ludic/selfhost
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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>
2026-09-02 07:10:44 +03:00
..
backend feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
frontend feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
golden chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
support refactor(selfhost): reorganise into concern-based subdirectories 2026-08-31 00:26:02 +03:00
tests feat(types): tagged-union enums — variant payloads + binding match + exhaustiveness (#56) 2026-09-01 03:07:46 +03:00
ludicc.seed.ll feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
main.ludic feat(compiler): dynamic system registration + --emit-module for binary packages (#64) 2026-09-01 07:44:18 +03:00