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.
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.
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.