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sx/library/modules/ffi/opengl.sx
agra cd5b958d19 comptime compiler-API: Phase 1 foundation + Phase 2.1 weld plan
Introduce the welded comptime `compiler` library (`#library "compiler"` +
`abi(.zig) extern compiler`), per design/comptime-compiler-api.md, and unify
`callconv(...)` into the new `abi(...)` annotation.

abi(...) replaces callconv(...):
- New ABI enum { default, c, zig, pure }; `abi(.c|.zig|.pure)` parses in the
  postfix slot before extern/export (and standalone). `kw_callconv` -> `kw_abi`.
- Migrated 52 sx files, the call-convention-mismatch diagnostic, and docs
  (readme/specs) from `callconv(.c)` to `abi(.c)`.

Phase 1 — welded compiler library (parse -> registry -> validation -> bridge):
- `abi(.zig) extern compiler` parses on fn decls (carries abi/extern_lib) and
  struct decls (StructDecl.abi/extern_lib).
- `#library "compiler"` is the comptime-only internal surface — never dlopen'd.
- src/ir/compiler_lib.zig: the binding registry (the safety boundary). `Field`
  welded to StructInfo.Field with layout baked from the real Zig type
  (@offsetOf/@sizeOf); `findType`/`findFn`. Welded structs are layout-validated
  at registration (field set + total size) as a header checked against the impl.
- Host-call bridge: a `fn abi(.zig) extern compiler` dispatches under the
  comptime interp to its registered Zig handler (intern/text_of round-trip),
  never dlsym. IR Function.compiler_welded; validated in declareFunction.
- Comptime-only enforcement: a runtime call to a welded fn is a clean
  build-gating error (emitCall), not an undefined-symbol link failure.

Phase 2.1 — byte-layout weld foundation:
- Decision: full byte-layout weld (sx struct laid out byte-identically to the
  bound Zig type). Registered StructInfo (first non-natural / Zig-reordered
  layout). `computeWeldPlan` — pure offset-ordered element plan + padding +
  sx-field->LLVM-element remap; unit-tested. Emit/interp wiring is the next
  sub-step (2.2+, see current/CHECKPOINT-COMPILER-API.md).

Examples: 0625/0626 (welded struct + fn round-trip), 1183/1184/1185
(layout-mismatch, unexported-fn, runtime-call diagnostics).
2026-06-17 13:31:11 +03:00

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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 :i32: 0;
GL_TRUE :i32: 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 abi(.c) = ---;
glClear : (u32) -> void abi(.c) = ---;
glEnable : (u32) -> void abi(.c) = ---;
glDisable : (u32) -> void abi(.c) = ---;
glViewport : (i32, i32, i32, i32) -> void abi(.c) = ---;
glFlush : () -> void abi(.c) = ---;
glDrawArrays : (u32, i32, i32) -> void abi(.c) = ---;
glPolygonMode : (u32, u32) -> void abi(.c) = ---;
glLineWidth : (f32) -> void abi(.c) = ---;
glCreateShader : (u32) -> u32 abi(.c) = ---;
glShaderSource : (u32, i32, *[:0]u8, *i32) -> void abi(.c) = ---;
glCompileShader : (u32) -> void abi(.c) = ---;
glGetShaderiv : (u32, u32, *i32) -> void abi(.c) = ---;
glGetShaderInfoLog : (u32, i32, *i32, [*]u8) -> void abi(.c) = ---;
glCreateProgram : () -> u32 abi(.c) = ---;
glAttachShader : (u32, u32) -> void abi(.c) = ---;
glLinkProgram : (u32) -> void abi(.c) = ---;
glGetProgramiv : (u32, u32, *i32) -> void abi(.c) = ---;
glGetProgramInfoLog : (u32, i32, *i32, [*]u8) -> void abi(.c) = ---;
glUseProgram : (u32) -> void abi(.c) = ---;
glDeleteShader : (u32) -> void abi(.c) = ---;
glGenVertexArrays : (i32, *u32) -> void abi(.c) = ---;
glGenBuffers : (i32, *u32) -> void abi(.c) = ---;
glBindVertexArray : (u32) -> void abi(.c) = ---;
glBindBuffer : (u32, u32) -> void abi(.c) = ---;
glBufferData : (u32, isize, *void, u32) -> void abi(.c) = ---;
glVertexAttribPointer : (u32, i32, u32, u8, i32, *void) -> void abi(.c) = ---;
glEnableVertexAttribArray : (u32) -> void abi(.c) = ---;
glGetUniformLocation : (u32, [*]u8) -> i32 abi(.c) = ---;
glUniformMatrix4fv : (i32, i32, u8, [*]f32) -> void abi(.c) = ---;
glUniform3f : (i32, f32, f32, f32) -> void abi(.c) = ---;
glDepthFunc : (u32) -> void abi(.c) = ---;
glUniform1f : (i32, f32) -> void abi(.c) = ---;
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 : (i32, i32, i32, i32) -> void abi(.c) = ---;
glBufferSubData : (u32, isize, isize, *void) -> void abi(.c) = ---;
glGenTextures : (i32, *u32) -> void abi(.c) = ---;
glBindTexture : (u32, u32) -> void abi(.c) = ---;
glTexImage2D : (u32, i32, i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
glTexParameteri : (u32, u32, i32) -> void abi(.c) = ---;
glBlendFunc : (u32, u32) -> void abi(.c) = ---;
glReadPixels : (i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
glActiveTexture : (u32) -> void abi(.c) = ---;
glUniform1i : (i32, i32) -> void abi(.c) = ---;
glPixelStorei : (u32, i32) -> void abi(.c) = ---;
glTexSubImage2D : (u32, i32, i32, i32, i32, i32, u32, u32, *void) -> void abi(.c) = ---;
glDeleteTextures : (i32, *u32) -> void abi(.c) = ---;
glGenFramebuffers : (i32, *u32) -> void abi(.c) = ---;
glGenRenderbuffers : (i32, *u32) -> void abi(.c) = ---;
glBindFramebuffer : (u32, u32) -> void abi(.c) = ---;
glBindRenderbuffer : (u32, u32) -> void abi(.c) = ---;
glFramebufferRenderbuffer : (u32, u32, u32, u32) -> void abi(.c) = ---;
glGetRenderbufferParameteriv : (u32, u32, *i32) -> void abi(.c) = ---;
glCheckFramebufferStatus : (u32) -> u32 abi(.c) = ---;
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 abi(.c)) {
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 : i32 = 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 : i32 = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, @status);
if status == GL_FALSE {
log_buf : [512]u8 = ---;
glGetShaderInfoLog(shader, 512, null, log_buf);
}
return shader;
}