feat(windows): a window - win32.ll, WGL on it, and a windowed Windows build

win32.ll implements cocoa.ll's contracts over user32 and xinput: the message
pump, the held-key set and frame key in Ludic codes, the mouse with raw input
for cursor mode 2, clip-based cursor modes released on focus loss, XInput pads,
and the software framebuffer present. win32_gl.ll puts the WGL 4.1 core context
on that window (vsync, borderless full screen); gl_win.ll's context code is now
lgl_wgl_core, shared with the headless hidden window, whose win_gl_* stubs move
to gl_win_nowin.ll. audio_win.ll links Audio.* silently for now.

Verified: macOS fixpoint, ludic-dev test 135/135, selfhost-test 32/32; on the
PC gl_triangle renders identically headless and in a real window, and Maroon
Lake builds windowed and runs a playtest to frame 240 in the desktop session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-13 02:33:53 +03:00
parent 1bc255bc40
commit 00d25dcc3e
8 changed files with 1696 additions and 442 deletions

View file

@ -54,25 +54,16 @@ declare float @llvm.fabs.f32(float)
@.wgl_attrs = private unnamed_addr constant [7 x i32] [i32 8337, i32 4, i32 8338, i32 1, i32 37158, i32 1, i32 0]
@L_wgl_hwnd = internal global ptr null
@L_wgl_hdc = internal global ptr null
@L_wgl_ctx = internal global ptr null
define i32 @cgl_offscreen() {
; lgl_wgl_core(hdc, alpha bits) -> context: a pixel format on the DC, a legacy context
; (wglCreateContextAttribsARB is only reachable through one), the 4.1 core context made
; current in its place, and the entry-point table filled. Null when any step fails.
; Shared by cgl_offscreen (a hidden window) and win32_gl.ll (the game's window).
define ptr @lgl_wgl_core(ptr %hdc, i32 %alpha) {
entry:
%cur = load ptr, ptr @L_wgl_ctx
%have = icmp ne ptr %cur, null
br i1 %have, label %ok, label %win
win:
; WS_POPUP, never shown
%w = call ptr @CreateWindowExA(i32 0, ptr @.wgl_class, ptr @.wgl_title, i32 -2147483648, i32 0, i32 0, i32 16, i32 16, ptr null, ptr null, ptr null, ptr null)
%wn = icmp eq ptr %w, null
br i1 %wn, label %fail, label %pf
pf:
store ptr %w, ptr @L_wgl_hwnd
%hdc = call ptr @GetDC(ptr %w)
store ptr %hdc, ptr @L_wgl_hdc
; PIXELFORMATDESCRIPTOR: nSize 40, nVersion 1, PFD_DRAW_TO_WINDOW|SUPPORT_OPENGL|DOUBLEBUFFER,
; 32-bit colour, 24 depth, 8 stencil
; 32-bit colour, alpha at 16, 24 depth, 8 stencil
%pfd = alloca [40 x i8], align 4
call void @llvm.memset.p0.i64(ptr %pfd, i8 0, i64 40, i1 false)
store i16 40, ptr %pfd
@ -82,6 +73,9 @@ pf:
store i32 37, ptr %fl
%cb = getelementptr i8, ptr %pfd, i64 9
store i8 32, ptr %cb
%ab = getelementptr i8, ptr %pfd, i64 16
%a8 = trunc i32 %alpha to i8
store i8 %a8, ptr %ab
%db = getelementptr i8, ptr %pfd, i64 23
store i8 24, ptr %db
%sb = getelementptr i8, ptr %pfd, i64 24
@ -91,7 +85,6 @@ pf:
%setz = icmp eq i32 %set, 0
br i1 %setz, label %fail, label %legacy
legacy:
; a legacy context first: wglCreateContextAttribsARB is only reachable through one
%old = call ptr @wglCreateContext(ptr %hdc)
%oldn = icmp eq ptr %old, null
br i1 %oldn, label %fail, label %arb
@ -108,13 +101,35 @@ core:
use:
%m2 = call i32 @wglMakeCurrent(ptr %hdc, ptr %ctx)
%d1 = call i32 @wglDeleteContext(ptr %old)
store ptr %ctx, ptr @L_wgl_ctx
%n = call i32 @lgl_win_load()
br label %ok
ret ptr %ctx
drop:
%m3 = call i32 @wglMakeCurrent(ptr null, ptr null)
%d2 = call i32 @wglDeleteContext(ptr %old)
br label %fail
fail:
ret ptr null
}
define i32 @cgl_offscreen() {
entry:
%cur = load ptr, ptr @L_wgl_ctx
%have = icmp ne ptr %cur, null
br i1 %have, label %ok, label %win
win:
; WS_POPUP, never shown
%w = call ptr @CreateWindowExA(i32 0, ptr @.wgl_class, ptr @.wgl_title, i32 -2147483648, i32 0, i32 0, i32 16, i32 16, ptr null, ptr null, ptr null, ptr null)
%wn = icmp eq ptr %w, null
br i1 %wn, label %fail, label %ctx
ctx:
store ptr %w, ptr @L_wgl_hwnd
%hdc = call ptr @GetDC(ptr %w)
%c = call ptr @lgl_wgl_core(ptr %hdc, i32 0)
%cn = icmp eq ptr %c, null
br i1 %cn, label %fail, label %keep
keep:
store ptr %c, ptr @L_wgl_ctx
br label %ok
ok:
ret i32 1
fail:
@ -415,44 +430,3 @@ entry:
%t = add i64 %sus, %frac
ret i64 %t
}
; ---- the window half, until there is one ------------------------------------
; gl.ludic names these on its is_windowed() branch. A headless build compiles that
; branch to nothing, but the names still have to resolve; a windowed Windows
; build will define them in the Win32 platform layer instead of here.
define i32 @win_gl_attach() {
entry:
ret i32 0
}
define void @win_gl_resize(i32 %w, i32 %h) {
entry:
ret void
}
define void @win_gl_swap() {
entry:
ret void
}
define i32 @win_gl_scale() {
entry:
ret i32 1
}
define void @win_gl_swap_interval(i32 %n) {
entry:
ret void
}
define void @win_gl_drawable(ptr %out) {
entry:
ret void
}
define void @win_gl_update() {
entry:
ret void
}
define void @win_gl_retina(i32 %on) {
entry:
ret void
}
define void @win_toggle_fullscreen() {
entry:
ret void
}