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.
- `-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).
- 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