feat(lang): L7 memory is safe unless it says unsafe

The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-24 12:53:27 +03:00
parent 9259808f80
commit b0b0b62bce
70 changed files with 69189 additions and 64569 deletions

View file

@ -11,7 +11,8 @@ const SHADOW_CASCADES: int = 5
var sh_tex: int = 0
var sh_fbo: int = 0
var sh_vp: floats = null # 4 x 16 float bits
var sh_vp: floats = null # the cascades' view-projections, 16 floats each
var sh_vp_v: [][]float = null # a view of each
var sh_split: floats = null # view-space far distance of each cascade
var sh_range: floats = null # 4 light-frustum depth extents (metres)
var sh_texel: floats = null # 4 shadow texel sizes (metres)
@ -29,6 +30,7 @@ function shadow_init() -> void {
gpu_fb_no_color()
gpu_fb_bind(0)
sh_vp = floats(16 * SHADOW_CASCADES)
sh_vp_v = m4_views(sh_vp, SHADOW_CASCADES)
sh_split = floats(SHADOW_CASCADES)
sh_range = floats(SHADOW_CASCADES)
sh_texel = floats(SHADOW_CASCADES)
@ -141,7 +143,7 @@ function shadow_fit(c: int, near: float, far: float) -> void {
free(out); free(eye); free(up); free(center); free(corners)
}
function shadow_cascade_vp(c: int) -> floats { return mem_off(sh_vp, c * 64) }
function shadow_cascade_vp(c: int) -> floats { return sh_vp_v[c] }
# render every cascade; `draw` happens through terrain_draw_shadow + the scene's casters
@ -211,7 +213,7 @@ function shadow_dump() -> void {
let buf = floats(n * SHADOW_CASCADES)
gpu_tex_bind(GPU_TEX2D_ARRAY, sh_tex)
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE)
gpu_tex_read(GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, buf)
gpu_tex_read(GPU_TEX2D_ARRAY, GL_DEPTH_COMPONENT, GL_FLOAT, data_of(buf))
gpu_tex_param(GPU_TEX2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
if sh_probe_x != 0.0 {
let vp = shadow_cascade_vp(2)