feat(lang): functions are values (L2), and render3d takes its scene as callbacks

fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.

render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-24 00:27:26 +03:00
parent dc75a5a5ab
commit 0c73287e35
23 changed files with 71430 additions and 68575 deletions

View file

@ -109,6 +109,7 @@ function to_fixed(v: Val) -> pointer {
# narrows with trunc; everything else (same width, or ptr) passes through.
function coerce_code(v: Val, target: pointer) -> pointer {
if is_fp(target) { return to_fp(v, target, `a {target} slot`) }
if is_fn_type(target) and is_fn_type(v.ty) and not (v.ty == target) { perr(`a {v.ty} is not a {target}`) }
if (target == "fixed") and not (fixed_lit_code(v) == "") { return fixed_lit_code(v) }
if is_fp(v.ty) and not is_fp(target) and (llty(target) != "ptr") {
perr(`a {v.ty} does not convert to {target} implicitly — write int(x) or fixed(x)`)