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Metal ios backend#4799

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shai-almog wants to merge 175 commits intomasterfrom
metal-ios-backend
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Metal ios backend#4799
shai-almog wants to merge 175 commits intomasterfrom
metal-ios-backend

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shai-almog and others added 8 commits April 23, 2026 17:00
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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shai-almog commented Apr 23, 2026

Compared 34 screenshots: 34 matched.
✅ JavaScript-port screenshot tests passed.

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github-actions Bot commented Apr 23, 2026

✅ Continuous Quality Report

Test & Coverage

Static Analysis

  • SpotBugs [Report archive]
    • ByteCodeTranslator: 0 findings (no issues)
    • android: 0 findings (no issues)
    • codenameone-maven-plugin: 0 findings (no issues)
    • core-unittests: 0 findings (no issues)
    • ios: 0 findings (no issues)
  • PMD: 0 findings (no issues) [Report archive]
  • Checkstyle: 0 findings (no issues) [Report archive]

Generated automatically by the PR CI workflow.

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github-actions Bot commented Apr 23, 2026

✅ ByteCodeTranslator Quality Report

Test & Coverage

  • Tests: 644 total, 0 failed, 2 skipped

Benchmark Results

  • Execution Time: 10846 ms

  • Hotspots (Top 20 sampled methods):

    • 23.74% java.lang.String.indexOf (451 samples)
    • 18.16% com.codename1.tools.translator.Parser.isMethodUsed (345 samples)
    • 14.00% java.util.ArrayList.indexOf (266 samples)
    • 6.21% com.codename1.tools.translator.Parser.addToConstantPool (118 samples)
    • 4.37% java.lang.Object.hashCode (83 samples)
    • 4.16% com.codename1.tools.translator.ByteCodeClass.markDependent (79 samples)
    • 3.32% java.lang.System.identityHashCode (63 samples)
    • 1.89% com.codename1.tools.translator.ByteCodeClass.updateAllDependencies (36 samples)
    • 1.79% com.codename1.tools.translator.BytecodeMethod.appendMethodSignatureSuffixFromDesc (34 samples)
    • 1.42% com.codename1.tools.translator.Parser.generateClassAndMethodIndexHeader (27 samples)
    • 1.21% com.codename1.tools.translator.ByteCodeClass.calcUsedByNative (23 samples)
    • 1.05% com.codename1.tools.translator.BytecodeMethod.optimize (20 samples)
    • 1.05% com.codename1.tools.translator.ByteCodeClass.fillVirtualMethodTable (20 samples)
    • 0.79% java.lang.StringBuilder.append (15 samples)
    • 0.79% com.codename1.tools.translator.Parser.getClassByName (15 samples)
    • 0.68% com.codename1.tools.translator.BytecodeMethod.isMethodUsedByNative (13 samples)
    • 0.68% java.lang.StringCoding.encode (13 samples)
    • 0.63% com.codename1.tools.translator.BytecodeMethod.appendCMethodPrefix (12 samples)
    • 0.58% sun.nio.fs.UnixNativeDispatcher.open0 (11 samples)
    • 0.53% com.codename1.tools.translator.ByteCodeField.equals (10 samples)
  • ⚠️ Coverage report not generated.

Static Analysis

  • ✅ SpotBugs: no findings (report was not generated by the build).
  • ⚠️ PMD report not generated.
  • ⚠️ Checkstyle report not generated.

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>
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shai-almog commented Apr 23, 2026

iOS screenshot updates

Compared 89 screenshots: 49 matched, 40 updated.

  • AnimateHierarchyScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    AnimateHierarchyScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as AnimateHierarchyScreenshotTest.png in workflow artifacts.

  • AnimateLayoutScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    AnimateLayoutScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as AnimateLayoutScreenshotTest.png in workflow artifacts.

  • AnimateUnlayoutScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    AnimateUnlayoutScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as AnimateUnlayoutScreenshotTest.png in workflow artifacts.

  • ButtonTheme_dark — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    ButtonTheme_dark
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as ButtonTheme_dark.png in workflow artifacts.

  • ButtonTheme_light — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    ButtonTheme_light
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as ButtonTheme_light.png in workflow artifacts.

  • CoverHorizontalTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    CoverHorizontalTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as CoverHorizontalTransitionTest.png in workflow artifacts.

  • FadeTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    FadeTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as FadeTransitionTest.png in workflow artifacts.

  • FlipTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    FlipTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as FlipTransitionTest.png in workflow artifacts.

  • FloatingActionButtonTheme_dark — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    FloatingActionButtonTheme_dark
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as FloatingActionButtonTheme_dark.png in workflow artifacts.

  • FloatingActionButtonTheme_light — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    FloatingActionButtonTheme_light
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as FloatingActionButtonTheme_light.png in workflow artifacts.

  • graphics-draw-arc — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-arc
    Preview info: JPEG preview quality 10; JPEG preview quality 10; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-draw-arc.png in workflow artifacts.

  • graphics-draw-gradient — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-gradient
    Preview info: JPEG preview quality 10; JPEG preview quality 10; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-draw-gradient.png in workflow artifacts.

  • graphics-draw-image-rect — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-image-rect
    Preview info: JPEG preview quality 20; JPEG preview quality 20; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-draw-image-rect.png in workflow artifacts.

  • graphics-draw-round-rect — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-round-rect
    Preview info: JPEG preview quality 30; JPEG preview quality 30; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-draw-round-rect.png in workflow artifacts.

  • graphics-draw-shape — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-shape
    Preview info: JPEG preview quality 20; JPEG preview quality 20; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-draw-shape.png in workflow artifacts.

  • graphics-draw-string — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-string
    Preview info: JPEG preview quality 10; JPEG preview quality 10; downscaled to 413x895.
    Full-resolution PNG saved as graphics-draw-string.png in workflow artifacts.

  • graphics-draw-string-decorated — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-draw-string-decorated
    Preview info: JPEG preview quality 10; JPEG preview quality 10; downscaled to 590x1278.
    Full-resolution PNG saved as graphics-draw-string-decorated.png in workflow artifacts.

  • graphics-fill-arc — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-fill-arc
    Preview info: JPEG preview quality 30; JPEG preview quality 30; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-fill-arc.png in workflow artifacts.

  • graphics-fill-polygon — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-fill-polygon
    Preview info: JPEG preview quality 30; JPEG preview quality 30; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-fill-polygon.png in workflow artifacts.

  • graphics-fill-round-rect — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-fill-round-rect
    Preview info: JPEG preview quality 30; JPEG preview quality 30; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-fill-round-rect.png in workflow artifacts.

  • graphics-fill-shape — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-fill-shape
    Preview info: JPEG preview quality 20; JPEG preview quality 20; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-fill-shape.png in workflow artifacts.

  • graphics-fill-triangle — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-fill-triangle
    Preview info: JPEG preview quality 20; JPEG preview quality 20; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-fill-triangle.png in workflow artifacts.

  • graphics-stroke-test — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-stroke-test
    Preview info: JPEG preview quality 40; JPEG preview quality 40; downscaled to 825x1789.
    Full-resolution PNG saved as graphics-stroke-test.png in workflow artifacts.

  • graphics-tile-image — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    graphics-tile-image
    Preview info: JPEG preview quality 30; JPEG preview quality 30; downscaled to 413x895.
    Full-resolution PNG saved as graphics-tile-image.png in workflow artifacts.

  • kotlin — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    kotlin
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as kotlin.png in workflow artifacts.

  • SheetSlideUpAnimationScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SheetSlideUpAnimationScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SheetSlideUpAnimationScreenshotTest.png in workflow artifacts.

  • SlideFadeTitleTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SlideFadeTitleTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SlideFadeTitleTransitionTest.png in workflow artifacts.

  • SlideHorizontalBackTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SlideHorizontalBackTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SlideHorizontalBackTransitionTest.png in workflow artifacts.

  • SlideHorizontalTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SlideHorizontalTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SlideHorizontalTransitionTest.png in workflow artifacts.

  • SlideVerticalTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SlideVerticalTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SlideVerticalTransitionTest.png in workflow artifacts.

  • SmoothScrollScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SmoothScrollScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SmoothScrollScreenshotTest.png in workflow artifacts.

  • StickyHeaderFadeTransitionScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    StickyHeaderFadeTransitionScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as StickyHeaderFadeTransitionScreenshotTest.png in workflow artifacts.

  • StickyHeaderScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    StickyHeaderScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as StickyHeaderScreenshotTest.png in workflow artifacts.

  • StickyHeaderSlideTransitionScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    StickyHeaderSlideTransitionScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as StickyHeaderSlideTransitionScreenshotTest.png in workflow artifacts.

  • SwitchTheme_dark — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SwitchTheme_dark
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SwitchTheme_dark.png in workflow artifacts.

  • SwitchTheme_light — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    SwitchTheme_light
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as SwitchTheme_light.png in workflow artifacts.

  • TabsTheme_dark — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    TabsTheme_dark
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as TabsTheme_dark.png in workflow artifacts.

  • TabsTheme_light — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    TabsTheme_light
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as TabsTheme_light.png in workflow artifacts.

  • TensileBounceScreenshotTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    TensileBounceScreenshotTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as TensileBounceScreenshotTest.png in workflow artifacts.

  • UncoverHorizontalTransitionTest — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    UncoverHorizontalTransitionTest
    Preview info: Preview provided by instrumentation.
    Full-resolution PNG saved as UncoverHorizontalTransitionTest.png in workflow artifacts.

Benchmark Results

  • VM Translation Time: 0 seconds
  • Compilation Time: 223 seconds

Build and Run Timing

Metric Duration
Simulator Boot 115000 ms
Simulator Boot (Run) 1000 ms
App Install 15000 ms
App Launch 10000 ms
Test Execution 238000 ms

Detailed Performance Metrics

Metric Duration
Base64 payload size 8192 bytes
Base64 benchmark iterations 6000
Base64 native encode 2297.000 ms
Base64 CN1 encode 1557.000 ms
Base64 encode ratio (CN1/native) 0.678x (32.2% faster)
Base64 native decode 991.000 ms
Base64 CN1 decode 952.000 ms
Base64 decode ratio (CN1/native) 0.961x (3.9% faster)
Base64 SIMD encode 373.000 ms
Base64 encode ratio (SIMD/native) 0.162x (83.8% faster)
Base64 encode ratio (SIMD/CN1) 0.240x (76.0% faster)
Base64 SIMD decode 374.000 ms
Base64 decode ratio (SIMD/native) 0.377x (62.3% faster)
Base64 decode ratio (SIMD/CN1) 0.393x (60.7% faster)
Image encode benchmark iterations 100
Image createMask (SIMD off) 57.000 ms
Image createMask (SIMD on) 10.000 ms
Image createMask ratio (SIMD on/off) 0.175x (82.5% faster)
Image applyMask (SIMD off) 168.000 ms
Image applyMask (SIMD on) 86.000 ms
Image applyMask ratio (SIMD on/off) 0.512x (48.8% faster)
Image modifyAlpha (SIMD off) 150.000 ms
Image modifyAlpha (SIMD on) 93.000 ms
Image modifyAlpha ratio (SIMD on/off) 0.620x (38.0% faster)
Image modifyAlpha removeColor (SIMD off) 222.000 ms
Image modifyAlpha removeColor (SIMD on) 133.000 ms
Image modifyAlpha removeColor ratio (SIMD on/off) 0.599x (40.1% faster)
Image PNG encode (SIMD off) 1318.000 ms
Image PNG encode (SIMD on) 1040.000 ms
Image PNG encode ratio (SIMD on/off) 0.789x (21.1% faster)
Image JPEG encode 529.000 ms

shai-almog and others added 17 commits April 23, 2026 22:20
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>
shai-almog and others added 30 commits May 3, 2026 00:04
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>
Last remaining metal screenshot diff. Sub-pixel anti-aliasing
difference in the orientation-locked landscape title rendering;
visually identical to the previous golden. Captured from CI run
25299486019 / build-ios-metal job.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The kotlin golden refreshed in 015b004 captured the small triangular
artefact on the green ON-state Switch on the right side of the Kotlin
test screen. The older golden (commit bc19e84, before any of the
mutable-render path changes) shows the Switch rendered cleanly with
the CG fallback. Switch rendering is the open quality issue; the
golden should reflect the expected output, not the current
implementation's quirks.

When the Switch artefact lands a fix this golden will match again.
Until then the test will diff -- which is the right signal: a real
rendering quality gap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: 'IOSImplementation has very large code blocks in the
Java side and many "if(metal)" checks. This isn't ideal. Such branches
and code should reside in the faster C side of the implementation
where ideally we can ifdef the element out since this is performance
critical code.'

Removed all `if (metalRendering)` runtime checks from
IOSImplementation.java by unifying mutable rendering on the alpha-mask
path. Both Metal and GL builds now route shape / round-rect / arc /
fillShape / drawShape on mutable graphics through Renderer.c -> R8
texture -> DrawTextureAlphaMask op (the same pipeline GlobalGraphics
already uses for screen rendering). The CG-bitmap-then-DrawImage
fallback that the Java side used to call via nativeDrawShapeMutable /
nativeFillShapeMutable / nativeDrawRoundRectMutable / etc. is gone --
those JNIs still exist but the Java side never invokes them.

Specifically removed:
- `static boolean metalRendering` field + init
- `if (metalRendering)` branches in MutableGraphics.nativeDrawShape /
  nativeFillShape / nativeDrawRoundRect / nativeFillRoundRect /
  nativeDrawArc / nativeFillArc
- `if (metalRendering)` branches in GlobalGraphics.nativeDrawRoundRect /
  nativeFillRoundRect
- `else if (metalRendering)` branch in tileImage
- 6 unused private static wrapper methods (nativeDrawRoundRectMutable /
  nativeDrawRoundRectGlobal / nativeFillRoundRectMutable / etc.)

Extracted `renderShapeViaAlphaMask(Shape, Stroke)` helper from the
inline alpha-mask code that was duplicated in nativeDrawShape's
identity-transform and non-identity-transform branches; both branches
collapse into one method called from nativeDrawShape, nativeFillShape,
and the round-rect / arc helpers.

isAlphaMaskSupported() returns true unconditionally (was returning
metalRendering). The alpha-mask path works on both GL and Metal
builds; mutable rendering on GL now goes through the same pipeline as
screen rendering on GL has been doing all along.

Net delta: -105 lines in IOSImplementation.java.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: 'The status file can be purged from most of its
information and only keep applicable implementation choices/missing
features.'

Cut 277 -> 55 lines. Removed: phase tracking, run-by-run damage-score
deltas, abandoned design history (Phase 3 v1 EDT-encoder attempts,
half-pixel projection experiment, mutable Y-flip pre-fix journal),
test-flake disposition notes, intermediate refresh logs.

Kept: backend layout (which file owns what), the 8 architectural
decisions that are still load-bearing (alpha-mask convergence,
deferred commit, glyph atlas, gradient shaders, premultiplied alpha,
Y-down ortho with z remap, persistent render target, Phase 5
hardening), and the 6 known issues a future implementer needs to know
about.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two of the goldens I'd refreshed during the recent session captured
known-broken rendering and locked it in:

- landscape.png (refreshed in 7f1bd51): captured a mid-rotation
  frame -- Orientation Lock title plus a black strip on the right
  where the in-flight transition hadn't filled in yet. Restored from
  fc042d5 (Phase 4 / glyph-atlas LRU refresh) which has the fully
  rotated landscape with title bar spanning the full width.

- SwitchTheme_dark.png and SwitchTheme_light.png (also from 015b004):
  captured the small triangular tear artefact where the ON-state
  green pill meets the white thumb. Restored from bc19e84 which
  shows the switch rendered cleanly via the CG fallback (back when
  the metalRendering gate was dead and CG was silently doing the
  mutable rendering).

The Switch artefact is still present on Metal builds, so these
goldens will diff in CI. That's the right signal -- a real rendering
quality gap. When the artefact lands a fix the goldens will match
again. Same pattern as the kotlin golden restore in 19d0fa7.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The GL goldens render the Switch's white thumb with a subtle outline /
shadow halo around it (cn1's createRoundThumbImage draws shadow rings
and gausianBlurImage softens them into a halo behind the thumb fillArc
on top). On Metal that halo is currently lost: gausianBlurImage
returns a new GLUIImage whose UIImage ivar holds the blurred shadow
but whose mtlMutableTexture is created blank by the next checkControl
-> startDrawingOnImage -> CN1MetalEnsureMutableTexture step, so the
subsequent thumb fillArc lands on a fresh empty texture and the halo
disappears. Switch's composited rendering ends up with a clean thumb
but no outline.

Use the GL captures as the Metal goldens. Same image (cn1 paints
the same widget) but with the proper halo. Metal output will diff
against these in CI -- which is the right signal for the open
"halo missing on Metal" rendering bug. When that bug lands a fix
(fix the texture-seeding path in CN1MetalEnsureMutableTexture) the
goldens will match again.

Same approach for landscape (whose Metal capture I previously merged
mid-rotation with a black strip on the right; GL has the fully-
landscape version) and kotlin (which contains a Switch on screen).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Combines the clear pass + (optional) UIImage seed pass into a single
command buffer in CN1MetalEnsureMutableTexture, so the seed pass's
loadAction=Load reads the cleared bg from the earlier subpass within
the same cb. Earlier attempts (9f03c11 / 70ecde3 / 512aae3, all
reverted in b8db2d7) committed clear and seed in separate cbs --
async commit on the queue meant the seed's Load could capture
pre-clear state, defeating the seed.

The seed renders the GLUIImage's existing UIImage onto the freshly-
cleared mutable texture via the cn1_fs_textured pipeline. Used when
the GLUIImage was constructed via initWithImage (gausianBlurImage,
FontImage, createNativeMutableImage's underlying UIImage etc.). Sampler
handles RGBA8Unorm-source -> BGRA8Unorm-destination format conversion;
a blitEncoder copy would have copied raw bytes and swapped R/B.

Texcoords V-flipped: source memory_row_0 = visual BOTTOM (CG default
no-flip CTM puts image row 0 at the bottom of the bitmap context), so
V=1 at dest top samples source's last-row = visual-top correctly.

Switch's createRoundThumbImage is the visible victim: shadow rings
draw, gausianBlurImage softens them into a halo whose pixels live in
the new GLUIImage's UIImage ivar but not its mtlMutableTexture, then
the next thumb fillArc lands on a fresh blank texture and the halo
disappears. With this seed the halo survives into the texture and
the composited Switch on Metal renders with the proper outline ring
around the white thumb.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…here"

This reverts commit c764fd4.

The unified alpha-mask path on Metal mutable graphics broke shape
rendering: the Java-side renderShapeViaAlphaMask machinery (texture
cache, scale-baking transform composition, alpha-mask creation) is the
only thing that drove that pipeline, and pushing GL through it without
a corresponding native impl meant nothing actually rendered. Restores
the working `if (metalRendering)` branches until shape rendering is
reimplemented in native C, gated by `#ifdef CN1_USE_METAL` per the
original feedback.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The four-corner round-rect path was tracing each corner with sweep=+pi/2
on start angles -pi/2, 0, +pi/2, pi. Because cn1's GeneralPath.arc()
internally negates the user-facing angles before feeding them to
Ellipse.getPointAtAngle (which uses cy + b*sin(theta) on screen-Y-down
coords), each corner's arc actually traversed the *opposite* quadrant of
its bbox -- top-right's arc started at the bottom of the right ellipse
instead of the top, etc.

For non-pill round-rects the bug was masked: each corner bbox sits in
its own region of the rectangle, so even an arc tracing the wrong
quadrant produced an outline that closed up around the rect interior.
The joinPath=true lineTos between corners crossed the bbox interiors
(e.g. top-right corner picked up a vertical line from (top-edge end) to
(corner-bottom)), but the winding-fill rasterizer happened to fill the
overall area the same way.

For pills (arcWidth == arcHeight == box height, so rx == ry == h/2 and
adjacent corners share a bbox because h-2ry == 0) the broken arcs
overlapped each other and the connecting lineTos cut a triangular gash
through the pill. Visible in SwitchTheme / kotlin: the right half of
the toggle track collapsed into a wedge with the thumb sitting in the
gap. The earlier fix attempts (5fb3f6a joinPath=true, 15e1d9f skip
zero-length edges) were addressing symptoms of the same wrong-quadrant
issue.

Switch to a CW screen-coord traversal where each corner's start angle
matches where the previous edge ended and sweep=-pi/2 traces the
corner's own quadrant:

  top-right    : start +pi/2 (top),    sweep -pi/2 -> right
  bottom-right : start  0    (right),  sweep -pi/2 -> bottom
  bottom-left  : start -pi/2 (bottom), sweep -pi/2 -> left
  top-left     : start +pi   (left),   sweep -pi/2 -> top

Apply the same correction in MutableGraphics.roundRectPath and
GlobalGraphics.roundRectPath so screen and mutable rendering stay
consistent. The mutable alpha-mask pipeline now renders Switch tracks
as full pills end-to-end on Metal -- verified locally on iPhone 16 Pro
against the kotlin test golden.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…oints

GPU line rasterisation snaps each line to the pixel grid. A horizontal
line at integer y (e.g. y=0) straddles the boundary between row -1 and
row 0; hardware antialiasing splits the coverage between the two rows
at half intensity each, so the line ends up looking 2 px wide and washed
out instead of crisp 1 px. The standard fix is to pass endpoints through
the pixel centre (y = N + 0.5) so the line sits inside a single row.

The GL ES2 path already does this -- DrawLine.m:122 emits
`x1+0.5, y1+0.5, x2+0.5, y2+0.5`, and DrawRect.m:122 mirrors the same
+0.5 on every vertex of the closed line strip. Mirror it in Metal's
CN1MetalDrawLine and CN1MetalDrawRect.

Visible victim: the graphics-draw-rect test draws hundreds of
concentric drawRect outlines with cycling colours. On GL each outline
is a distinct 1 px coloured stripe and the whole stack reads as a
moiré of stripes. On Metal pre-fix the lines smeared between adjacent
rows and the inner stripes blurred into a solid filled block.
graphics-draw-line had the analogous symptom on every line in the test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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