ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
41 lines
2.1 KiB
Text
41 lines
2.1 KiB
Text
# safe_api.ludic — the renderer's raw buffers, as a program may hold them (L7). The renderer reads
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# glTF accessors, the screen and PNG files into raw memory, which is its business; a game gets the
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# same data as slices, bounds-checked, and never frees anything. Each of these copies or hands over
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# at the boundary, so nothing raw crosses it.
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# an accessor's float components (gltf_count elements of gltf_comps floats), as floats
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function gltf_accessor_floats(render3d_st: mut Render3dState, idx: int) -> floats {
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let p = gltf_accessor(render3d_st, idx)
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let n = render3d_st.gltf_count * render3d_st.gltf_comps
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let out = floats(n)
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for i in 0 .. n { out[i] = float_from_bits(mem_get_f32_bits(p, i)) }
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free(p)
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return out
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}
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# how many elements an accessor holds, without reading them
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function gltf_accessor_count(render3d_st: Render3dState, idx: int) -> int {
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let acc = value_at(value_get(render3d_st.gltf_doc, "accessors"), idx)
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return jint(acc, "count", 0)
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}
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# the presented frame as RGB8, bottom row first, into `out` (at least w * h * 3 bytes)
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function gpu_read_screen_bytes(render3d_st: mut Render3dState, w: int, h: int, out: []byte) -> bool {
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if out == null or len(out) < w * h * 3 { return false }
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gpu_read_screen(render3d_st, w, h, data_of(out))
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return true
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}
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# a PNG's samples (tex_w x tex_h x tex_channels, 8 or 16 bits): into `reuse` when it is large
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# enough - a map swap decodes the same size again - else into a new buffer. null if unreadable.
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function png_decode_bytes(render3d_st: mut Render3dState, path: string, reuse: []byte) -> []byte {
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let p = png_decode(render3d_st, path)
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if p == null { return null }
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let n = render3d_st.tex_w * render3d_st.tex_h * render3d_st.tex_channels * (render3d_st.tex_depth / 8)
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var out = reuse
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if out == null or len(out) < n { out = buffer(n) }
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for i in 0 .. n { out[i] = p[i] }
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free(p)
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return out
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}
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# upload samples laid out as the last decode left them (tex_w, tex_h, tex_channels, tex_depth)
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function tex_upload_bytes(render3d_st: mut Render3dState, px: []byte, srgb: bool, mips: bool) -> int {
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return tex_upload(render3d_st, data_of(px), srgb, mips)
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}
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