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sx/library/modules/gpu/api.sx
agra f41a121a29 gpu: destroy_shader/buffer/texture on the GPU protocol (issue-0029)
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.
2026-05-18 23:09:32 +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);
// Sub-buffer write at a byte offset. Required for Metal where re-using
// the same buffer slice across multiple draws in a single command
// encoder is a race: the GPU executes draws asynchronously and reads
// shared-storage buffer contents at execution time, so the LAST writer
// wins if every flush targets offset 0. Renderers that issue more than
// one draw per frame must advance their write offset between flushes.
update_buffer_at :: (buf: BufferHandle, data: *void, size_bytes: s64, byte_offset: 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);
// Release a GPU resource. Implementations release the backing object and
// null the slot so the handle becomes inert. Calling with handle 0 or
// an already-destroyed handle is a no-op. Handles are not re-used; the
// backing List entry stays at its index with a null sentinel.
destroy_shader :: (sh: ShaderHandle);
destroy_buffer :: (buf: BufferHandle);
destroy_texture :: (tex: TextureHandle);
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);
}