ludic/runtime/native/gl_win_nowin.ll
Orkuncakilkaya 51d82063aa feat(runtime): the native window, for a graphics API that makes its own surface
win_native_window / win_native_instance hand a Vulkan swapchain what it is created on: the
HWND and module instance on Windows (VkWin32SurfaceCreateInfoKHR), the game's view on macOS.
Headless builds define both as null (weak on macOS, so a windowed link keeps cocoa.ll's), so
code that asks for them links everywhere and simply finds no window.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:42:19 +03:00

54 lines
1.2 KiB
LLVM

; ============================================================================
; gl_win_nowin.ll — the window half of Gl.* in a headless Windows build.
;
; gl.ludic names win_gl_* on its is_windowed() branch. A headless build compiles that
; branch to nothing, but the names still have to resolve; a windowed build links
; win32_gl.ll, which defines them on the real window, in place of this file.
; ============================================================================
define i32 @win_gl_attach() {
entry:
ret i32 0
}
define void @win_gl_resize(i32 %w, i32 %h) {
entry:
ret void
}
define void @win_gl_swap() {
entry:
ret void
}
define i32 @win_gl_scale() {
entry:
ret i32 1
}
define void @win_gl_swap_interval(i32 %n) {
entry:
ret void
}
define void @win_gl_drawable(ptr %out) {
entry:
ret void
}
define void @win_gl_update() {
entry:
ret void
}
define void @win_gl_retina(i32 %on) {
entry:
ret void
}
define void @win_toggle_fullscreen() {
entry:
ret void
}
; headless: no window, so nothing for a graphics API to make a surface on (win32.ll has the real ones)
define ptr @win_native_window() {
entry:
ret ptr null
}
define ptr @win_native_instance() {
entry:
ret ptr null
}