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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 10:42:19 +03:00
parent f97d54aa2a
commit 51d82063aa
4 changed files with 48 additions and 0 deletions

View file

@ -42,3 +42,13 @@ define void @win_toggle_fullscreen() {
entry:
ret void
}
; headless: no window, so nothing for a graphics API to make a surface on (win32.ll has the real ones)
define ptr @win_native_window() {
entry:
ret ptr null
}
define ptr @win_native_instance() {
entry:
ret ptr null
}