Zeta
Zeta
Even JavaScript has atomics now, no reason why Haxe shouldn't. Supported targets: - Hxcpp (https://github.com/HaxeFoundation/hxcpp/pull/985) - Hashlink (https://github.com/HaxeFoundation/hashlink/pull/523) - Java/JVM - JavaScript The hashlink unit tests fail in `TestException` when...
The following shader ```glsl #version 450 in vec3 pos; in vec2 uv; in vec4 col; out vec2 frag_uv; uniform mat4 m[4]; void main() { gl_Position = m[gl_InstanceID] * vec4(pos, 1.0f);...
The JIT implementation is based on what GCC emits for it's intrinsics. The C implementation is copy pasted from what I did for hxcpp. See https://github.com/HaxeFoundation/haxe/pull/10610
See [HaxeFoundation/haxe#10610](https://github.com/HaxeFoundation/haxe/pull/10610)
The FNF modders want transparent windows. The implementation has not been tested.
Most things should be handled now. Marking as draft because constant buffers aren't implemented yet. On D3D11 there's enough information available about the shaders, but not on OpenGL. More specifically...
This changes the behaviour of `lime build ` by respecting the users preference for HL or Neko (current behavior is to force Neko). Also changes the default target for cross-compilation...
A replacement for that `?pos:haxe.PosInfos` magic. [Rendered proposal](https://github.com/Apprentice-Alchemist/haxe-evolution/blob/proposal/track-caller/proposals/0000-track-caller.md)
This fixes a bug where typed exprs coming from macros won't have their types properly substituted in generic functions. A simple example is ```hx function main() { foo(0); } @:generic...
Closes #11689