Files
sx/library/modules/opengl.sx
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

200 lines
8.9 KiB
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// OpenGL 3.3 Core — runtime-loaded function pointers
// No #library needed — caller provides a loader (e.g. SDL_GL_GetProcAddress)
// Constants
GL_FALSE :s32: 0;
GL_TRUE :s32: 1;
GL_DEPTH_TEST :u32: 0x0B71;
GL_CULL_FACE :u32: 0x0B44;
GL_BLEND :u32: 0x0BE2;
GL_TRIANGLES :u32: 4;
GL_LINES :u32: 1;
GL_FLOAT :u32: 0x1406;
GL_UNSIGNED_INT :u32: 0x1405;
GL_VERTEX_SHADER :u32: 0x8B31;
GL_FRAGMENT_SHADER :u32: 0x8B30;
GL_COMPILE_STATUS :u32: 0x8B81;
GL_LINK_STATUS :u32: 0x8B82;
GL_ARRAY_BUFFER :u32: 0x8892;
GL_ELEMENT_ARRAY_BUFFER :u32: 0x8893;
GL_STATIC_DRAW :u32: 0x88E4;
GL_COLOR_BUFFER_BIT :u32: 0x4000;
GL_DEPTH_BUFFER_BIT :u32: 0x0100;
GL_FRONT_AND_BACK :u32: 0x0408;
GL_LINE :u32: 0x1B01;
GL_FILL :u32: 0x1B02;
// Function pointer variables (mutable, loaded at runtime)
glClearColor : (f32, f32, f32, f32) -> void = ---;
glClear : (u32) -> void = ---;
glEnable : (u32) -> void = ---;
glDisable : (u32) -> void = ---;
glViewport : (s32, s32, s32, s32) -> void = ---;
glFlush : () -> void = ---;
glDrawArrays : (u32, s32, s32) -> void = ---;
glPolygonMode : (u32, u32) -> void = ---;
glLineWidth : (f32) -> void = ---;
glCreateShader : (u32) -> u32 = ---;
glShaderSource : (u32, s32, *[:0]u8, *s32) -> void = ---;
glCompileShader : (u32) -> void = ---;
glGetShaderiv : (u32, u32, *s32) -> void = ---;
glGetShaderInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
glCreateProgram : () -> u32 = ---;
glAttachShader : (u32, u32) -> void = ---;
glLinkProgram : (u32) -> void = ---;
glGetProgramiv : (u32, u32, *s32) -> void = ---;
glGetProgramInfoLog : (u32, s32, *s32, [*]u8) -> void = ---;
glUseProgram : (u32) -> void = ---;
glDeleteShader : (u32) -> void = ---;
glGenVertexArrays : (s32, *u32) -> void = ---;
glGenBuffers : (s32, *u32) -> void = ---;
glBindVertexArray : (u32) -> void = ---;
glBindBuffer : (u32, u32) -> void = ---;
glBufferData : (u32, isize, *void, u32) -> void = ---;
glVertexAttribPointer : (u32, s32, u32, u8, s32, *void) -> void = ---;
glEnableVertexAttribArray : (u32) -> void = ---;
glGetUniformLocation : (u32, [*]u8) -> s32 = ---;
glUniformMatrix4fv : (s32, s32, u8, [*]f32) -> void = ---;
glUniform3f : (s32, f32, f32, f32) -> void = ---;
glDepthFunc : (u32) -> void = ---;
glUniform1f : (s32, f32) -> void = ---;
GL_LESS :u32: 0x0201;
GL_LEQUAL :u32: 0x0203;
GL_SCISSOR_TEST :u32: 0x0C11;
GL_DYNAMIC_DRAW :u32: 0x88E8;
GL_TEXTURE_2D :u32: 0x0DE1;
GL_TEXTURE_MIN_FILTER :u32: 0x2801;
GL_TEXTURE_MAG_FILTER :u32: 0x2800;
GL_NEAREST :u32: 0x2600;
GL_RGBA :u32: 0x1908;
GL_UNSIGNED_BYTE :u32: 0x1401;
GL_SRC_ALPHA :u32: 0x0302;
GL_ONE_MINUS_SRC_ALPHA :u32: 0x0303;
GL_TEXTURE0 :u32: 0x84C0;
GL_LINEAR :u32: 0x2601;
GL_RED :u32: 0x1903;
GL_R8 :u32: 0x8229;
GL_UNPACK_ALIGNMENT :u32: 0x0CF5;
glScissor : (s32, s32, s32, s32) -> void = ---;
glBufferSubData : (u32, isize, isize, *void) -> void = ---;
glGenTextures : (s32, *u32) -> void = ---;
glBindTexture : (u32, u32) -> void = ---;
glTexImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
glTexParameteri : (u32, u32, s32) -> void = ---;
glBlendFunc : (u32, u32) -> void = ---;
glReadPixels : (s32, s32, s32, s32, u32, u32, *void) -> void = ---;
glActiveTexture : (u32) -> void = ---;
glUniform1i : (s32, s32) -> void = ---;
glPixelStorei : (u32, s32) -> void = ---;
glTexSubImage2D : (u32, s32, s32, s32, s32, s32, u32, u32, *void) -> void = ---;
glDeleteTextures : (s32, *u32) -> void = ---;
glGenFramebuffers : (s32, *u32) -> void = ---;
glGenRenderbuffers : (s32, *u32) -> void = ---;
glBindFramebuffer : (u32, u32) -> void = ---;
glBindRenderbuffer : (u32, u32) -> void = ---;
glFramebufferRenderbuffer : (u32, u32, u32, u32) -> void = ---;
glGetRenderbufferParameteriv : (u32, u32, *s32) -> void = ---;
glCheckFramebufferStatus : (u32) -> u32 = ---;
GL_TEXTURE_WRAP_S :u32: 0x2802;
GL_TEXTURE_WRAP_T :u32: 0x2803;
GL_CLAMP_TO_EDGE :u32: 0x812F;
// Loader: call once after creating GL context
// Pass in a proc loader (e.g. SDL_GL_GetProcAddress)
load_gl :: (get_proc: ([*]u8) -> *void) {
glClearColor = xx get_proc("glClearColor");
glClear = xx get_proc("glClear");
glEnable = xx get_proc("glEnable");
glDisable = xx get_proc("glDisable");
glViewport = xx get_proc("glViewport");
glFlush = xx get_proc("glFlush");
glDrawArrays = xx get_proc("glDrawArrays");
glPolygonMode = xx get_proc("glPolygonMode");
glLineWidth = xx get_proc("glLineWidth");
glCreateShader = xx get_proc("glCreateShader");
glShaderSource = xx get_proc("glShaderSource");
glCompileShader = xx get_proc("glCompileShader");
glGetShaderiv = xx get_proc("glGetShaderiv");
glGetShaderInfoLog = xx get_proc("glGetShaderInfoLog");
glCreateProgram = xx get_proc("glCreateProgram");
glAttachShader = xx get_proc("glAttachShader");
glLinkProgram = xx get_proc("glLinkProgram");
glGetProgramiv = xx get_proc("glGetProgramiv");
glGetProgramInfoLog = xx get_proc("glGetProgramInfoLog");
glUseProgram = xx get_proc("glUseProgram");
glDeleteShader = xx get_proc("glDeleteShader");
glGenVertexArrays = xx get_proc("glGenVertexArrays");
glGenBuffers = xx get_proc("glGenBuffers");
glBindVertexArray = xx get_proc("glBindVertexArray");
glBindBuffer = xx get_proc("glBindBuffer");
glBufferData = xx get_proc("glBufferData");
glVertexAttribPointer = xx get_proc("glVertexAttribPointer");
glEnableVertexAttribArray = xx get_proc("glEnableVertexAttribArray");
glGetUniformLocation = xx get_proc("glGetUniformLocation");
glUniformMatrix4fv = xx get_proc("glUniformMatrix4fv");
glUniform3f = xx get_proc("glUniform3f");
glDepthFunc = xx get_proc("glDepthFunc");
glUniform1f = xx get_proc("glUniform1f");
glScissor = xx get_proc("glScissor");
glBufferSubData = xx get_proc("glBufferSubData");
glGenTextures = xx get_proc("glGenTextures");
glBindTexture = xx get_proc("glBindTexture");
glTexImage2D = xx get_proc("glTexImage2D");
glTexParameteri = xx get_proc("glTexParameteri");
glBlendFunc = xx get_proc("glBlendFunc");
glReadPixels = xx get_proc("glReadPixels");
glActiveTexture = xx get_proc("glActiveTexture");
glUniform1i = xx get_proc("glUniform1i");
glPixelStorei = xx get_proc("glPixelStorei");
glTexSubImage2D = xx get_proc("glTexSubImage2D");
glDeleteTextures = xx get_proc("glDeleteTextures");
glGenFramebuffers = xx get_proc("glGenFramebuffers");
glGenRenderbuffers = xx get_proc("glGenRenderbuffers");
glBindFramebuffer = xx get_proc("glBindFramebuffer");
glBindRenderbuffer = xx get_proc("glBindRenderbuffer");
glFramebufferRenderbuffer = xx get_proc("glFramebufferRenderbuffer");
glGetRenderbufferParameteriv = xx get_proc("glGetRenderbufferParameteriv");
glCheckFramebufferStatus = xx get_proc("glCheckFramebufferStatus");
}
// --- Shader utilities ---
create_program :: (vert_src: [:0]u8, frag_src: [:0]u8) -> u32 {
vs := compile_shader(GL_VERTEX_SHADER, vert_src);
fs := compile_shader(GL_FRAGMENT_SHADER, frag_src);
prog := glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
status : s32 = 0;
glGetProgramiv(prog, GL_LINK_STATUS, @status);
if status == GL_FALSE {
log_buf: [512]u8 = ---;
glGetProgramInfoLog(prog, 512, null, log_buf);
}
glDeleteShader(vs);
glDeleteShader(fs);
return prog;
}
compile_shader :: (shader_type : u32, source: [:0]u8) -> u32 {
shader := glCreateShader(shader_type);
glShaderSource(shader, 1, source, null);
glCompileShader(shader);
status : s32 = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, @status);
if status == GL_FALSE {
log_buf : [512]u8 = ---;
glGetShaderInfoLog(shader, 512, null, log_buf);
}
return shader;
}