Files
sx/library/modules/gpu/api.sx
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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#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);
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);
}