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

@ -39,7 +39,7 @@ var input_pos: int = 0 # replay / record cursor
function input_init() -> void {
if input_names == null {
input_names = bytes(INPUT_MAX_ACT * 8) # a pointer (8 bytes) per action slot
input_names = pointers(INPUT_MAX_ACT) # a pointer (8 bytes) per action slot
input_keys = words(INPUT_MAX_ACT * INPUT_MAX_KEYS)
input_pads = words(INPUT_MAX_ACT * INPUT_MAX_KEYS) # #83 pad buttons per action (+1 encoded)
}
@ -236,7 +236,7 @@ var in_wheel: int = 0 # wheel delta this frame
var in_pad_conn: words = null # IN_PADS
var in_pad_btn: words = null # IN_PADS
var in_pad_btn0: words = null # IN_PADS — pad button mask last frame (edges) — #83
var in_pad_axis: words = null # IN_PADS * IN_AXES (fixed)
var in_pad_axis: fixeds = null # IN_PADS * IN_AXES
# touch points: active flag, x, y each
var in_touch_on: words = null # IN_TOUCH
var in_touch_x: words = null # IN_TOUCH
@ -253,7 +253,7 @@ function in_init() -> void {
in_pad_conn = words(IN_PADS)
in_pad_btn = words(IN_PADS)
in_pad_btn0 = words(IN_PADS)
in_pad_axis = words(IN_PADS * IN_AXES)
in_pad_axis = fixeds(IN_PADS * IN_AXES)
in_touch_on = words(IN_TOUCH)
in_touch_x = words(IN_TOUCH)
in_touch_y = words(IN_TOUCH)