gpu compiler pass

✓ Passing This code compiles and runs correctly.

Code

// Test 821: GPU Compiler Pass - Proof of Concept
//
// Demonstrates that compile.target event can detect GLSL and generate wrappers.
// This is the foundation for the full GPU compilation pipeline.
//
// What this tests:
// ✅ compile.target event interface
// ✅ GLSL detection works
// ✅ Wrapper code generation works
//
// Future: Integrate into compiler.coordinate pipeline

const std = @import("std");

// ================================================================
// GPU Compiler Pass Event
// ================================================================

~pub event compile.target {
    target_name: []const u8,
    body: []const u8,
}
| compiled { wrapper_code: []const u8 }
| unsupported { reason: []const u8 }

~proc compile.target {
    const allocator = std.heap.page_allocator;

    // Only handle "gpu" target
    if (!std.mem.eql(u8, target_name, "gpu")) {
        return .{ .unsupported = .{ .reason = "Not GPU" } };
    }

    // Check for GLSL (#version keyword)
    if (std.mem.indexOf(u8, body, "#version")) |_| {
        // Found GLSL! Generate wrapper code
        const wrapper =
            \\// GPU shader compiled
            \\const shader_data = @embedFile("shader.spv");
            \\return .{ .done = .{} };
        ;
        return .{ .compiled = .{ .wrapper_code = try allocator.dupe(u8, wrapper) } };
    }

    return .{ .unsupported = .{ .reason = "No GLSL found" } };
}
input.kz