
(LLVM-equivalent to s64; ffi-objc-call-04 already locks in the i64
return path).

Migrates:
- `userInfo` (*void)
- `objectForKey:` with NSString arg (*void)
- `CGRectValue` (CGRect HFA)
- `doubleValue` (f64)
- `unsignedLongValue` (u64)
- `screen` (*void)
- `bounds` (CGRect HFA)

Net -14 lines. uikit.sx now 854 lines (-83 cumulative across Phase 1D).

iOS-sim chess regression smoke: launch is clean; the callback is
registered through cluster 1.30's notification-center wiring and the
function lowers without IR-verifier complaints. The callback body
itself isn't exercised at runtime by chess startup (the game doesn't
open the soft keyboard) — runtime verification of this specific
function is transitive via the other clusters that exercise the same
call shapes.
2026-05-19 21:00:46 +03:00
agra
b3558c3274 ffi 1.31: uikit_scene_will_connect_ios via #objc_call
The biggest Phase 1D cluster: the iOS scene-lifecycle entry that runs
at every launch. UIWindow alloc/init, UIViewController alloc/init, GL
view alloc/init/install, root-view-controller wiring, layer access +
setOpaque:, EAGL drawable-properties dictionary build,
screen/nativeScale DPI scaling, makeKeyAndVisible, UITextField subview
install, CADisplayLink construct + addToRunLoop. Every return shape
this file uses (void, *void, f64) and every arg shape (BOOL via `xx
0`/`xx 1`, multi-arg selectors `displayLinkWithTarget:selector:` and
`setObject:forKey:`) is exercised by this single launch.

Net -44 lines on this commit (104 → 60). Also drops a stale
`EAGLContext := objc_getClass(...)` decl that wasn't referenced inside
this function — EAGL context creation lives in uikit_create_gl_context
(already migrated in 1.29). uikit.sx is now 868 lines (-69 cumulative
across Phase 1D).

iOS-sim chess regression smoke: app launches cleanly, board renders
with status-bar clearance, sharp DPI scaling, compositor working,
display-link tick driving frames. Every part of the migrated function
is on the launch path and all of it succeeds.
2026-05-19 20:57:09 +03:00
agra
ee53348ce0 ffi 1.28 follow-up: keyboard BOOL returns use #objc_call(bool)
Apple documents `-becomeFirstResponder` and `-resignFirstResponder` as
returning `BOOL`. The pre-`#objc_call` cast pattern in this file used
`u8` because BOOL is ABI-equivalent to a 1-byte unsigned integer on
both i386 (signed char) and arm64 (`bool`). The initial 1.28
migration carried that `u8` typing forward without question; switching
to `bool` matches the documented API and aligns with the BOOL→bool
mapping called out in PLAN-FFI.md Phase 3.

First standalone exercise of `#objc_call(bool)`. The lowering is
identical to `#objc_call(u8)` at the ABI layer (single byte in `w0`
on AAPCS64), but the source-level type is now meaningful.
2026-05-19 19:39:56 +03:00
agra
65643fb0ed ffi 1.28-1.30: batch uikit migrations
Three Phase 1D clusters in one commit (user opted for less iOS-sim
verification between each).

1.28 — `show_keyboard` / `hide_keyboard` use `#objc_call(u8)` against
`becomeFirstResponder` / `resignFirstResponder`. Compile-only; chess
startup doesn't reach the keyboard path, so the runtime side of this
cluster is a verification gap to backfill at the end of Phase 1D.

1.29 — `uikit_create_gl_context` migrates `alloc` / `initWithAPI:` /
`setCurrentContext:` and folds in the same `mainScreen.nativeScale`
read shape already migrated in 1.27. EAGL context creation runs on
launch, so this cluster IS runtime-exercised.

1.30 — `uikit_subscribe_keyboard_notifications` migrates the
`defaultCenter` + `addObserver:selector:name:object:` pair. First
standalone exercise of a 4-keyword selector through `#objc_call`.
Notification-center wiring runs at launch, so runtime-exercised.

Net -23 lines across the file.

iOS-sim chess regression smoke: app launches cleanly into a fresh
board state. Status-bar clearance, sharp rendering, and asset loading
all good — confirming clusters 1.25–1.27 still work alongside the new
ones.
2026-05-19 19:37:43 +03:00
agra
4844f57968 ffi 1.27: uikit_read_screen_scale via #objc_call
Third Phase 1D cluster. `UIScreen.mainScreen.nativeScale` chain reads
through `#objc_call(*void)` + `#objc_call(f64)`. First standalone
`#objc_call(f64)` exercise — `f64` returns had only been covered
indirectly by the 4×f64 UIEdgeInsets HFA path. Net -4 lines.

iOS-sim chess regression smoke: sharp text rendering + accurate touch
hit-testing both confirm `plat.dpi_scale` is being populated correctly
through the new path.
2026-05-19 19:33:52 +03:00
agra
3518d0ee26 ffi 1.26: uikit_chdir_to_bundle via #objc_call
Second Phase 1D cluster. NSBundle.mainBundle.resourcePath chain now
dispatches through `#objc_call(*void)` instead of a shared `msg_o`
typed cast — covers both class-method (`+mainBundle`) and
instance-method (`-resourcePath`) shapes through one intrinsic. Net
-3 lines.

iOS-sim chess regression smoke: app launches with all piece assets
rendered, which is the visible signal that `chdir` to the bundle's
resource path still succeeds.
2026-05-19 19:30:59 +03:00
agra
bcbf2ace22 ffi 1.25: uikit safeAreaInsets via #objc_call
First Phase 1D migration cluster. `uikit_refresh_safe_insets` reads
`safeAreaInsets` through `#objc_call(UIEdgeInsets)` instead of the
hand-typed `objc_msgSend` cast + `sel_registerName` triple, and a dead
`sel_safe_insets` selector decl in `uikit_scene_will_connect_ios` goes
away with it. Net -3 lines.

iOS-sim chess regression smoke: SxChess launches, board renders with
correct status-bar clearance — `safe_top` is populated correctly,
which is the actual ABI under test (32 B HFA returned in v0..v3).
2026-05-19 19:29:03 +03:00
agra
f9ecf9d00e iOS lock step keyboard + metal 2026-05-18 17:40:10 +03:00
agra
3622993311 ui: chess UI renders on iOS sim via Metal (scene lifecycle + alias fix)
Four root causes for "chess UI shows white screen" — all fixed:

1. Hybrid legacy-app + scene-API path on iOS 26. Without
   UIApplicationSceneManifest in the Info.plist, iOS 26 booted us in
   [rb-legacy] mode and -[UIApplication connectedScenes] returned an
   empty set. didFinishLaunching's window-setup code bailed at "no scene"
   and the UIWindow never appeared on screen. Fix: emit the manifest in
   buildInfoPlist (src/target.zig) AND split the window/view/layer setup
   from didFinishLaunching into a new SxSceneDelegate's
   scene:willConnectToSession:options: IMP. didFinishLaunching now just
   subscribes the keyboard observer and returns YES.

2. UISceneDelegate formal protocol conformance. iOS 26 checks
   -[cls conformsToProtocol:@protocol(UISceneDelegate)] before
   instantiating the scene delegate; without it the runtime logs
   "SxSceneDelegate does not conform to the UISceneDelegate protocol"
   and silently uses a default delegate that does nothing. Fix:
   look up UISceneDelegate + UIWindowSceneDelegate via objc_getProtocol
   and class_addProtocol BEFORE objc_registerClassPair. The protocol
   metadata is present at link time (unlike UIApplicationDelegate per
   the long-standing legacy note in CHECKPOINT).

3. Protocol method return types via type aliases lowered as void.
   The GPU protocol declares `create_shader(...) -> ShaderHandle` where
   `ShaderHandle :: u32`. The protocol-decl lowering at lower.zig:7547
   passed the return AST node through type_bridge.resolveAstType which
   doesn't know about the type_alias_map. resolveTypeName fell through
   to its "assume named struct" branch and registered ShaderHandle as
   an empty struct ({ }). LLVM IR for the protocol call_indirect then
   read `call {} %fn_ptr(...)` — return value discarded; the
   subsequent abi.coerce load from a zero-init'd alloca yielded 0.
   Symptom: UIRenderer.mtl_shader = 0, set_shader sees state == null,
   the render-encoder fires draw with no pipeline state bound, GPU
   rejects the command buffer with MTLCommandBufferErrorInternal.
   Fix: at the protocol-decl method-type resolution sites in
   lower.zig, check type_alias_map BEFORE falling through to
   type_bridge.resolveAstType for both params and return type. A
   chess-side companion fix in /Users/agra/projects/game/main.sx
   (separate commit) memsets the MetalGPU struct after alloc so the
   List(*void) fields' len/cap/items aren't garbage.

After all four (this commit + memset companion in chess repo):
- 71/71 regression tests pass.
- Chess game now boots, scene-connects, ticks CADisplayLink, renders
  dark-gray clear + UI text + panel dividers every frame on iOS sim.
- Metal-clear example still renders.

Chess board + pieces visual contrast and faint-text-color are remaining
visual-polish items, not compiler/platform-setup issues.
2026-05-18 08:42:22 +03:00
agra
a938c4f900 metal: GPU protocol + MetalGPU renders MSL triangle on iOS
Phase 8 step 3a of the Metal renderer port:

- New library/modules/gpu/ with types.sx (handles + ClearColor +
  TextureFormat enum), api.sx (GPU :: protocol { ... } covering the
  lifecycle / per-frame / resource / per-draw surface), and metal.sx
  (MetalGPU backend implementing the protocol against CAMetalLayer).
  Resource handles are 1-based indices into backend List(*void) tables.
  MTL aggregates >16 bytes (MTLRegion, MTLScissorRect) pass via *T to
  match arm64 Apple's indirect-by-reference ABI; MTLClearColor + CGSize
  go through the HFA path as direct fn-pointer casts on objc_msgSend.

- UIKitPlatform got a gpu_mode: GpuMode toggle + sibling SxMetalView
  class registration. In metal mode init skips EAGL context, the
  did_finish_launching IMP skips the EAGL drawable-properties dict,
  layoutSubviews reads the layer's bounds * dpi_scale into pixel_w/h
  instead of allocating a GL renderbuffer, and end_frame is a no-op
  (the MetalGPU owns its own present).

- examples/63-metal-clear.sx verifies the pipeline end-to-end on iOS
  sim — compiles a pass-through MSL shader (packed_float2/packed_float4
  to avoid alignment padding), uploads 3 vertices, draws a colored
  triangle on a dark-blue clear.

Compiler fixes (filed-and-fixed in this branch):

- inline if X { return E; } followed by a fall-through final expression
  no longer emits two terminators into the same basic block. Verified
  by examples/83-inline-if-return-fallthrough.sx.

- Top-level type alias Name :: u32; now resolves correctly as the type
  annotation on a global variable (was treated as ptr {}, breaking
  comparisons + initializers). Verified by examples/84-global-type-alias.sx.

Issue->feature promotion:

- 16 historical examples/issue-NNNN.sx repros now confirmed-fixed and
  renamed to focused feature names (67-82). Each gains a
  tests/expected/*.txt + .exit pair so the regression suite covers them.

- 5 stale issue repros deleted (subsumed by broader tests).

Regression suite: 68 passing, 0 failed. macOS chess builds + runs; wasm
chess builds; iOS sim GLES chess still renders the full board; iOS sim
Metal demo renders the triangle.
2026-05-17 19:36:37 +03:00
agra
2ff24e29cc platform: snap keyboard inset (lockstep deferred to Metal renderer)
Walked back the manual-interpolation + CABasicAnimation+presentationLayer
attempts at lockstep keyboard inset. Both leave a visible frame of lag
because the lockstep problem is structural, not implementation-detail:

  - GL renderbuffer content is baked at presentRenderbuffer() time.
  - The CoreAnimation compositor can interpolate the *position* of a
    CALayer per-vsync but cannot reach into our renderbuffer's pixels.
  - The GPU pipeline (CADisplayLink → command build → present →
    compositor → display) is 2-3 frames deep on iOS GLES, so even
    `targetTimestamp`-based prediction is one to two frames short.

The architectural escape that doesn't move the GL view (rejected for
edge cases) is to give CoreAnimation a renderable handle it can sync
on. That means **Metal**:

  - CAMetalLayer + MTLDrawable.presentAtTime(_:) caps the pipeline at
    exactly one frame.
  - With targetTimestamp prediction + curve-accurate keyboard math,
    our drawable lands at the same vsync as UIKit's keyboard.
  - Renderer modernization (Metal/Vulkan/WebGPU per platform) was on
    the roadmap anyway; lockstep is the forcing function.

This commit keeps the keyboard observer + show/hide_keyboard wiring
intact and SNAPS keyboard_height when the observer fires. Behavior:
the chess board doesn't shift during the keyboard animation; it shifts
in one step when the observer fires. Less smooth than the broken
attempt but honest.

Plan for the Metal port (next):

  - library/modules/gpu/{metal,vulkan,webgpu}.sx + a `GPU` protocol
    analogous to Platform.
  - Port modules/ui/renderer.sx shaders from GLSL to MSL.
  - SxGLView becomes SxMetalView; CAEAGLLayer becomes CAMetalLayer.
  - Lockstep falls out of MTLDrawable.presentAtTime(targetTimestamp).
2026-05-17 17:46:17 +03:00
agra
1af8e1ffd5 platform: iOS safe-area insets + keyboard observer
UIKitPlatform now reads `[UIView safeAreaInsets]` (UIEdgeInsets = 32-byte
struct: top, left, bottom, right CGFloats) in begin_frame, and subscribes
to UIKeyboardWillChangeFrameNotification on NSNotificationCenter. The
chess game's build_ui pads its root by `g_safe_insets`, so the Dynamic
Island no longer overlaps the board on iPhone 17 Pro — all 8 ranks and
files are visible.

Struct returns >16 bytes (UIEdgeInsets, CGRect) go through the arm64
x8 indirect-result-pointer convention; expressing the return type on a
typed `objc_msgSend` fn-pointer cast generates the right call sequence.
Same pattern used to unwrap the keyboard's CGRect from NSValue
(UIKeyboardFrameEndUserInfoKey).

show_keyboard / hide_keyboard now drive a hidden UITextField subview as
the firstResponder source. resignFirstResponder dismisses; observer
fires with height=0 → safe_insets bottom collapses.

Deferred (next iteration): wrap the inset update in
[UIView animateWithDuration: animations:^{ ... }] to land in the same
CoreAnimation transaction as the keyboard. sx doesn't have block
syntax yet — we'd need a C shim that takes an fn-ptr and builds the
block. Today the inset snaps while the keyboard slides; the lag is
visible but the rest of the wiring is in place.

examples/66-uikit-platform.sx updated: each tap toggles the keyboard
+ advances the clear color (red→green→blue), so the observer can be
observed firing via the visible keyboard slide.
2026-05-17 17:07:33 +03:00
agra
4e27a7e6c9 platform: UIKitPlatform end-to-end — chess game runs on iOS sim
What works on iOS sim now:
- pure-UIKit boot via UIApplicationMain (no SDL3 on iOS)
- SxGLView (CAEAGLLayer) + EAGLContext(GLES3) + CADisplayLink
- GLES3 shader path in modules/ui/renderer.sx (was wasm-only; now
  wasm-OR-ios)
- UITouch -> ui.Event translation (mouse_down/moved/up) on touchesBegan/
  Moved/Ended/Cancelled. Verified by tapping the chess board: the
  expected pawn highlights and its legal moves show as green dots.
- chdir to NSBundle.mainBundle.resourcePath inside UIKitPlatform.init so
  the game's relative fopen("assets/...") calls resolve.

Required restructuring to fix four problems discovered along the way:

1. GL context + load_gl must happen BEFORE UIApplicationMain so the
   game's pipeline.init (which compiles shaders) doesn't crash on null
   function pointers. Pulled EAGLContext creation + load_gl out of
   didFinishLaunching: into UIKitPlatform.init via uikit_create_gl_context.

2. UIScreen.nativeScale returns CGFloat (=double on 64-bit Apple).
   Reading it through a `(*void, *void) -> f32` msgSend signature
   clobbers the value to 0 — the upper 32 bits of d0 land where the f32
   reads from. Replaced msg_f with msg_d returning f64 (and added
   msg_odbl for setContentScaleFactor: which takes CGFloat).

3. `xx <f64-call-result>` directly assigned to an f32 field through a
   sema path lowers as `sitofp` (integer→float) on the double — LLVM
   verification rejects it. Workaround: hoist into an `f64` local first.

4. The renderer was selecting the GLSL 330 core shader on every non-wasm
   target, including iOS GLES3 where it silently fails to compile and
   no quads render. Added OS == .ios to the GLES branch.

Game changes:
- main.sx: g_plat is now a boxed `Platform` (not concrete *SdlPlatform).
  Backend chosen per-target via `inline if OS == .ios { ... }`. The
  ESC-to-stop handling is OS-guarded (mobile apps don't quit on key
  press, and SDL_Keycode references would force-link SDL on iOS).
- build.sx: iOS no longer adds SDL3; it adds UIKit + OpenGLES +
  QuartzCore instead.
- delta_time and viewport dims are now mirrored to free globals so the
  dock subsystem (`g_dock_delta_time = @g_delta_time`) and build_ui
  layout decisions don't need a pointer through the boxed protocol.

Other:
- Added `stop()` to the Platform protocol (no-op on UIKitPlatform).
- examples/66-uikit-platform.sx updated: taps advance the clear color
  (red → green → blue) — smoke test for the touch IMP wiring.
- shutdown() on UIKitPlatform is a no-op (mobile apps don't tear down).

Outstanding for next session:
- The Dynamic Island notch overlaps the top of the board because we
  haven't read UIView.safeAreaInsets yet (CGRect/UIEdgeInsets struct
  returns require a different msgSend ABI than we currently express).
- Keyboard observer (UIKeyboardWillChangeFrameNotification + animation
  duration) — the load-bearing iOS feature.
- Real-device codesigning workflow for the new build.

Two more sx compiler bugs to file out of this work:
- xx(f64 call result) → f32 emits sitofp (problem #3 above).
- Inline `#import` inside `inline if` fails to parse (we worked around
  by importing both backends unconditionally; the unused-backend's
  Obj-C calls are gated by `inline if OS == .ios`).
2026-05-17 16:52:03 +03:00
agra
858d691181 platform: UIKit backend renders GLES3 via CAEAGLLayer + CADisplayLink
End-to-end on iOS sim: UIKitPlatform boots an SxAppDelegate, installs
an SxGLView (UIView subclass overriding +layerClass to return
CAEAGLLayer) as the root view controller's view, sets the drawable
properties (EAGLColorFormatRGBA8, non-retained backing — looked up by
dlsym so pointer-identity-checked constants match), creates an
EAGLContext (GLES3), and registers a CADisplayLink that invokes the
user's frame closure on every vsync. end_frame presents the
renderbuffer via [EAGLContext presentRenderbuffer:].

The renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once
the layer has its real on-screen bounds — allocating earlier (e.g. in
didFinishLaunching) failed with INCOMPLETE_ATTACHMENT because the
SxGLView's frame was still zero at that point. Setting the SxGLView
as the VC's `view` (via setView:) lets the standard VC layout pipeline
size it to the window without us having to read CGRect struct returns
from objc_msgSend.

EAGL drawableProperties dict keys/values are dlsym'd from OpenGLES —
the framework checks them by pointer identity, so synthesized NSString
literals with the same contents don't work.

examples/66-uikit-platform.sx — runnable smoke test that cycles the
screen color (red → green → blue every 30 frames) so you can confirm
the display-link tick and present pipeline.

modules/opengl.sx gains glGenFramebuffers, glGenRenderbuffers,
glBindFramebuffer, glBindRenderbuffer, glFramebufferRenderbuffer,
glGetRenderbufferParameteriv, glCheckFramebufferStatus — needed for
the iOS GLES FBO-to-renderbuffer setup. They're wired into load_gl
so SDL and the iOS dlsym loader both pick them up.

Compiles cleanly on macOS / WASM / iOS-sim. Non-iOS targets never
reference the unresolved UIKit/QuartzCore/OpenGLES symbols because
every Obj-C touch lives inside `inline if OS == .ios`.

Game's iOS path still goes through SDL3 for now. Touch events + game
wire-up + keyboard observer = next steps.
2026-05-17 15:51:57 +03:00