Files
sx/library/modules/ui
agra cc71d9591d ui: per-flush byte-offset on Metal vertex buffer fixes chess board
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.
2026-05-18 09:19:21 +03:00
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