feat(runtime): the native window, for a graphics API that makes its own surface
win_native_window / win_native_instance hand a Vulkan swapchain what it is created on: the HWND and module instance on Windows (VkWin32SurfaceCreateInfoKHR), the game's view on macOS. Headless builds define both as null (weak on macOS, so a windowed link keeps cocoa.ll's), so code that asks for them links everywhere and simply finds no window. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -42,3 +42,13 @@ define void @win_toggle_fullscreen() {
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entry:
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ret void
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}
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; headless: no window, so nothing for a graphics API to make a surface on (win32.ll has the real ones)
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define ptr @win_native_window() {
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entry:
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ret ptr null
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}
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define ptr @win_native_instance() {
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entry:
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ret ptr null
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}
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