feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents
@ClearColor(0xRRGGBB) declares the framebuffer clear colour, so the engine owns the per-frame clear and flip: the Render phase clears to the colour at the top and presents after the handlers run. Games drop the repeated Screen.clear(color)/Screen.show() boilerplate, and the colour is configured declaratively (an annotation) rather than in the handler body. Opt-in and backward-compatible: a program with no @ClearColor is byte-for-byte identical (it clears/presents itself, or the light system owns the present). Parser reads @ClearColor(int) into g_clear_color/g_has_clear_color; emit_game_main emits rt_clear before and rt_present after the Render phase, gated on the flag. Example clear_color (pixel-readback verified — an undrawn pixel holds the clear colour, proving the engine cleared), docs page + inventory entry. Full suite 108/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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8 changed files with 18108 additions and 17936 deletions
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@ -486,7 +486,18 @@ function emit_game_main() -> void {
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emit_calls_for_phase("FixedUpdate")
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emit_calls_for_phase("Update")
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emit_calls_for_phase("LateUpdate")
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# #86: @ClearColor(N) makes the Render phase auto-clear to N at the top and
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# auto-present after the handlers run, so a game drops the clear/show boilerplate
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# (the clear colour is declared, not written in the handler body). Opt-in — a game
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# with no @ClearColor is byte-identical (it clears/shows itself, or the light
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# system owns the present).
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if g_has_clear_color and (find_fn("rt_clear") != null) {
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emit(" call void @fn_rt_clear(i32 "); emit(itoa(g_clear_color)); emit(")\n")
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}
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emit_calls_for_phase("Render")
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if g_has_clear_color and (find_fn("rt_present") != null) {
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emit(" call void @fn_rt_present()\n")
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}
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let fcur = emit_bind("load i32, ptr @L_frame") # Time.frame(): count completed frames
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let fnext = emit_bind(`add i32 {fcur}, 1`)
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emit(" store i32 "); emit(fnext); emit(", ptr @L_frame\n")
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