Metal ios backend#4799
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Unblocks the half-built Metal stub so the -Dios.metal=true build path compiles and can launch with a cleared CAMetalLayer. OpenGL ES 2 remains the default backend. - New CN1RenderingView protocol covering the shared method surface (setFramebuffer/presentFramebuffer/updateFrameBufferSize:h:/ addPeerComponent:/keyboard+text callbacks). Both EAGLView and METALView adopt it so CodenameOne_GLViewController can drive either backend. - METALView.m: fixed the missing endEncoding syntax error, removed GL holdover calls in setFramebuffer, corrected Swift-style Metal method names (newCommandQueue/commandBuffer/renderCommandEncoderWithDescriptor:), handle nextDrawable returning nil (drop frame, never block), implement updateFrameBufferSize:h: with a Y-down ortho projection matrix so we don't need the GL path's _glScalef(1,-1,1)+translate workaround. - Added MainWindowMETAL.xib and CodenameOne_METALViewController.xib -- the two files IPhoneBuilder.java:698-699 copies into place at build time. The Metal xib instantiates METALView as the view with CodenameOne_GLViewController as its custom class so we reuse the existing 2300-line god-object controller rather than forking it. - CodenameOne_GLViewController.m: the eaglView accessor finds METALView under CN1_USE_METAL; the one EAGLView-only call site (setContext:) is guarded. - METAL_PORT_STATUS.md tracks phase progress and architectural decisions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs blocked the Metal path from actually building:
1. CN1_USE_METAL was never defined. IPhoneBuilder.java:697 uncomments
"//#define CN1_USE_METAL" in CN1ES2compat.h at build time, but that
comment line didn't exist. Added it with a note pointing at the
maven plugin site that depends on it.
2. METALView.{h,m} both start with "#ifdef CN1_USE_METAL" but didn't
import the header that defines the macro. When compiling METALView.m
the preprocessor saw CN1_USE_METAL undefined, treated the whole file
as empty, and the linker then reported undefined _OBJC_CLASS_$_METALView
referenced from CodenameOne_GLViewController. Fixed by importing
CN1ES2compat.h before the ifdef in both files.
xcodebuild of a hellocodenameone-generated Xcode project on
iphonesimulator now completes with "BUILD SUCCEEDED" under
-Dcodename1.arg.ios.metal=true.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
awakeFromNib calls [eaglView setFramebuffer] once during init (with no matching presentFramebuffer), then drawFrame calls setFramebuffer again on every frame. Under OpenGL this is harmless -- the first setFramebuffer just binds a framebuffer that the second call rebinds. Under Metal, each setFramebuffer allocates a new MTLRenderCommandEncoder, and the second call released the first encoder without endEncoding, triggering Apple's assertion "Command encoder released without endEncoding" and a SIGABRT on app launch. Fix: at the top of setFramebuffer, end any live encoder and discard the existing commandBuffer/drawable before starting a fresh pass. Runtime validation: hellocodenameone with -Dcodename1.arg.ios.metal=true now launches on iOS 26 simulator without the assertion. CN1SS screenshot tests (KotlinUiTest, FillRect, DrawRect, ...) run to completion on the Metal path; the resulting PNGs are blank because no ExecutableOp has been ported to Metal yet -- that's Phase 1. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduces the Metal rendering backend's shared state and API that
each ExecutableOp's Metal branch calls into. No ops are ported yet --
this commit just wires up the foundation:
- CN1Metalcompat.{h,m}: higher-level C API for Metal draws. Holds the
active MTLRenderCommandEncoder, projection/modelView/transform
matrices, and scissor state. Exposes CN1MetalBeginFrame/EndFrame
(called by METALView.setFramebuffer/presentFramebuffer),
CN1MetalFillRect / CN1MetalClearRect / CN1MetalDrawImage primitive
dispatch, CN1MetalSetTransform, CN1MetalSetScissor, and matrix stack
helpers (Push/Pop/Scale/Translate/Rotate). Ops call these from their
#ifdef CN1_USE_METAL branches.
- CN1MetalShaders.metal: MSL for the MVP pipeline variants
(SolidColor, TexturedRGBA, AlphaMask, ClearPunch). Xcode compiles
these offline into default.metallib at build time.
- CN1MetalPipelineCache.{h,m}: lazy-builds one MTLRenderPipelineState
per variant on first use, keyed by pipeline enum. Premultiplied-alpha
blending on color attachments to match the GL path's behavior;
ClearPunch has blending disabled.
- METALView.m: setFramebuffer now calls CN1MetalBeginFrame after
creating the encoder; presentFramebuffer calls CN1MetalEndFrame
before endEncoding. The back-to-back-setFramebuffer safety path
also calls CN1MetalEndFrame on the abandoned encoder to keep the
compat layer's activeEncoder reference in sync.
- ByteCodeTranslator.java: register .metal as sourcecode.metal in the
generated project.pbxproj and include it in the Sources build phase
so Xcode builds default.metallib from our shader source.
Still to do in Phase 1: port FillRect/ClearRect/DrawImage/ClipRect/
SetTransform ops to call the new API, then validate a red-rect renders
through Metal end-to-end.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the first five ops to the Phase 1 Metal backend via one-line
#ifdef CN1_USE_METAL branches at the top of their execute methods:
- FillRect -> CN1MetalFillRect
- ClearRect -> CN1MetalClearRect
- DrawImage -> CN1MetalDrawImage (texture rasterized per-draw;
caching deferred to Phase 1.5)
- ClipRect -> CN1MetalSetScissor (rectangular only; stencil
clipping for texture/polygon clips falls back
to a bounding box -- Phase 2 will implement
proper non-rectangular clipping)
- SetTransform -> CN1MetalSetTransform
The GL path is unchanged on builds without CN1_USE_METAL.
xcodebuild validation pending: Xcode 26.3 on iOS 26 SDK requires
"xcodebuild -downloadComponent MetalToolchain" to install the Metal
compiler before CN1MetalShaders.metal will build. Once installed, the
.metal file compiles into default.metallib alongside the app binary.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captures the Phase 0 → Phase 1 transition: scaffolding done, MVP ops ported, Metal Toolchain dependency documented, full step-by-step verification flow recorded (including the Java version juggling and the fact that codename1.arg.* must live in settings.properties -- the Maven -D form is not picked up by CN1BuildMojo). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two compile/link bugs that blocked Phase 1 end-to-end validation:
1. CN1Metalcompat.h, CN1Metalcompat.m, and CN1MetalPipelineCache.h
started with #ifdef CN1_USE_METAL but didn't import CN1ES2compat.h
first -- the same bug that initially broke METALView.{h,m}. Without
the import, the preprocessor saw CN1_USE_METAL undefined, skipped
the whole file, and the linker reported _CN1MetalBeginFrame /
_CN1MetalFillRect etc. undefined. Fixed by importing CN1ES2compat.h
before the ifdef in all three files.
2. CN1MetalShaders.metal declared setVertexBytes-backed buffers as
"const device float2 *" -- but setVertexBytes routes through the
constant address space in MSL, not device. Changed to "constant
float2 *" for positions and texcoords in both the solid and textured
vertex shaders.
After these fixes, xcodebuild succeeds, default.metallib is built from
the shader source and embedded in the app bundle, and Metal ops run
at ~120fps (drawQuad log confirms 841 draws in 6s with non-nil encoder
and pipeline state). The hellocodenameone Form renders its grey
background through Metal -- text and other content still blank because
DrawString and other ops aren't ported yet (Phase 2).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 1 end-to-end verified on iPhone 17 Pro simulator with the iOS 26 SDK (Xcode 26.3): - xcodebuild produces HelloCodenameOne.app with default.metallib embedded from CN1MetalShaders.metal. - drawQuad trace shows 841 draws per 6s with non-nil encoder + pipeline state; no Metal validation assertions. - A smoke-test CN1MetalFillRect at the tail of each frame renders a bright red rectangle on screen -- conclusive visual proof Metal is rasterising to the CAMetalLayer drawable. - Form background renders through Metal (grey visible, not the clearColor=black default). Known follow-ups now captured for Phase 2: - Coordinate-system calibration (logical-point vs physical-pixel mismatch revealed by the smoke test's larger-than-expected rect). - GLUIImage MTLTexture caching so DrawImage doesn't rasterise per draw. - Header-include convention for any new source checking CN1_USE_METAL (import CN1ES2compat.h BEFORE the ifdef, or the whole file becomes invisible to the preprocessor -- we have hit this bug twice now). - Metal Toolchain one-time install on Xcode 26.3+. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Compared 34 screenshots: 34 matched. |
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✅ Continuous Quality ReportTest & Coverage
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✅ ByteCodeTranslator Quality ReportTest & Coverage
Benchmark Results
Static Analysis
Generated automatically by the PR CI workflow. |
Two bugs that manifested on CI but not locally (local had stale
manual copies in a duplicate path that masked both):
1. ByteCodeTranslator.java#getFileListEntry emitted .metal file
references with path="<AppName>-src/CN1MetalShaders.metal". Combined
with the enclosing group's own path ("<AppName>-src"), Xcode then
tried to open "<AppName>-src/<AppName>-src/CN1MetalShaders.metal"
and failed with "Build input file cannot be found". Added .metal to
the extension list that gets a bare path (same treatment as .m /
.swift / .xib) so the fileref is just "CN1MetalShaders.metal" and
the group's path produces the correct single-level resolution. The
getFileType addition from the previous commit now also takes effect
(file type is sourcecode.metal rather than the generic "file"
fallback).
2. ClipRect.m imported CN1Metalcompat.h inside #ifdef CN1_USE_METAL
BEFORE it imported CodenameOne_GLViewController.h -- which is what
pulls in CN1ES2compat.h where CN1_USE_METAL is defined. So the top
ifdef evaluated false and CN1Metalcompat.h was skipped, but by the
time we reached ClipRect.execute the macro had been pulled in via
a later transitive include, so its #ifdef-guarded Metal branch was
compiled -- calling undeclared CN1MetalSetScissor. Reordered the
imports so CodenameOne_GLViewController.h comes first; now both
ifdef evaluations see the macro consistently. Other ported ops
(FillRect/ClearRect/DrawImage/SetTransform) already had the correct
order.
Verified: clean hellocodenameone regen + xcodebuild on iphonesimulator
BUILDS SUCCEEDED with both fixes in place.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Collaborator
Author
Four intertwined fixes land together -- in isolation none of them
produce a visible Form, together they do.
1. Orthographic projection Y flip. CN1MetalOrtho was called with
(bottom=0, top=h), which maps input y=0 to NDC y=-1 (bottom of
screen). iOS UIKit passes y=0 as top-of-screen. Swapped to
(bottom=h, top=0) so y=0 maps to NDC y=+1. The GL path handles
this via _glScalef(1,-1,1)+translate in drawFrame, which we skip
on Metal.
2. Framebuffer dimensions in physical pixels. updateFrameBufferSize:h:
is called by CodenameOne_GLViewController with
self.view.bounds.size (logical points). EAGLView tolerates that
because it re-reads the renderbuffer's actual pixel dims via
glGetRenderbufferParameteriv. METALView now ignores its w/h args
and always computes pw/ph from self.bounds * contentScaleFactor.
layoutSubviews also calls updateFrameBufferSize so the drawable
resizes when the view reaches its real size (initWithCoder runs
with the xib's 320x460 placeholder).
3. Persistent screenTexture + blit. CN1's drawFrame only queues the
ops that changed since the previous frame -- the OpenGL path
relies on the renderbuffer preserving pixels across frames. Metal
drawables are ephemeral (each nextDrawable returns a fresh
drawable). A persistent offscreen MTLTexture ("screenTexture") now
owns the accumulated frame; ops render into it with
MTLLoadActionLoad, and presentFramebuffer blits it to the drawable
and presents. The drawable is only acquired at present time to
minimise its dwell and avoid nextDrawable stalls.
4. setFramebuffer idempotence. drawFrame can be invoked multiple
times per visible frame (awakeFromNib issues one unpaired call,
and CN1SS test runs trigger extra repaints). The old code created
a fresh encoder on each call and threw away the previous one's
queued ops. Now setFramebuffer is a no-op if an encoder already
exists -- only presentFramebuffer ends+commits+presents.
Also ports four more ExecutableOps:
- DrawLine -> CN1MetalDrawLine (line primitive, solid color)
- DrawRect -> CN1MetalDrawRect (closed line-strip outline)
- FillPolygon -> CN1MetalFillPolygon (fan-triangulated to a
triangle list, fits setVertexBytes' 4KB ceiling -- convex only,
matching the GL path's assumption)
- Scale -> CN1MetalSetTransform with multiplied scale matrix
(Rotate + ResetAffine route through SetTransform,
which was already ported, so they work implicitly)
ClipRect's Metal branch is temporarily disabled (clipApplied=YES
return). Its scissor rect is being passed coords that don't match
the framebuffer's physical-pixel space, which clipped most of the
drawable to a small top strip. Diagnosed by seeing the Form bg paint
correctly once ClipRect is bypassed. Coord-space fix tracked in
METAL_PORT_STATUS.md as a separate Phase 2 task; until it lands,
irregular (polygon/stencil) clips also fall through to a bounding
box, same as before.
Visual validation: hellocodenameone on iPhone 17 Pro simulator now
paints its Form background across the full screen through Metal.
Text and other content still missing because DrawString is not yet
ported (separate Phase 2 task).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Phase 2 in progress — Form bg renders through Metal on iPhone 17 Pro simulator. - Lists what landed (ortho Y flip, physical-pixel framebuffer, layout sync, persistent screenTexture, idempotent setFramebuffer, four more ported ops) and what's still in flight (ClipRect coord space, DrawString, GLUIImage caching, gradients, path rendering). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a second job build-ios-metal that mirrors the existing build-ios flow but enables codename1.arg.ios.metal=true before building hellocodenameone. Runs the same run-ios-ui-tests.sh screenshot suite against the Metal-backed build and uploads artifacts as ios-ui-tests-metal. - Downloads Xcode 26+ MetalToolchain component (required to compile CN1MetalShaders.metal; no-op if already present). - Patches codenameone_settings.properties to set ios.metal=true. The Codename One Maven plugin reads build args from that file, not from -D system properties, so we can't just add a -D to build-ios-app.sh. - Non-blocking (continue-on-error) while Metal is in development: screenshot comparisons will differ until DrawString is ported and ClipRect coord-space is fixed (Phase 2 follow-ups in Ports/iOSPort/METAL_PORT_STATUS.md). The job still runs on every PR so we can download artifacts and watch for new regressions; flip to blocking once Metal reaches GL parity. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Install Metal Toolchain step was calling xcodebuild without setting DEVELOPER_DIR, so it used the runner's default (pre-Xcode-16) xcodebuild which doesn't support -downloadComponent. Exit 64 with a usage dump. build-ios-app.sh and run-ios-ui-tests.sh both pick Xcode 26 explicitly via /Applications/Xcode_26*.app; apply the same selection here so the download uses an xcodebuild that actually knows the flag. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The build-ios-metal job was already running the same
scripts/hellocodenameone-based screenshot suite as the GL job --
downloading run-ios-ui-tests.sh's pre-rendered screenshot-comment.md
from the artifact zip to see the status took a bunch of clicks. Add
a post-tests step that writes a markdown table of per-test match
status (plus the headline count) to $GITHUB_STEP_SUMMARY so the
Metal port's current state is visible on the workflow run page, and
echoes a ::notice with the headline ("N/37 matched") that shows up
in the checks summary.
Today the Metal variant reports 0/37 matched vs GL's 36/37 because
DrawString isn't ported yet and ClipRect is bypassed. That number
is the live indicator of how close Metal is to GL parity.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Metal is not going to be pixel-identical to the GL backend -- once CoreText glyph rendering lands (Phase 4) sub-pixel positioning alone will produce intentional diffs, and gradient / path rasterisation already does. Sharing scripts/ios/screenshots/ would force every Metal improvement to perturb the GL validation and vice versa. - scripts/run-ios-ui-tests.sh: honour a SCREENSHOT_REF_DIR env-var override and fall back to scripts/ios/screenshots when unset. - scripts/ios/screenshots-metal/: new Metal-specific baseline, seeded from the current GL goldens as a starting point so drift is visible in diffs rather than all-new. README explains the update workflow. - .github/workflows/scripts-ios.yml: build-ios-metal now sets SCREENSHOT_REF_DIR to the Metal baseline; trigger paths pick up changes there. GL job is unchanged. - METAL_PORT_STATUS.md: documents the separate baseline + rationale. Today's Metal CI compares against its own copy of the GL goldens (so the headline is still 0/37 matched) but future commits can update screenshots-metal/ as each Metal op lands, tracking the port's progress independently of the GL validation. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…scalar)
The previous "Publish Metal screenshot summary" step embedded a Python
heredoc inside a YAML "run: |" block. Heredoc content preserves every
line verbatim, but Python top-level statements cannot be indented --
so the Python lines had to start at column 1, which broke out of the
YAML block scalar:
could not find expected ':' while scanning a simple key at line 337
Two consecutive runs failed with "workflow file issue" before either
job could start. Moved the summary logic to
scripts/ci/metal-screenshot-summary.py with --markdown / --headline
modes, and the workflow step now just calls python3 on that file.
YAML validator (Ruby) accepts the updated workflow and the script
produces the same output against the artifact from the last green
run (0/37 matched, table of 37 rows).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…size The ClipRect Metal branch was bypassed in 55e2249 because enabling it clipped the drawable to a top strip. The fix is NOT in CN1MetalSetScissor -- the passed coords are already correct physical pixels -- but in METALView.updateFrameBufferSize. When the view's final bounds (402x874 at 3x on iPhone 17 Pro) arrive via layoutSubviews, the xib-time encoder is still alive and keeps references to the stale 960x1380 screenTexture, and CN1Metalcompat's cached currentFramebufferWidth/Height stay at the xib's placeholder values for the whole frame. Every ClipRect that round clamps the input 1206x2622 scissor to 960x1380, and every draw writes to the 960x1380 texture, which we then blit to the 1206x2622 drawable -- hence the top-strip rendering. Fix: if updateFrameBufferSize changes dimensions and an encoder is mid- frame, end the encoder cleanly, commit the command buffer (no present, the old screenTexture is about to be discarded anyway), and nil the state. The next setFramebuffer creates a fresh encoder against the new screenTexture and CN1MetalBeginFrame captures the correct dimensions. Verified on iPhone 17 Pro simulator with hellocodenameone: Form now renders across the whole screen. Native iOS toggle switches (UIKit peers) display, horizontal divider lines render through Metal, text input container renders. Only text labels are still missing -- that's DrawString, next task. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports DrawString to Metal via the same rasterise-to-RGBA-bitmap
approach the OpenGL path uses, with the colour baked into the texture
and the fragment shader modulating by alpha. Glyph atlas (Phase 4)
will replace this, but visible text is the blocker for running the
screenshot suite meaningfully.
- CN1Metalcompat.{h,m}: new CN1MetalDrawString(str, font, color, alpha,
x, y). Holds a simple round-robin cache capped at 128 entries keyed
on "str|font|color" mapping to {MTLTexture, strWidth, strHeight,
p2w, p2h}. Rasterises via CGBitmapContext + UIKit drawAtPoint:
withAttributes: and uploads as RGBA8Unorm MTLTexture, then renders
as a textured quad through the existing TexturedRGBA pipeline.
- DrawString.m: one-line #ifdef CN1_USE_METAL branch routing to
CN1MetalDrawString.
CG y-axis: the GL path left the CTM unflipped (tolerating it via
V=1-at-top texcoord convention). Metal uses V=0-at-top, so we apply
CGContextTranslateCTM/ScaleCTM to flip the context before UIKit
draws. Without the flip, text renders upside-down + mirrored --
verified empirically on simulator before adding the flip.
Visual validation on iPhone 17 Pro simulator with hellocodenameone
running through Metal: Form renders with title ("Kotlin"), labels
("Kotlin UI Test Components"), button text, "Enter name" placeholder,
and row navigation labels ("Details", "Preferences", "Summary") all
correctly oriented and coloured. Matches the GL path's rendering at
visible resolution; pixel-perfect parity is not the goal (see
scripts/ios/screenshots-metal/README.md).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…ring) Records that ClipRect and DrawString are both landed. Refreshes the follow-ups list with what's actually outstanding (GLUIImage MTLTexture caching, gradient and path ops, stencil clipping for non-rectangular masks, refreshing the Metal goldens from the first good CI run). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the GL-seeded placeholder baselines in scripts/ios/screenshots-metal/ with the 37 PNGs captured by the build-ios-metal CI job on the current branch. Removes 4 stale GL-era screenshots (GraphicsPipeline/GraphicsShapesAndGradients/ GraphicsStateAndText/GraphicsTransformations) that the Metal run no longer captures, so the baseline reflects only what the Metal pipeline actually produces after the DrawString + persistent-screenTexture work. These baselines are the current Metal-pipeline reference; they are expected to drift (and be refreshed) as more ops land (gradients, paths, CoreText atlas, etc.). Pixel-identity with the GL baselines is explicitly not a goal. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First run of the build-ios-metal job against the refreshed-baselines commit (cee97d7) returned 34/37 matched + 2 different + 1 comparison error: - graphics-transform-rotation.png — previous baseline had a bad CRC that file(1)/sips(1) accept but Pillow rejects as "PNG chunk truncated before CRC". Replaced with the clean copy from the latest artifact. - graphics-fill-round-rect.png — 2.3% drift confined to the right-edge column (x >= 1113 of 1179). Plausible drawable-edge sampling noise. - landscape.png — 11.6% drift, heavily concentrated in right-side columns (col band 7: 22% / col band 8: 74%). Looks like content-state non- determinism specific to the rotation test rather than a rendering regression; flagged in METAL_PORT_STATUS.md as a known follow-up. Also updated METAL_PORT_STATUS.md with current baseline status, the drift watchlist, and a note about Pillow's strict CRC check (so future baseline refreshes use `gh run download` rather than browser-routed copies). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…akes Second build-ios-metal run (368b9c0) confirmed 35/37 deterministic; same two tests drifted again but with *different* drift patterns: - landscape: 11.6% (run A) -> 3.3% (run B), both in right-side columns. Root cause: OrientationLockScreenshotTest.waitForOrientation + 50ms wait is not enough for iOS sim layout to settle after rotation. - graphics-fill-round-rect: 2.3% right edge (run A) -> 63% full width (run B). Root cause: FillRoundRect.drawContent iterates bounds.getWidth()/2 times and nextColor() progressively darkens state -- a 1-pixel bounds difference propagates into hundreds of diverging colour transitions. Also compounded by 2/4 quadrants going through Image.createImage, which is still CoreGraphics on Metal (Phase 3 pending). Both are test-level non-determinism, not Metal rendering regressions: 35 other tests are rock-solid deterministic, and the drift *shape* changed between runs which rules out a systematic Metal issue. Stop refreshing these baselines until the tests are stabilised. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Prior commits framed "35/37 matched" as evidence the Metal port is validated. That's wrong — the scripts/ios/screenshots-metal/ baselines were themselves copied from the Metal pipeline's CI output, so matches only prove determinism, not correctness. Similarly, the GL reference set is the current GL behaviour, not a ground-truth oracle. There is no pixel-accurate reference for this work; visual inspection is currently the only correctness signal. Also documents a pre-existing (not-in-scope) bug: content drawn through Image.createImage().getGraphics() renders Y-flipped when composited back to the screen on Metal builds. The mutable-image backing is still CG (Y=0 bottom), Metal composites V=0 top, and CN1MetalTextureFromUIImage doesn't flip tex-coord V. Empirically this adds ~16 percentage points of apparent diff to 2x2-grid AbstractGraphicsScreenshotTest tests (graphics-*). Phase 3 unifies mutable images onto Metal directly and removes this bug; a one-line tex-coord flip would be a fine interim fix if needed sooner. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CN1MetalTextureFromUIImage rasterised UIImage->CGBitmap without a CTM flip, which left the bitmap upside-down in memory. CN1MetalDrawImage then compensated with inverted-Y texcoords (0,1)->(1,0). This pair worked for disk-loaded UIImages but produced upside-down output for mutable-image-backed UIImages (Image.createImage().getGraphics() -> UIGraphicsGetImageFromCurrentImageContext) -- the user noted it was breaking the bottom row of every AbstractGraphicsScreenshotTest. Fix: align with GLUIImage.getTexture's pattern. Apply CTM flip before CGContextDrawImage so display-row-0 lands at memory-row-0, then use non-inverted texcoords (0,0)->(1,1) in CN1MetalDrawImage. This also matches the text-cache path in findOrBuildTextTexture, so all texture producers in this file now share a single orientation convention. Empirical check on graphics-fill-rect (before this commit): direct top-vs-bottom-quadrant diff was 43%, dropping to 27% when the bottom row was Y-flipped — confirming the upside-down hypothesis. With this fix both quadrants render the same way. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Direct port of DrawGradient.m's GL approach: rasterise the gradient through CGContextDrawLinearGradient / CGContextDrawRadialGradient into a CGBitmapContext, upload as MTLTexture, render as a textured quad via the existing TexturedRGBA pipeline. No new shader code needed -- this matches GL exactly down to the same CG calls. Adds CN1MetalDrawGradient(type, start, end, x, y, w, h, relX, relY, relSize) plus a 32-entry round-robin texture cache keyed on those params (same shape as the text cache; matches the GL DrawGradientTextureCache's effective per-frame footprint). DrawGradient.m gets a single-line #ifdef CN1_USE_METAL early-return at the top of execute -- the GL body is left untouched. The radial branch handles all three gradient types (RADIAL/HORIZONTAL/ VERTICAL) so a future RadialGradientPaint port that materialises a direct gradient draw can route through the same function. The current RadialGradientPaint just sets PaintOp.current for shape-aware draws, which needs PaintOp + DrawShape work to land before it can flow. CTM flip in the rasterisation matches the orientation convention used by CN1MetalTextureFromUIImage and the text cache, so all texture producers in CN1Metalcompat.m now share a single Y-flip strategy. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Loops over the destination rect and emits one textured quad per tile, clipping the texcoords on the right/bottom edges for partial tiles. Uses the existing TexturedRGBA pipeline via drawQuad. The GL path batches all tiles into a single glDrawArrays call; the Metal path issues one per tile, which is fine for current use sizes (background tiling on Form-sized rects yields tens of tiles, not thousands). Re-rasterises the UIImage->MTLTexture on every TileImage execute via CN1MetalTextureFromUIImage; task #20 (cache MTLTexture on GLUIImage) will fix that hot-path issue uniformly for both DrawImage and TileImage. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous golden was captured with the mutable-image clear-color straight-alpha bug active, so the blue arc rendered cyan where it passed under the semi-transparent green mutableWithAlpha box. With the CN1MetalEnsureMutableTexture clear color now premultiplied (commit d11f7dc), Metal renders pixel-identical to the GL golden in that region: (111, 143, 223) on both, instead of the previous (111, 255, 223). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The iOS port builds without ARC (CLANG_ENABLE_OBJC_ARC=NO), so any 'new...'-family return value, CFBridgingRetain, and direct ivar assignment that overwrites a retained handle has to be balanced by hand. Three sites in the Metal port were leaking: 1. IOSNative.nativePathRendererCreateTexture: under MRR CFBridgingRetain calls CFRetain (no ARC ownership transfer), so the newTextureWithDescriptor +1 plus CFBridgingRetain's +1 was a net +2; nativeDeleteTexture's CFBridgingRelease only undoes one. Every drawShape/drawArc therefore leaked one alpha-mask MTLTexture. Release the local after CF takes ownership. 2. METALView.updateFrameBufferSize: self.screenTexture is a retain property; the synthesized setter retains the +1 newTextureWithDescriptor handed back, leaving net +2 and a leak per resize. Same pattern in -initWithCoder: for self.commandQueue = newCommandQueue. Release the local after the property takes its own retain. 3. CN1MetalGlyphAtlas.tryGrowAtlas: direct ivar assignment _texture = newTex overwrote the previous atlas texture's +1 retain without releasing it; every grow leaked the previous-size atlas. Release the old _texture before overwriting. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Display.impl.drawLabelComponent calls setNativeFont(ng, labelStyleFont) to push the label's style font into NativeGraphics for fast native rendering, but does not update Graphics.current. After a Label paints, ng.font holds the label's font while Graphics.current still holds whatever was set by user code before. The next user g.drawString passes Graphics.current as the nativeFont parameter to impl.drawString(6-arg), but the base impl ultimately calls iOS's drawString(4-arg) which reads ng.font -- so the leftover label font is used instead of Graphics.current. Earlier workaround pinned this from inside CleanPaintComponent.paint in the screenshot suite (commit 493c91f). That broke ALL Android graphics tests: forcing g.setFont(font) at panel entry subtly altered font state on Android in ways that produced different anti-aliased title-bar pixels (visible diff at y=41-78 in graphics-fill-rect's title area). The workaround belongs in iOS impl, not in test code that all platforms share. Override drawString(6-arg) in IOSImplementation: set ng.font = the nativeFont parameter before delegating to super so the 4-arg drawString that reads ng.font sees the Java-current-derived font. Revert the CleanPaintComponent.paint workaround. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
… Metal pipeline The plan's mission statement was 'unify mutable image rendering on Metal -- both screen and mutable drive the same CN1Metalcompat encoder API; no more CGContext for mutable'. I drifted: when Phase 3 v2 landed mutable rendering, I kept fillRoundRect/drawRoundRect/fillArc/ drawArc/fillShape/drawShape on the CG-rasterise-then-DrawImage path (UIGraphicsBeginImageContextWithOptions + CGContextFillPath + queueing as DrawImage). Same on the screen-side fillRoundRect / drawRoundRect. Fix: - MutableGraphics.nativeDrawShape and nativeFillShape on Metal now mirror GlobalGraphics: textureCache + createAlphaMask (Renderer.c -> R8 MTLTexture) + nativeDrawAlphaMask (DrawTextureAlphaMask op). - MutableGraphics.nativeDrawAlphaMask routes through the same drawTextureAlphaMask JNI as GlobalGraphics. drawTextureAlphaMaskImpl in CodenameOne_GLViewController.m now picks up currentMutableImage and tags the queued DrawTextureAlphaMask op so drawFrame's drain binds the mutable's offscreen MTLTexture as the render target -- same Metal alpha-mask shader, just a different attachment. - MutableGraphics.isAlphaMaskSupported() returns true on Metal. - MutableGraphics.nativeDrawArc/nativeFillArc/nativeDrawRoundRect/ nativeFillRoundRect on Metal now build a GeneralPath and call nativeDrawShape/nativeFillShape, ending up on the alpha-mask path. - GlobalGraphics.nativeDrawRoundRect/nativeFillRoundRect on Metal do the same -- screen-side round-rect no longer goes through the CG helper either. - Added a roundRectPath() helper in both NativeGraphics subclasses (parametric x/y/w/h/arcW/arcH -> moveTo/lineTo/arc(...) closed path matching the Java2D contract). - All Metal paths gated on the metalRendering flag so GL behaviour is unchanged. The CG-mutable JNI helpers (nativeFillShapeMutable / cn1MetalQueueShape*OnMutable / etc.) are now unreachable under Metal but kept compiled so GL still works. Sorry for the drift -- the new pipeline really is the new pipeline now. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Metal-port plan said explicitly: 'Delete DrawStringTextureCache usage on the Metal path -- no more whole-string LRU.' I left the cache in as a 'fallback if the atlas can't be created'. The atlas always works in practice on Metal -- the fallback was masking failures, not catching them, and the ~150 lines of cache + eviction + MRR retain-balance logic were Phase-2 carry-over that the plan intended to delete. Delete CN1MetalTextCacheEntry, textCache[], textCacheCount, textCacheNextEvict, nextPowerOf2ForText, findOrBuildTextTexture, and drawStringWholeStringFallback. CN1MetalDrawString now skips the string and NSLogs when the atlas / CTLine cannot be built -- loud failure instead of a CG-bitmap silent fallback. The cache release block in CN1MetalReleaseCaches drops the text-cache half; also fix the gradient-cache release to actually release the texture +1 retains it was leaking under MRR (drop-the-pointer is not the same as releasing the GPU texture). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…ate) Plan's Phase 1 pipeline list named linear-gradient and radial-gradient as MSL shader pipelines. The implementation I had landed instead rasterised gradients via CGContextDrawLinearGradient / CGContextDrawRadialGradient into a CGBitmapContext, uploaded as an MTLTexture, cached up to 32 of them in findOrBuildGradTexture, and drew them as textured quads. That's the GL DrawGradient.m path warmed over -- not what the plan specified. Replace with two new fragment shaders (cn1_fs_linear_gradient, cn1_fs_radial_gradient) that interpolate startColor->endColor across the quad in 0..1 texcoord space. Linear takes an axis selector (picks texcoord.x or texcoord.y as t). Radial takes (centre, radii) in texcoord space and uses elliptical normalisation matching the GL/CG semantics where radius = relativeSize * MIN(width, height). CN1MetalDrawGradient is now ~30 lines that pre-multiply the colours, build the quad vertices + identity texcoords, and dispatch to the new pipeline -- no offscreen bitmap, no cache. The deleted code: ~120 lines of CN1MetalGradCacheEntry, gradCache[], gradCacheCount, gradCacheNextEvict, nextPowerOf2ForGrad, findOrBuildGradTexture, plus the cache release + retain-balance logic. Wire CN1MetalPipelineLinearGradient and CN1MetalPipelineRadialGradient into CN1MetalPipelineCache. Update CN1MetalReleaseCaches: only the glyph atlases need releasing under memory pressure now -- there is no text cache and no gradient cache. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous commit (5c48d15) routed MutableGraphics + GlobalGraphics shape/arc/round-rect on Metal through the alpha-mask Metal pipeline, gated on `metalRendering` in Java. The CG-rasterise-then-DrawImage helpers in the C side became unreachable under Metal but stayed in source as silent dead code: cn1MetalQueueShapeFillOnMutable / cn1MetalQueueShapeStrokeOnMutable / cn1MetalCopyPathFromCommands plus the `#ifdef CN1_USE_METAL { UIGraphicsBeginImageContextWithOptions + CGContextFillPath/StrokePath + DrawImage }` blocks inside each nativeXxxRoundRect{Mutable,Global}Impl / nativeXxxArcMutableImpl / nativeFillShapeMutable / nativeDrawShapeMutable JNI. Delete all of it under CN1_USE_METAL. Each JNI function gets a `#ifdef CN1_USE_METAL return; #endif` early-return at the top explaining where the work actually happens (alpha-mask Metal pipeline in MutableGraphics / GlobalGraphics, tagged with currentMutableImage when applicable). The GL bodies remain unchanged so GL builds keep working unchanged. Net delete: ~220 lines of CG-rasterise glue. The Metal path is now the alpha-mask Metal pipeline and only that pipeline -- no CG-bitmap shim left to silently take over if a code path I missed routes here. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reverting e3c1a4d to test if it caused the mutable-image alpha-mask rendering regression on iOS Metal CI (BL/BR panels of graphics-fill-shape, graphics-draw-shape etc. went empty after my recent series). If CI shows the panels rendering again with this revert in place, the bug is in e3c1a4d's #ifdef CN1_USE_METAL early-return guards on the mutable-shape JNIs and I'll need a more careful approach. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bisect of CI run 25259320137 (after reverting e3c1a4d 'remove dead CG paths' in commit f46ff92) showed: with the CG-rasterise-then-DrawImage helpers stripped out, BL/BR (mutable) panels in graphics-fill-shape / graphics-fill-arc / graphics-fill-round-rect / graphics-draw-shape / etc. all rendered EMPTY. With the helpers restored, those panels render correctly. Conclusion: my Java-side `if (metalRendering)` gate in MutableGraphics.nativeFillShape / nativeDrawShape / nativeFillArc / nativeFillRoundRect / nativeDrawArc / nativeDrawRoundRect was dead code -- it never fired for mutable image rendering, so the alpha-mask Metal pipeline was never actually exercised on mutable targets. The CG fallback was silently doing all the work. Best hypothesis for why the gate didn't fire: `metalRendering` was a private instance field on IOSImplementation, accessed from inside non-static inner classes (NativeGraphics, GlobalGraphics, NativeImage). javac generates a synthetic outer-instance accessor for that pattern, and something about ParparVM's translation of those accessors is returning false even when the field was set to true in postInit(). Make it `static boolean metalRendering` and populate it eagerly in init() -- before any NativeImage / NativeGraphics is constructed, so the very first mutable paint sees the right value via direct static access (no synthetic accessor). This is the fix that lets the alpha-mask Metal pipeline actually run on mutable targets, which is the plan's mission statement: 'no more CGContext for mutable, both screen and mutable route to the same encoder'. Keeping the CG-rasterise helpers in C as defense-in-depth for now -- once CI confirms the alpha-mask path actually fires (graphics-* tests match goldens captured with CG rendering, sub-pixel deltas inside the comparator threshold), the helpers can be deleted in a follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…rgets After commit 1e2f6a2 made the metalRendering gate static (and so actually fired the alpha-mask path for mutable rendering), CI run 25260323614 showed graphics-draw-image-rect rendering as solid black blobs instead of the blue->red radial gradient on the mutable test panels. Root cause: the mutable-side applyPaint() / unapplyPaint() invoke applyRadialGradientPaintMutable / clearRadialGradientPaintMutable as direct C calls -- they set and then clear PaintOp.currentMutable synchronously around the queueing of the DrawTextureAlphaMask op, all before drainOps runs. By the time the alpha-mask op's execute reads PaintOp.getCurrentMutable, it's nil, and execute falls through to the solid alpha-mask shader instead of the radial alpha-mask shader. Fix: capture the active RadialGradientPaint into the op at init time (when applyPaint has just set PaintOp.currentMutable). At execute time, prefer the snapshot when the op targets a mutable image. The screen path is unchanged -- it queues a RadialGradientPaint op into the same ExecutableOp queue, so PaintOp.current is set in-order with execute. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…path Now that the metalRendering gate fires (commit 1e2f6a2) and the radial-gradient-on-mutable path captures paint at queue time (commit 43da8f7), MutableGraphics shape/arc/round-rect rendering goes through the alpha-mask Metal pipeline -- not the CG-rasterise-then-DrawImage helpers. The previous goldens were captured with the CG fallback silently in charge, so they encoded sub-pixel artefacts of CG raster output and (more importantly) some panels were missing detail entirely on the mutable side because of the broken rendering path. The 7 refreshed screenshots: graphics-draw-arc - mutable panels now render the green vertical line that was missing in the CG-rasterised golden. graphics-draw-gradient - mutable bottom-of-panel gradient strip is now drawn (was white in the golden). graphics-draw-round-rect - mutable panels show the full red gradient saturation matching the screen panels above (golden was paler). graphics-draw-shape - sub-pixel anti-aliasing differences only. graphics-fill-arc - mutable bottom-left arc fills the white gap that the CG-rasterised golden left. graphics-fill-round-rect - sub-pixel anti-aliasing differences. graphics-stroke-test - sub-pixel anti-aliasing differences. Goldens captured from CI run 25261064938 / build-ios-metal job 74070095729 (artifact ios-ui-tests-metal). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous commit (5c48d15) routed MutableGraphics + GlobalGraphics shape/arc/round-rect on Metal through the alpha-mask Metal pipeline, gated on `metalRendering` in Java. The CG-rasterise-then-DrawImage helpers in the C side became unreachable under Metal but stayed in source as silent dead code: cn1MetalQueueShapeFillOnMutable / cn1MetalQueueShapeStrokeOnMutable / cn1MetalCopyPathFromCommands plus the `#ifdef CN1_USE_METAL { UIGraphicsBeginImageContextWithOptions + CGContextFillPath/StrokePath + DrawImage }` blocks inside each nativeXxxRoundRect{Mutable,Global}Impl / nativeXxxArcMutableImpl / nativeFillShapeMutable / nativeDrawShapeMutable JNI. Delete all of it under CN1_USE_METAL. Each JNI function gets a `#ifdef CN1_USE_METAL return; #endif` early-return at the top explaining where the work actually happens (alpha-mask Metal pipeline in MutableGraphics / GlobalGraphics, tagged with currentMutableImage when applicable). The GL bodies remain unchanged so GL builds keep working unchanged. Net delete: ~220 lines of CG-rasterise glue. The Metal path is now the alpha-mask Metal pipeline and only that pipeline -- no CG-bitmap shim left to silently take over if a code path I missed routes here. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Last graphics test still differing after the alpha-mask path went live for mutable rendering. CI run 25261851277 confirmed the new output renders correctly (radial gradients on the mutable test panels match the screen panels). Sub-pixel diff vs the prior CG-rasterised golden. After this all 8 originally-differing graphics-* tests should match. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 milestone test the original plan called for: drive
Image.getGraphics().drawXxx(...) into a mutable image, then call
getRGB() and verify the pixels read back match what was drawn.
The Metal port's mutable rendering is asynchronous -- draw calls append
ops to a per-image queue and the GPU only sees them when drawFrame's
drain runs. Pixel-reading paths (getRGB / encode-as-PNG/JPEG / toImage)
must commit and wait on the queue before reading, or callers see stale
or zeroed bytes. CN1MetalReadMutableImagePixels (in
CodenameOne_GLViewController.m) already does this commit-and-wait, but
no test exercises the contract. With the alpha-mask path now actually
firing on mutable rendering (after the static metalRendering gate fix),
this test covers three paths:
1. fillRect-only readback -- simplest case.
2. stacked fillRect readback -- catches out-of-order drains.
3. fillShape readback -- the alpha-mask Metal path that was silently
dead before commit 1e2f6a2.
The screenshot path is opted out (shouldTakeScreenshot returns false);
this is a pure assertion test like the other API regression tests
already in the suite.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: many places used `#ifdef CN1_USE_METAL { ... return; } #endif`
followed by GL code. The compiler still parses the GL body on Metal builds
(it's just dead code after the early return), wasting compile time and
leaving easy-to-miss dead branches in source. Pivot to the cleaner pattern:
#ifdef CN1_USE_METAL
<metal code>
#else
<GL code>
#endif
so the preprocessor strips the unused branch entirely.
Files converted:
ExecutableOp -execute methods (one Metal path, one GL path):
ClearRect.m, ClipRect.m, DrawGradient.m, DrawImage.m, DrawLine.m,
DrawRect.m, DrawString.m, DrawTextureAlphaMask.m, FillPolygon.m,
FillRect.m, SetTransform.m
JNI implementations in CodenameOne_GLViewController.m:
nativeDrawRoundRectMutableImpl, nativeDrawRoundRectGlobalImpl,
nativeFillRoundRectMutableImpl, nativeFillRoundRectGlobalImpl,
nativeDrawArcMutableImpl, nativeFillArcMutableImpl,
setAntiAliasedMutableImpl, setNativeClippingShapeMutableImpl
JNI implementations in IOSNative.m:
nativeFillShapeMutable, nativeDrawShapeMutable, nativeDeleteTexture
Behaviour-preserving refactor only -- no logic changed. Verified all
ifdef/endif counts balanced after the changes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ToolbarTheme_light, TextFieldTheme_light, ButtonTheme, TabsTheme, etc. on Metal had been rendering blank: the toolbar title, body labels, and field text all missing while backgrounds rendered correctly. Bisect narrowed the regression to commit 86347f5 (delete whole-string LRU text cache); before that, the whole-string CG-rasterise fallback was silently picking up the slack whenever CN1MetalGlyphAtlas atlasForFont: returned nil. Root cause: atlasForFont: was capped at 16 entries and *flat-out returned nil* once full. By the time the theme tests ran (positions 58-67 in the iOS UI suite, after ~57 prior graphics + transition tests), the cache had already been saturated and every subsequent fillRect+drawString sequence on the title bar / form / labels silently dropped its text. graphics-draw-string still passed because it ran early (position 35) while the cache still had room. Fix: real LRU eviction on cache overflow plus bump the cap from 16 to 64. Each entry tracks a monotonic lastUsedTick that's bumped on every hit/insert; on overflow the slot with the smallest tick gets evicted (its +1 retains released under MRR -- skipping that would leak one MTLTexture and one NSString per eviction). The +64 cap keeps memory bounded at ~64MB worst case (1024x1024 R8 per atlas, may grow to 2048x2048). LRU prevents the cache from ever returning nil due to capacity; the only nil cases left are real failures (no MTLDevice, CTFontCreateWithFontDescriptor failed) which *should* surface loudly rather than silently drop strings. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Commit aba3b9a fixed the silent text-rendering bug in CN1MetalGlyphAtlas (16-entry cache returning nil once full, no LRU eviction). With LRU in place, theme + screen tests at positions 58+ in the iOS UI suite now actually render their text via the CoreText glyph atlas instead of silently dropping it. The previous goldens were captured back when commit 86347f5's whole-string CG-rasterise fallback was silently picking up the dropped strings. Their pixels reflect CG-bitmap text. The new atlas output is sub-pixel different but visually equivalent (verified against ToolbarTheme_light, TextFieldTheme_light, ButtonTheme_light, DialogTheme_light, MainActivity, SpanLabelTheme_light, landscape, kotlin and others -- all render the expected title bars, labels, body content, and field text correctly). 40 goldens refreshed (theme tests + a few screen tests). 21 transition / animation tests that have always been "missing reference" stay missing -- they're animated and the team has not added stable goldens for them yet. None of the 25 graphics-* tests changed; those still match exactly. Captured from CI run 25275771305 / build-ios-metal job. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…goldens The metalRendering-static fix in 1e2f6a2 routed mutable fillArc through the alpha-mask Metal path. That path builds the arc as a GeneralPath: drawingArcPath.moveTo(x + width/2, y + height/2); // center drawingArcPath.arc(..., true); // joinPath=true -> lineTo arc start, then arc curve drawingArcPath.closePath(); // back to most recent moveTo (center) For a partial arc this is intentionally a pie slice (used by graphics-fill-arc). For a full circle (arcAngle == 360) the closePath line back to center is inside the disc, but Renderer.c rasterises the path with a winding rule that treats the slice line + arc closure as a visible cut: the rendered alpha-mask has a triangular dark slash from center to the rim, which on the Switch component's white thumb showed as a dark pacman slice through the otherwise solid circle. Fix in both MutableGraphics.nativeFillArc and GlobalGraphics.nativeFillArc: when arcAngle is +/-360, omit the moveTo(center) and start the path at the arc's natural start (joinPath=false). Partial arcs keep the pie-slice shape (graphics-fill-arc's golden depends on it). Also revert the SwitchTheme_dark/light goldens captured in fc042d5 -- those captured the broken pacman state and would lock it in. They go back to the prior versions (which showed the correct green pill + white thumb); after this fix lands the goldens should match again. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Switch component's track is rendered as a fillRoundRect with arcWidth = arcHeight = box height -- a pill. roundRectPath() built the path as: moveTo top-edge -> lineTo top-right -> arc top-right corner -> lineTo right edge -> arc bottom-right -> ... -> closePath. Each arc() call passed joinPath=false, which means GeneralPath.arc() invokes moveTo(arc_start) instead of lineTo(arc_start). That starts a NEW sub-path on every arc. For non-pill round-rects (graphics-fill-round-rect uses iter % 20 corner radius, well below box height) the four arcs + the lineTo+closePath overlap enough that the disconnected sub-paths still produce something that looks roughly right when filled. For a pill (rx = ry = h/2) the straight edges between corners shrink to zero length and the four arcs are completely disjoint, so Renderer.c rasterises them as four separate quarter-disc filled regions -- visually two pacman-mouthed wedges facing inward across an empty middle, exactly the broken Switch track the user just flagged in CI run 25278344804. Fix: change every arc() call in roundRectPath() to joinPath=true. Each arc now lineTo's to its start (continuing the current sub-path) and sweeps the curve to its end. The whole rounded rectangle is one sub-path, the pill renders as a single solid pill. Apply the fix in both MutableGraphics.roundRectPath and GlobalGraphics.roundRectPath; they're identical in structure. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Switch component's createRoundThumbImage paints a series of shadow rings into a fresh mutable image, then calls Display.gaussianBlurImage() on it to soften the rings into a smooth shadow. On Metal those rings live in the GLUIImage's mtlMutableTexture, but [glu getImage] (which the Java->C bridge for gaussianBlurImage was using) returns the ivar UIImage -- the original (empty) UIImage used to construct the GLUIImage. The blur ran on empty input, returned empty, and the rings showed through as visible wedge artefacts around the white thumb on the composited Switch track even after the roundRectPath joinPath fix (commit 5fb3f6a) made the pill itself render solid. Add CN1MetalReadMutableImageAsUIImage in CN1Metalcompat that uses the same blit-to-shared-storage dance as CN1MetalReadMutableImagePixels to sample the GPU texture, then wraps the BGRA bytes as a UIImage via CGDataProviderCreateWithData. The provider takes ownership of the malloc'd bytes and frees them when CG releases the image. Wire gausianBlurImage to prefer this readback when the GLUIImage has a mutable texture; fall back to [glu getImage] otherwise (GL build, or GLUIImage without a Metal mutable texture). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…Provider CGDataProviderCreateWithData wants a function pointer, not an Obj-C block. Move the free closure to a static C function. Build was failing with "passing 'void (^)(void *, const void *, size_t)' to parameter of incompatible type 'CGDataProviderReleaseDataCallback'" on CN1Metalcompat.m:1083 in CI run 25280296453. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CN1MetalFlushMutableImageSync only waits on the command buffer that CN1MetalBeginMutableImageDraw opens during a drainOps cycle. If no drawFrame has fired since the mutable image was last drawn into, no command buffer exists, the flush is a no-op, and the queued ExecutableOps for this target are still sitting in the queue. Reading the mtlMutableTexture at that point samples whatever the texture was cleared to (transparent black for the Switch case), so the gaussian blur's input was empty even with the readback path I just added. Mirror the dance in imageRgbToIntArrayImpl: call flushBuffer first to make drawFrame drain the queue, which opens Begin/End mutable encoders and runs the queued shadow-ring fillArcs against the texture; then read the texture as a UIImage and feed it to CIGaussianBlur. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Following 5fb3f6a (joinPath=true), pills (arcWidth==height, arcHeight==height) still rendered with a triangular tear because roundRectPath emitted lineTo's between abutting corners with zero length. Renderer.c interprets zero-length lineTo's as phantom edges that break the winding-fill pass: the four corner arcs were seamlessly connected at sub-path level but the rasterizer's edge counting fell off the rails right where two corners abutted, leaving a triangle of pixels uncovered. Switch's white-on-green track was the visible victim. Skip the lineTo when rx == width/2 (no top/bottom straight edge, i.e. pill or circle horizontally) or ry == height/2 (no left/right straight edge, vertical pill or circle). Both corners share the endpoint so dropping the redundant lineTo yields the same closed contour for the rasterizer without any phantom edges. Apply in both MutableGraphics.roundRectPath and GlobalGraphics.roundRectPath. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Previous fix (15e1d9f) just skipped the zero-length lineTo's between the four corner arcs but still emitted four separate 90-deg arcs at the same bbox for pills. Each arc invocation does its own join-step and sub-path bookkeeping; even with zero-length lineTo's removed, the path fed into Renderer.c had four 90-deg quadratic-bezier curves abutting at mid-points that the rasterizer was still cracking, leaving the diagonal triangular tear visible on Switch. Restructure roundRectPath: - True ellipse / circle (no edges either axis): single 360-deg arc. - Horizontal pill (full-height corners, height==arcHeight): two semicircle (180-deg) arcs joined by non-zero top/bottom edges. The right side is one continuous half-circle path, no abutting quarter- arcs at the equator that the rasterizer can mishandle. - Vertical pill: symmetric to horizontal. - General rounded rect: four quarter-arcs + four real edges (joinPath=true) -- unchanged from the prior fix path, just kept here for completeness. Mirrors in MutableGraphics.roundRectPath and GlobalGraphics.roundRectPath. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GL's startDrawingOnImageImpl draws the GLUIImage's existing UIImage into the freshly-opened CG context (CodenameOne_GLViewController.m: 2110-2114), so subsequent draws layer on top of pre-existing pixels. Metal's CN1MetalEnsureMutableTexture was creating a freshly-cleared texture and never copying the UIImage content -- pre-existing pixels were silently discarded the moment the first Java-side draw call triggered checkControl + startDrawingOnImage. Switch's createRoundThumbImage was the visible victim: it draws shadow rings, calls Display.gaussianBlurImage() to soften them into a halo, then draws the thumb fillArc on top. gausianBlurImage returns an Image whose underlying GLUIImage carries the blurred shadow as a UIImage. The first draw on that image's Graphics initialised an empty mutable texture and the halo was gone -- the composited switch showed a sharp ring artefact where the unblurred shadow rings would have been if the gaussian blur had worked. Fix: in CN1MetalEnsureMutableTexture, after clearing the texture, blit the GLUIImage's existing UIImage (if any) into it. Mirrors what GL's startDrawingOnImageImpl does. The blit is a one-shot at texture creation; subsequent draws see the seeded content and layer on top. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Commit 49b563a restructured roundRectPath to use a single 180-deg arc per pill end. The arc angles I picked didn't match cn1's getPointAtAngle convention (which uses (cy + b*sin(theta)) -- y-flipped from standard math), so the rendered output still showed a triangular tear because the arc actually traced the wrong half of the ellipse. Roll back to the four-quarter-arc structure (joinPath=true) plus the zero-length-edge skip from 15e1d9f. This is what MutableGraphics had just before 49b563a and produces the right corners (we know graphics- fill-round-rect was passing in that intermediate state). The Switch artefact is likely fixed by the UIImage-seed change in 9f03c11 (the gausianBlurImage halo now survives into the thumb image's MTL texture) not by the roundRectPath structure. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Commit 9f03c11 used a blitCommandEncoder copy from the source UIImage texture (RGBA8Unorm, what CN1MetalTextureFromUIImage allocates) onto the destination mutable texture (BGRA8Unorm). Metal blit copies bytes verbatim regardless of pixel format -- the result has R and B channel indices swapped, plus the cleared bg colour underneath gets clobbered because blit bypasses blending. Switch's blurred shadow seeded into the thumb image's mutable texture but with R/B reversed: a slight mauve halo where there should have been neutral gray, plus the all-or-nothing destination overwrite meant clear-colour bg was lost. Replace the blit with a render pass that draws the source as a textured fullscreen quad through cn1_fs_textured. The sampler does the format conversion automatically (RGBA in, BGRA out, channels in the right slots) and premultiplied-alpha blend mode composites the seed over the cleared bg colour properly. Render pass loadAction=Load preserves the just-cleared bg pass output. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…der pass Two fixes for the mutable-texture seed render pass added in 70ecde3: 1. V-flip texcoords. CN1MetalTextureFromUIImage stores the source with memory_row_0 = visual BOTTOM (CG default no-flip CTM puts image row 0 at the bottom of the bitmap context). The mutable target uses memory_row_0 = visual TOP (matches user-y=0 at top). Reading V=0 at the top dest vertex pulled the source's visual bottom up to the dest top, so gausianBlurImage's blurred halo seeded into the thumb image ended up upside-down -- the dark halo landed below the thumb where the visual top of the source was empty, leaving a hard-edged ring above the thumb instead of a soft glow around it. 2. ensurePipelineCache() before reading pipelineCache. The very first mutable image touched in the run typically pre-dates BeginFrame (which is what normally initialises pipelineCache lazily). Without the explicit init the seed render pass was a no-op. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three iterations (9f03c11, 70ecde3, 512aae3) tried to seed the mutable's MTLTexture with the GLUIImage's UIImage content so that gausianBlurImage's blurred halo would survive into the thumb image draw. None of them eliminated the triangular tear artefact on Switch -- the rendered output looked identical to the pre-seed state across blit, render-pass, and V-flipped-render-pass attempts. The seed was either not actually running, running with wrong orientation that visually cancelled into the same artefact, or the artefact was never caused by the missing seed in the first place. Revert to a plain freshly-cleared mutable texture. The remaining Switch artefact is a real rendering quality issue but isolating its true cause needs device-level inspection. The CN1MetalReadMutableImage- AsUIImage helper from 7533857 stays -- it lets gausianBlurImage at least see the mutable pixels, even if the blurred output doesn't propagate cleanly back yet. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captured from CI run 25289452406 / build-ios-metal job (commit b8db2d7 applied -- roundRectPath joinPath=true with zero-length-edge skip, fillArc full-circle-without-pacman, gausianBlurImage drain-then-readback, LRU glyph atlas). The six refreshed goldens: SwitchTheme_dark / _light - pill renders as solid (vs four pacman wedges); a small triangular sub-pixel artefact remains where thumb meets pill (gausianBlurImage halo doesn't propagate into the thumb image's MTL texture; user accepted current quality). graphics-draw-round-rect - sub-pixel anti-aliasing differences from the joinPath=true + zero-length-edge skip path restructure. graphics-fill-round-rect - same. kotlin / landscape - sub-pixel text rendering differences from the Phase 4 glyph atlas. DialogTheme_dark and FloatingActionButtonTheme_light captures from the same run showed cross-test contamination (FAB.png contained DialogTheme content; DialogTheme_dark.png was mid-transition with light dialog bleeding through). Skipping those -- they're flaky transition captures not bugs in our rendering. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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