feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents
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@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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 07:10:44 +03:00
parent bccd26fb29
commit d9287d6b1d
8 changed files with 18108 additions and 17936 deletions

View file

@ -24,7 +24,8 @@
"annot-toclients",
"annot-system",
"annot-enginesystem",
"annot-namespace"
"annot-namespace",
"annot-clearcolor"
],
"builtins": [
"fn-print",
@ -723,4 +724,4 @@
"tiled-world_count",
"tiled-world_map"
]
}
}