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).
94/94 regression tests pass (+ffi-07-c-import-block).
Companion C helper lives only at
`library/vendors/sx_ffi_resolve_test/`. Critically NOT in
`sx/vendors/` (the sx repo root) and NOT in the importing
example's directory — so the `vendors/...` paths in this
example are findable solely via the stdlib search branch
(`<exe>/../../library`, `<exe>/../library`, `<exe>/library`).
That branch is the one the JNI insets bridge needs to reach
`library/vendors/sx_android_jni/sx_android_jni.c` without
forcing chess (or any consumer) to vendor an identically-named
copy. The test pins the resolution end-to-end:
- #include resolves; clang parses the .h; c_import.zig
synthesizes #foreign fn decls for `sx_ffi_resolve_test_add` /
`_mul`.
- #source resolves; the .c is compiled into the build's
object list.
- sx calls the synthesized decls and prints results.
Four Android UX wins landing together; all verified end-to-end on a
Pixel 7 Pro (board fills width, info-panel text renders, status bar
inset honored, tap-to-select + tap-to-move plays 1. e4).
- AndroidPlatform.init reads density via AConfiguration_getDensity
(app->config at offset 32) and sets dpi_scale = density / 160. The
hardcoded 1.0 had been making every logical unit equal one physical
pixel; ChessBoardView's 520-default size_that_fits fallback then
rendered at ~half the framebuffer width on the device, and glyphs
rasterized at literal 11-13 physical pixels were essentially invisible
on a 2340-tall display.
- gles3.sx set_scissor un-stubbed; with dpi_scale right the renderer
feeds in valid pixel bounds and the Y-flip math lands inside the
framebuffer.
- New library/vendors/sx_android_jni/sx_android_jni.c walks
activity -> window -> decorView -> rootWindowInsets via JNI and
publishes the system-bar insets. safe_insets() lazy-queries the
first call after EGL is up (decor view isn't attached at bootstrap).
- sx_android_install_input_handler sets app->onInputEvent; sx-side
sx_android_input_event translates AMotionEvent DOWN/MOVE/UP/CANCEL
into existing mouse_down/mouse_moved/mouse_up Events so the chess
board's tap-to-select + ScrollView drag path Just Works. Coordinates
divided by dpi_scale so layout-side hit tests match. poll_events
drains its slice after returning (mirrors the SDL pattern).
- src/imports.zig now routes #import c { #source / #include } paths
through the same chain as #import (importing dir -> CWD -> stdlib
search paths). Lets library-owned C helpers like the JNI bridge
live in sx/library/vendors/ without forcing consumers to vendor a
copy. Existing CWD-relative consumer layouts (chess's vendors/...)
still resolve first, so no regression.
86/86 regression tests pass.
platform/android.sx: `sx_android_bootstrap(app)` now also reads the
ANativeActivity's `assetManager` (offset 64) and `internalDataPath`
(offset 32) into module globals so consumers can route file I/O
through the APK's bundled `assets/` tree.
target.zig (`createApk`): also zips the project's `./assets/`
directory into the APK alongside `lib/<arch>/`. Resolves relative
to the user's CWD at invoke time — matches the convention chess
uses (assets/ next to main.sx).
gles3.sx: scissor is currently a no-op on Android. The renderer's
ScrollView clip_push path feeds bounds that land outside the
framebuffer (clipping everything off-screen). With scissor disabled
the chess board + pieces render correctly. TODO recorded in the
file to fix the bounds path properly.
Mirror of metal.sx, talks to GLES3 via opengl.sx's runtime-loaded
fn-pointer variables. EGL bootstrap is owned by AndroidPlatform; this
module just calls `load_gl(@eglGetProcAddress)` once during `init` to
populate the pointers, then drives raw draw/state from there.
The renderer's vertex layout (12 floats: pos2/uv2/color4/params4 = 48
bytes, attribute locations 0-3) is hardcoded in a single shared VAO
the Gles3Gpu owns — `set_vertex_buffer` rebinds the active VBO against
it. `set_vertex_constants(slot=1, data, 64)` is treated as the 4x4
projection matrix; `set_texture(slot=0, ...)` binds texture unit 0 and
sets `uniform sampler2D uTex` — both match renderer.sx's shader
contract.
A subtle gotcha caught + recorded in the file header: declaring the
same GL name as a `#foreign` function while opengl.sx also declares it
as an fn-pointer global silently lets the global win, and calling
through the uninitialized variable jumps to PC=0. Solution: don't
re-declare; use opengl.sx's pointers and `load_gl` them.
renderer.sx: the GPU-protocol shader-source branch now passes
(UI_VERT_SRC_ES, UI_FRAG_SRC_ES) on Android (separate vert+frag) vs.
the combined MSL library on iOS. Both gated with `inline if OS == X`.
User writes BOTH `main` and a 3-line `android_main(app)` trampoline.
The library provides `sx_android_bootstrap(app)` (stashes the NDK app
pointer into a platform-owned global) and `AndroidPlatform` impl of
the Platform protocol. The library NEVER references `main` — the OS-
shape entry symbol lives in user code where the other entry symbols
already live. iOS / SDL3 keep their existing shape; only Android adds
the trampoline.
Cross-cutting bits this commit ships:
library/modules/compiler.sx
Add `android` variant to `OperatingSystem`.
src/ir/lower.zig
- injectComptimeConstants: map TargetConfig.isAndroid() → .android.
- New Pass 4 `checkRequiredEntryPoints`: emit a clean diagnostic
when `--target android` is requested but `android_main` isn't
defined, instead of letting the user crash on a dlopen-time
missing-symbol error.
library/modules/platform/android.sx
AndroidPlatform impl of the Platform protocol — EGL bringup on
`APP_CMD_INIT_WINDOW`, ALooper(0) polling, dispatches the user's
frame closure each ~16 ms tick. `sx_android_bootstrap(app)` is the
only function exposed for the entry trampoline.
examples/99-android-egl-clear.sx
Rewritten to use the new pattern: minimum `main` + `android_main`
pair, AndroidPlatform-driven render loop. Doubles as the usage
reference users hand off to the compiler diagnostic.
Verified on Pixel 7 Pro: purple clear-color frame, periodic
`rendered 60 frames` logcat lines. iOS-sim chess + 86/86 regression
tests pass.
Three new method signatures on the GPU protocol. Metal backend sends
`release` to the MTLTexture/Buffer/RenderPipelineState and nulls the
slot in its backing List so the handle becomes inert; handles are not
re-used. glyph_cache.grow() now destroys the old atlas before
allocating its replacement, eliminating the per-grow leak the file's
comment had been flagging since Session 62.
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.
Two small cleanups in the Metal text path on top of the buffer-offset
fix from cc71d95:
- Drop the SDF-style `smoothstep(0.5 ± ew, alpha)` from the text mode
branch in UI_MSL_SRC. The glyph atlas stores alpha coverage straight
from stbtt_MakeGlyphBitmap, not signed distance, so the smoothstep
was thinning anti-aliased strokes by mapping mid-coverage values
(0.3–0.7) toward 0/1. Use the sampled value directly as alpha.
- Drop the 16-byte alignment pad on `mtl_buf_offset` in `flush()`. Each
batch's upload_size is already a multiple of UI_VERTEX_BYTES (48), so
the running offset stays vertex-aligned without the extra rounding.
- After `font.shape_text` + `font.flush` in `render_text`, re-bind
`font.texture_id`. If the atlas grew during shaping, the GPU texture
handle changed; without this rebind the next flush samples the old
(smaller) atlas which doesn't have the newly-rasterized glyphs.
- Use explicit s64-pointer arithmetic in `metal_update_buffer_at_ios`
so a future regression in `[*]u8` indexing can't quietly miscompile
the per-flush write offset.
Text at small sizes still renders dim on dark backgrounds — most glyph
pixels sit in 0.1–0.5 coverage and the linear blend doesn't push them
to bright values — tracked separately as the faint-text follow-up.
UIRenderer.flush wrote to mtl_vbuf at byte offset 0 on every flush.
Metal records draw commands but reads the buffer at GPU execution time,
so a frame with multiple flushes ended up rendering whatever the LAST
writer left in the buffer for every draw. Chess UI hit this hard:
each of the 32 pieces in the initial position triggers two bind_texture
flushes (atlas -> pieces -> atlas), so ~64 mid-frame flushes silently
rendered the final info-panel batch over the board and the sprites.
New GPU protocol method update_buffer_at(buf, data, size, byte_offset);
Metal impl writes at offset via [*]u8 arithmetic on [buf contents].
UIRenderer tracks mtl_buf_offset (reset in begin, advanced per flush,
aligned to 16B, wraps on overflow) and draws each batch with
vertex_off = byte_off / UI_VERTEX_BYTES. Metal buffer over-allocated
4x the per-flush max (~3 MB) for headroom. GL path untouched —
glBufferData already orphans the storage.
71/71 regression tests pass. Metal-clear example, macOS GL chess, and
WASM chess all still build.
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.
Three stacked compiler bugs were causing iOS-sim chess to crash inside
[MTLTexture replaceRegion:...]. Fixing them lets every replaceRegion call
site succeed (1×1 RGBA8, 1MB R8 atlas, 440×440 chess pieces).
Path B for callconv(.c) fn-pointer casts:
- FunctionInfo now carries call_conv: CallConv (TypeInfo.CallConv) so
function-type interning distinguishes sx-CC from C-CC. Inst.zig's
Function.CallingConvention aliases the same enum.
- Parser accepts an optional `callconv(.c)` suffix on fn-pointer type
spellings (factored into parseOptionalCallConv() shared with parseFnDecl
and parseLambda).
- resolveFunctionType passes the parsed CC through functionTypeCC().
- .call_indirect reads fp.call_conv == .c and applies the C-ABI
alloca+materialize for >16B aggregate args (Path A's behaviour at .call).
Apple ARM64 ABI (drop LLVM byval):
- Side-by-side asm diff vs clang's emission for the equivalent C call site
showed LLVM's `byval` attribute lowers Apple-arm64 byval on the stack,
while clang passes the struct via a pointer in the next int register
(x2 for replaceRegion:). The runtime objc_msgSend dispatch path expects
clang's convention.
- Dropped the byval attribute from the function-signature emission and
from both call sites (.call and .call_indirect). The materialize-into-
alloca + pass-plain-ptr pattern stays — the call site now matches
clang's `mov x2, sp` exactly.
- Path A's sx-to-sx case continues to work since both ends use plain ptr
(caller does alloca+store+pass, callee loads from the ptr in prologue).
Protocol dispatch (emitProtocolDispatch):
- Untargeted `null` lowers as const_null with type .void (per
target_type orelse .void). The "wrap-value-in-alloca-pass-pointer"
branch alloca'd a void slot, which LLVM's IRBuilder asserts on —
EXC_BREAKPOINT in getTypeSizeInBits, manifesting as exit 133 / SIGTRAP
when building the chess game. Fixed by re-emitting as
constNull(void_ptr) when arg_ty == .void && expected_ty == void_ptr.
- is_pointer_ty only recognized .pointer, so [*]T (many_pointer) was
alloca-wrapped — the heap pixels pointer from stbi_load was stored
into a stack slot and the slot's address was passed as the *void arg.
Fixed by extending the check to `.pointer or .many_pointer`.
metal.sx call sites + lifecycle guards:
- msg_replace (replaceRegion:, MTLRegion = 48B) and the two setScissorRect:
sites (MTLScissorRect = 32B) now spell their fn-pointer types with
by-value params + callconv(.c) — the *MTLRegion/@local workaround is
gone.
- metal_begin_frame_ios bails before nextDrawable when pixel_w/h are 0
(drawableSize 0×0 makes nextDrawable abort via XPC).
- metal_init_ios only sets drawableSize when dims are positive.
- begin_frame's encoder/cmd_buffer failure paths now clear self.drawable
so a partial failure doesn't leak a drawable back into the pool.
Examples + tests:
- examples/86-callconv-c-fnptr-large-aggregate.sx — new, covers Path B
with C-CC fn-ptr cast.
- examples/87-fnptr-cast-large-aggregate.sx — renamed from issue-0025.sx,
covers Path B with default sx-CC (the negative case).
- examples/85-cc-c-large-aggregate.sx — from Session 60, covers Path A.
- examples/issue-0014.sx, issue-0024.sx, issue-0025.sx — removed
(resolved earlier this work).
71 regression tests pass, 0 failed. Chess game builds clean for iOS sim
and reaches its frame loop without aborting. Runtime: chess UI still
doesn't render — remaining issue is in the UIKit lifecycle / CAMetalLayer
setup (legacy-app vs scene-API hybrid), not a compiler bug. See
current/CHECKPOINT.md "Next step" for the diagnosis + options.
Step 3b code is wired across UIRenderer + GlyphCache + UIPipeline +
chess game (gpu_mode = .metal on iOS, MetalGPU bound via the GPU
protocol). macOS GL chess, iOS-sim GLES chess, and iOS-sim Metal
triangle (63-metal-clear.sx) all still render.
iOS-sim Metal chess crashes inside replaceRegion uploading the 1MB
font atlas. Bisecting that crash exposed several sx-language issues
where mid-bisect tracers (NSLog inside if/else branch bodies) didn't
produce output, blocking further investigation.
Filing each finding as examples/issue-NNNN.sx rather than working
around piecemeal:
Bugs:
- 0024 NSLog/foreign-call inside if/else body not producing output
- 0025 C-ABI param coercion incomplete for composites >16B
(combined direct-call abiCoerceParamType TODO + call_indirect
path that doesn't apply C-ABI coercion at all)
- 0026 replaceRegion 1MB upload crash (likely downstream of 0025)
Features needed for step 4 + cleanup:
- 0027 Obj-C block bridge (^{...}) for animateWithDuration:
- 0028 Optional protocol box (?GPU = null) replaces T = ---; has_T: bool
- 0029 destroy_texture/buffer/shader on GPU protocol
- 0030 extern cross-file globals
Library-side: renderer.sx + glyph_cache.sx + pipeline.sx gain a
`gpu: GPU = ---; has_gpu: bool` field pair + branches that route every
GL touchpoint through the protocol when has_gpu. glyph_cache.init
saves/restores those fields around its memset. pipeline.set_gpu()
propagates to renderer + font. Renderer's MSL shader source added as
UI_MSL_SRC using packed_float2/packed_float4 to keep the 12-float
interleaved vertex layout tight (48 bytes).
metal.sx: dual-phase init (init(null, 0, 0) for eager device+queue,
re-init with the layer once UIKit installs the SxMetalView).
setStorageMode:.shared on every texture descriptor to ensure CPU-
writable atlas pixels on Apple Silicon iOS-sim.
Regression suite: 68 passing, 0 failed. WASM chess build currently
broken under step 3b state (silent compiler crash); documented in
CHECKPOINT.md, likely fallout from one of the filed issues (probably
0028 — the verbose protocol-box pattern). Step 3b resumes after
0024-0030 land.
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.
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).
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.
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`).
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.
- library/modules/platform/sdl3.sx: SdlPlatform impl wrapping SDL3 init,
GL context, event pump, swap. run_frame_loop owns the loop: while loop
on desktop, emscripten_set_main_loop on WASM. Registers an event-watch
that re-invokes the frame closure during macOS modal resize-drag so
content keeps rendering at the new size. safe_insets / keyboard /
show_keyboard / hide_keyboard are no-ops (these targets have no soft
keyboard).
Two compiler bug repros uncovered during the refactor:
- examples/issue-0020.sx: global `Foo = .{}` zero-initializes, ignoring
struct field defaults. Local `Foo = .{}` correctly applies defaults.
Workaround: set fields explicitly in an init method or heap-allocate
the value.
- examples/issue-0021.sx: an enclosing function's return type bleeds
into `xx`'s target type inside an `if-then-else` expression on the
RHS of a struct-field assignment. The same expression in a `-> void`
function produces the right value; in a `-> bool` function it
silently produces 0. Bit the SX Chess game's dpi_scale calc inside
`SdlPlatform.init` (returns bool), making all text labels render
invisibly on retina. Workaround: hoist each `xx` cast into its own
f32 local.
Regression gate: 50/50 examples pass, macOS chess game runs at ~2700fps
(close to the pre-refactor 2900 baseline), WASM build still emits a
working .html/.js/.wasm/.data quad.
First commit of the Phase 8 platform abstraction (see current/PLATFORM_PLAN.md):
- `library/modules/platform/types.sx` — `FrameContext` (viewport_w/h,
pixel_w/h, dpi_scale, delta_time) and `KeyboardState` (visible, height
+ `zero()`). `EdgeInsets`/`Point`/`Size` and `Event` are reused from
`modules/ui/types.sx` / `modules/ui/events.sx`.
- `library/modules/platform/api.sx` — `Platform :: protocol { init,
run_frame_loop, poll_events, begin_frame, end_frame, safe_insets,
keyboard, show_keyboard, hide_keyboard, shutdown }`. Protocol bodies
omit `self` (matches the `View`/`Allocator` convention).
- `run_frame_loop` takes `Closure()` so backends own the run loop:
SDL drives a `while !quit`, UIKit hands it to a `CADisplayLink` tick,
Emscripten hands it to `emscripten_set_main_loop`.
No backend yet. Regression suite still 50/50; game build still green.
- `-F <dir>` CLI flag adds Apple framework search paths (parallel to `-L`).
- `TargetConfig.framework_paths` flows into the iOS link line (`-F<dir>`).
- iOS link adds `-Wl,-rpath,@executable_path/Frameworks` so embedded
frameworks resolve at runtime.
- `createBundle` now takes the framework list; for each one it locates
`<name>.framework` in the `-F` paths and `cp -R`s it into
`<bundle>.app/Frameworks/`.
- `c_import.compileCToObjects` forwards `-target`/`-isysroot` to clang so
`#c_import` works under cross-compile (was using host clang implicitly).
- iOS SDK is auto-discovered once at startup and shared by both the C
compile and the link paths.
- `SX_DEBUG_LINK=1` prints the resolved link argv.
- `library/modules/sdl3.sx`: drop `#library "SDL3"` — linking is now
per-target (build.sx handles `-lSDL3` on macOS, `-framework SDL3` on iOS).
20 files (~3,830 lines): view protocol, layout, renderer, glyph cache,
fonts, gestures, animation, scroll, stacks, modifiers, etc.
Internal imports rewritten from "ui/..." to "modules/ui/...".
Consumers now `#import "modules/ui"` from any project; no symlink
hacks needed. Verified by compiling game/main.sx without its local
ui/ — resolves via the Phase 6 stdlib fallback.
- examples/modules/ -> library/modules/ (top-level, no more
symlink hacks in consumer projects)
- compiler discovers stdlib via _NSGetExecutablePath / readlink
/proc/self/exe; searches dev layout (../../library), install
layout (../library), and alongside-binary fallback
- SX_STDLIB_PATH env var overrides for tests / dev convenience
- SX_DEBUG_STDLIB env var dumps the discovery results
- build.zig installs library/ alongside the binary
- Compilation gains stdlib_paths field threaded through resolveImports
- 50 tests pass; consumer projects can now build from any cwd