Files
sx/library/modules/gpu/api.sx
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

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#import "modules/std.sx";
#import "modules/gpu/types.sx";
// GPU is the rendering-API abstraction. Concrete backends live as siblings
// of this file: `metal.sx` (iOS, eventually macOS), `vulkan.sx` (Linux/
// Android, plus macOS via MoltenVK), `webgpu.sx` (wasm). The SDL-backed
// GL renderer used by the desktop+wasm path stays as-is until those
// backends land.
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;
shutdown :: ();
resize :: (pixel_w: s32, pixel_h: s32);
begin_frame :: (clear: ClearColor) -> bool;
// target_time is the host clock time at which the drawable should be
// presented (units match the platform's CADisplayLink.targetTimestamp
// on Apple). Metal forwards it to presentDrawable:atTime: to cap the
// pipeline at one frame so the inset slide lands on the same vsync as
// UIKit's keyboard view. GL backends ignore it.
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_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);
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);
disable_scissor :: ();
draw_triangles :: (vertex_offset: s32, vertex_count: s32);
}