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Repository: ascpixi/smolsharp
Branch: main
Commit: 54a4aeb6e8f6
Files: 75
Total size: 191.6 KB

Directory structure:
gitextract_4k5md_rt/

├── .gitignore
├── LICENSE
├── README.md
├── shaderpkg.bat
├── src/
│   ├── BFlat.ZeroLib/
│   │   ├── BFlat.ZeroLib.projitems
│   │   ├── BFlat.ZeroLib.shproj
│   │   ├── Internal/
│   │   │   ├── Startup.Efi.cs
│   │   │   ├── Startup.Unix.cs
│   │   │   ├── Startup.Windows.cs
│   │   │   └── Stubs.cs
│   │   ├── System/
│   │   │   ├── AppContext.cs
│   │   │   ├── Array.cs
│   │   │   ├── Attribute.cs
│   │   │   ├── Console.Efi.cs
│   │   │   ├── Console.Unix.cs
│   │   │   ├── Console.Windows.cs
│   │   │   ├── Console.cs
│   │   │   ├── Delegate.cs
│   │   │   ├── Enum.cs
│   │   │   ├── Environment.Efi.cs
│   │   │   ├── Environment.Unix.cs
│   │   │   ├── Environment.Windows.cs
│   │   │   ├── Nullable.cs
│   │   │   ├── Object.cs
│   │   │   ├── Primitives.cs
│   │   │   ├── ReadOnlySpan.cs
│   │   │   ├── Reflection/
│   │   │   │   └── ReflectionAttributes.cs
│   │   │   ├── Runtime/
│   │   │   │   ├── CompilerServices/
│   │   │   │   │   ├── ClassConstructorRunner.cs
│   │   │   │   │   ├── CompilerAttributes.cs
│   │   │   │   │   ├── RuntimeFeature.cs
│   │   │   │   │   ├── RuntimeHelpers.cs
│   │   │   │   │   └── Unsafe.cs
│   │   │   │   └── InteropServices/
│   │   │   │       ├── InteropAttributes.cs
│   │   │   │       └── MemoryMarshal.cs
│   │   │   ├── RuntimeHandles.cs
│   │   │   ├── String.cs
│   │   │   ├── Thread.Efi.cs
│   │   │   ├── Thread.Unix.cs
│   │   │   ├── Thread.Windows.cs
│   │   │   ├── Type.cs
│   │   │   ├── ValueTuple.cs
│   │   │   └── ValueType.cs
│   │   └── UnmanagedExports.cs
│   ├── ShaderCompressor/
│   │   ├── ShaderCompressor.cpp
│   │   ├── ShaderCompressor.vcxproj
│   │   └── ShaderCompressor.vcxproj.filters
│   ├── SmolSharp.HelloWorld/
│   │   ├── Program.cs
│   │   └── SmolSharp.HelloWorld.csproj
│   ├── SmolSharp.Mandelbrot/
│   │   ├── FractalRenderer.cs
│   │   ├── Program.cs
│   │   └── SmolSharp.Mandelbrot.csproj
│   ├── SmolSharp.Ocean/
│   │   ├── Buffers.cs
│   │   ├── GLLoader.cs
│   │   ├── Program.cs
│   │   ├── Shaders/
│   │   │   ├── OceanShader.cs
│   │   │   ├── frag-min.glsl
│   │   │   └── frag.glsl
│   │   └── SmolSharp.Ocean.csproj
│   ├── SmolSharp.Win32/
│   │   ├── CompressAPI.cs
│   │   ├── GDI/
│   │   │   ├── GDIPaintStruct.cs
│   │   │   ├── GDIPoint.cs
│   │   │   ├── GDIRect.cs
│   │   │   ├── Gdi32.cs
│   │   │   └── OpenGL/
│   │   │       ├── GL.cs
│   │   │       └── PixelFormatDescriptor.cs
│   │   ├── Kernel32.cs
│   │   ├── SmolSharp.Win32.projitems
│   │   ├── SmolSharp.Win32.shproj
│   │   ├── User32.cs
│   │   ├── WinMM.cs
│   │   ├── WindowClassA.cs
│   │   └── WndMessage.cs
│   ├── SmolSharp.props
│   └── SmolSharp.sln
└── tools/
    └── readme.md

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
tools/*.exe


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================================================
FILE: LICENSE
================================================
                    GNU GENERAL PUBLIC LICENSE
                       Version 3, 29 June 2007

 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
 Everyone is permitted to copy and distribute verbatim copies
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================================================
FILE: README.md
================================================

# 🐜 SmolSharp
SmolSharp is a repository that demonstrates the ability to use NativeAOT to build extremely small binaries without any kind of external utility or linker. For example, for a simple hello world program, by default, NAOT produces a binary that is `2998272` bytes in size with the following properties:
```xml
<PublishAot>true</PublishAot>
<Optimize>true</Optimize>
<OptimizationPreference>Size</OptimizationPreference>
<PublishTrimmed>true</PublishTrimmed>
```
With the `SmolSharp.props` file being imported, the compiler produces a binary that is only `2021` bytes in size - a 0.07% of the original file-size.

## Project overview
| Project Name     | Binary size | Description                                                        |
| ---------------- | ----------- | ------------------------------------------------------------------ |
| HelloWorld       | 2021 B      | A console program that outputs "Hello World".
| Mandelbrot       | 2879 B      | A windowed program that renders a fractal (the Mandelbrot set).
| Ocean            | 7316 B      | A windowed OpenGL program that renders a ray-marched stylized ocean.

As of pull-request [Compile as x86](https://github.com/ascpixi/smolsharp/pull/3) by [Michal Strehovský](https://github.com/MichalStrehovsky), the projects may also be compiled in 32-bit mode, which reduces file sizes even further:

| Project Name     | Binary size | Description                                                        |
| ---------------- | ----------- | ------------------------------------------------------------------ |
| HelloWorld       | 1711 B      | A console program that outputs "Hello World".
| Mandelbrot       | 2299 B      | A windowed program that renders a fractal (the Mandelbrot set).
| Ocean            | 5832 B      | A windowed OpenGL program that renders a ray-marched stylized ocean.

You may find this version in the [`/bit32`](https://github.com/ascpixi/smolsharp/tree/bit32) branch.

https://github.com/ascpixi/smolsharp/assets/44982772/c70e1e20-7cef-473d-bbf5-67079bec2487
###### Screen capture of the Ocean demo

## Inner-workings
All of the functionality of SmolSharp is contained in the `SmolSharp.props` file. The following techniques are employed in order to achieve minimal binary sizes:
1.  **Custom standard library** - SmolSharp uses the [bflat zerolib](https://github.com/bflattened/bflat/tree/master/src/zerolib) standard library, serving as the primary size-saving technique. However, this results in the lack of any kind of GC and removes all built-in BCL classes and functionality, requiring the use of raw P/Invokes to interface with Windows' APIs.
2. **Raw P/Invokes** - all external `[DllImport]` declarations are specified in the `<DirectPInvoke>` list in the MSBuild `.props` file, removing the need for a dynamic loader. To prevent redundant `RhpReversePInvoke` calls, every `[DllImport]` is marked with the `[SuppressGCTransition]` attribute.
3. **ILC configuration** - several MSBuild properties instruct the IL compiler (ILC) to optimize and generate code with binary size as its top priority. All Win32 resources (usually embedded in the `.rsrc` section) are omitted by setting the internal property `_Win32ResFile` to an empty string, in a target that executes before the `LinkNative` target (or for .NET 8+, by setting an undocumented property).
4. **Native object file manipulation** - the alignment of all sections in the native object file is set to their minimum accepted value using `objcopy`. Additionally, since no exception handling is used, the SEH exception data directory (the `.pdata` section) is removed.
5. **Linker flags** - several MSVC linker flags are specified, significantly reducing the size of the final binary image:
	- `/align:16` - sets section alignment to 16 bytes, which, based on testing, is the minimum accepted value
	- `/manifestuac:no` - forces the linker to never embed any UAC manifest
	- `/opt:ref /opt:icf` - enables linker reference optimization
	- `/safeseh:no` - allows the linker to skip embedding SEH data
	- `/emittoolversioninfo:no` - removes linker/compiler version information (the Rich header). **Undocumented.**
	- `/emitpogophaseinfo` - removes the debug directory from the final output. **Undocumented.**
	- `/nodefaultlib` - excludes CRT libraries from the binary
	- `/fixed` - instructs the operating system to load the binary at a static address, disabling relocations and making the linker skip emitting the `.reloc` section
	- `/merge:.modules=.rdata` - merges the `.modules` and `.rdata` sections due to their identical attributes
	- `/merge:.managedcode=.text` - merges the `.managedcode` and `.text` sections due to their identical attributes
6. **Finishing touches** - all trailing null bytes are stripped from the binary.

Please note that these steps also may be performed without the use of MSBuild - this is demonstrated by the [`MichalStrehovsky/zerosharp`](https://github.com/MichalStrehovsky/zerosharp) repository.

## Caveats
As mentioned in the [Inner-workings](#Inner-workings) section, the lack of a GC means that object allocations are frowned upon, and all memory retrieved via dynamic allocation should be disposed of manually, similarly to C. As all of the BCL classes are missing, this also means that they have to be either re-implemented, or alternatives need to be used, like the host OS's built-in APIs. This project also only works on Windows - it depends on importing Win32 classes, and assumes the output binary format is PE, which is only majorly supported by NT-based OS's.

## Potential improvements
As this repository focuses on avoiding any kind of external tools, the default MSVC linker was used. However, specialized linkers such as the [Crinkler](https://github.com/runestubbe/Crinkler) may be used in order to compress the whole binary and avoid any unnecessary sections. 

## Building
In order to build any given project, in the project's root folder (near the .csproj file), simply run:
```console
dotnet publish -r win-x64 -c release
```

For the OpenGL ocean demo, you can quickly compress a GLSL fragment shader by using the `ShaderCompressor` project, included with the repository. The shader compressor is a simple C++ program that uses Windows's built-in cabinet compression API in order to create byte arrays that can then be consumed by the compiled application. It's recommended to also minify your shader - for example, with [`laurentlb/Shader_Minifier`](https://github.com/laurentlb/Shader_Minifier). The `shaderpkg` batch file will use the `shader_minifier` binary in the `./tools` directory. The main fragment shader for `SmolSharp.Ocean` is located in `./src/SmolSharp.Ocean/Shaders/frag.glsl`.


================================================
FILE: shaderpkg.bat
================================================
@echo off
"./tools/shader_minifier.exe" -o minified.glsl --format text --smoothstep --aggressive-inlining %1
"./src/ShaderCompressor/bin/x64/Release/ShaderCompressor.exe" minified.glsl compressed.txt


================================================
FILE: src/BFlat.ZeroLib/BFlat.ZeroLib.projitems
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
    <MSBuildAllProjects Condition="'$(MSBuildVersion)' == '' Or '$(MSBuildVersion)' &lt; '16.0'">$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
    <HasSharedItems>true</HasSharedItems>
    <SharedGUID>5898fe8d-6758-42d0-9303-2aeaae32c47b</SharedGUID>
  </PropertyGroup>
  <PropertyGroup Label="Configuration">
    <Import_RootNamespace>BFlat.ZeroLib</Import_RootNamespace>
  </PropertyGroup>
  <ItemGroup>
    <Compile Include="$(MSBuildThisFileDirectory)Internal\Startup.Efi.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)Internal\Startup.Unix.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)Internal\Startup.Windows.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)Internal\Stubs.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\AppContext.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Array.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Attribute.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Console.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Console.Efi.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Console.Unix.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Console.Windows.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Delegate.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Enum.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Environment.Efi.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Environment.Unix.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Environment.Windows.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Nullable.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Object.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Primitives.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\ReadOnlySpan.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Reflection\ReflectionAttributes.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\RuntimeHandles.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\CompilerServices\ClassConstructorRunner.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\CompilerServices\CompilerAttributes.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\CompilerServices\RuntimeFeature.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\CompilerServices\RuntimeHelpers.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\CompilerServices\Unsafe.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\InteropServices\InteropAttributes.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Runtime\InteropServices\MemoryMarshal.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\String.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Thread.Efi.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Thread.Unix.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Thread.Windows.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\Type.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\ValueTuple.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)System\ValueType.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)UnmanagedExports.cs" />
  </ItemGroup>
</Project>

================================================
FILE: src/BFlat.ZeroLib/BFlat.ZeroLib.shproj
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup Label="Globals">
    <ProjectGuid>5898fe8d-6758-42d0-9303-2aeaae32c47b</ProjectGuid>
    <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
  </PropertyGroup>
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
  <PropertyGroup />
  <Import Project="BFlat.ZeroLib.projitems" Label="Shared" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
</Project>


================================================
FILE: src/BFlat.ZeroLib/Internal/Startup.Efi.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if UEFI

using System;
using System.Runtime;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

namespace Internal.Runtime.CompilerHelpers
{
    unsafe partial class StartupCodeHelpers
    {
        internal static EFI_SYSTEM_TABLE* s_efiSystemTable;

        [RuntimeImport("*", "__managed__Main")]
        [MethodImpl(MethodImplOptions.InternalCall)]
        static extern int ManagedMain(int argc, char** argv);

        [RuntimeExport("EfiMain")]
        static long EfiMain(IntPtr imageHandle, EFI_SYSTEM_TABLE* systemTable)
        {
            s_efiSystemTable = systemTable;
            ManagedMain(0, null);

            while (true) ;
        }

        internal static unsafe void InitializeCommandLineArgsW(int argc, char** argv)
        {
            // argc and argv are garbage because EfiMain didn't pass any
        }

        private static string[] GetMainMethodArguments()
        {
            return new string[0];
        }
    }

    [StructLayout(LayoutKind.Sequential)]
    struct EFI_HANDLE
    {
        private IntPtr _handle;
    }

    [StructLayout(LayoutKind.Sequential)]
    unsafe readonly struct EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL
    {
        private readonly IntPtr _pad0;
        public readonly delegate* unmanaged<void*, char*, void*> OutputString;
        private readonly IntPtr _pad1;
        private readonly IntPtr _pad2;
        private readonly IntPtr _pad3;
        public readonly delegate* unmanaged<void*, uint, void> SetAttribute;
        private readonly IntPtr _pad4;
        public readonly delegate* unmanaged<void*, uint, uint, void> SetCursorPosition;
    }

    [StructLayout(LayoutKind.Sequential)]
    readonly struct EFI_INPUT_KEY
    {
        public readonly ushort ScanCode;
        public readonly ushort UnicodeChar;
    }

    [StructLayout(LayoutKind.Sequential)]
    unsafe readonly struct EFI_SIMPLE_TEXT_INPUT_PROTOCOL
    {
        private readonly IntPtr _pad0;
        public readonly delegate*<void*, EFI_INPUT_KEY*, ulong> ReadKeyStroke;
    }

    [StructLayout(LayoutKind.Sequential)]
    readonly struct EFI_TABLE_HEADER
    {
        public readonly ulong Signature;
        public readonly uint Revision;
        public readonly uint HeaderSize;
        public readonly uint Crc32;
        public readonly uint Reserved;
    }

    [StructLayout(LayoutKind.Sequential)]
    unsafe readonly struct EFI_SYSTEM_TABLE
    {
        public readonly EFI_TABLE_HEADER Hdr;
        public readonly char* FirmwareVendor;
        public readonly uint FirmwareRevision;
        public readonly EFI_HANDLE ConsoleInHandle;
        public readonly EFI_SIMPLE_TEXT_INPUT_PROTOCOL* ConIn;
        public readonly EFI_HANDLE ConsoleOutHandle;
        public readonly EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL* ConOut;
        public readonly EFI_HANDLE StandardErrorHandle;
        public readonly EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL* StdErr;
        public readonly EFI_RUNTIME_SERVICES* RuntimeServices;
        public readonly EFI_BOOT_SERVICES* BootServices;
    }

    [StructLayout(LayoutKind.Sequential)]
    struct EFI_TIME
    {
        public ushort Year;
        public byte Month;
        public byte Day;
        public byte Hour;
        public byte Minute;
        public byte Second;
        public byte Pad1;
        public uint Nanosecond;
        public short TimeZone;
        public byte Daylight;
        public byte PAD2;
    }

    [StructLayout(LayoutKind.Sequential)]
    unsafe readonly struct EFI_RUNTIME_SERVICES
    {
        public readonly EFI_TABLE_HEADER Hdr;
        public readonly delegate*<EFI_TIME*, void*, ulong> GetTime;
    }

    [StructLayout(LayoutKind.Sequential)]
    unsafe readonly struct EFI_BOOT_SERVICES
    {
        readonly EFI_TABLE_HEADER Hdr;
        private readonly void* pad0;
        private readonly void* pad1;
        private readonly void* pad2;
        private readonly void* pad3;
        private readonly void* pad4;
        public readonly delegate*<int, nint, void**, ulong> AllocatePool;
        private readonly void* pad6;
        private readonly void* pad7;
        private readonly void* pad8;
        private readonly void* pad9;
        private readonly void* pad10;
        private readonly void* pad11;
        private readonly void* pad12;
        private readonly void* pad13;
        private readonly void* pad14;
        private readonly void* pad15;
        private readonly void* pad16;
        private readonly void* pad17;
        private readonly void* pad18;
        private readonly void* pad19;
        private readonly void* pad20;
        private readonly void* pad21;
        private readonly void* pad22;
        private readonly void* pad23;
        private readonly void* pad24;
        private readonly void* pad25;
        private readonly void* pad26;
        private readonly void* pad27;
        public readonly delegate*<uint, ulong> Stall;
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/Internal/Startup.Unix.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if LINUX

using System;
using System.Runtime;
using System.Runtime.InteropServices;

namespace Internal.Runtime.CompilerHelpers
{
    unsafe partial class StartupCodeHelpers
    {
        static int s_argc;
        static sbyte** s_argv;

        internal static unsafe void InitializeCommandLineArgs(int argc, sbyte** argv)
        {
            s_argc = argc;
            s_argv = argv;
        }

        private static string[] GetMainMethodArguments()
        {
            string[] args = new string[s_argc - 1];
            for (int i = 1; i < s_argc; ++i)
            {
                args[i - 1] = new string(s_argv[i]);
            }

            return args;
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/Internal/Startup.Windows.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if WINDOWS

using System;
using System.Runtime;
using System.Runtime.InteropServices;

namespace Internal.Runtime.CompilerHelpers
{
    unsafe partial class StartupCodeHelpers
    {
        internal static unsafe void InitializeCommandLineArgsW(int argc, char** argv)
        {
            // argc and argv are a lie because CRT didn't start the process on Windows
        }

        private static string[] GetMainMethodArguments()
        {
            int argc;
            char** argv = CommandLineToArgvW(GetCommandLineW(), &argc);

            [DllImport("kernel32")]
            static extern char* GetCommandLineW();

            [DllImport("shell32")]
            static extern char** CommandLineToArgvW(char* lpCmdLine, int* pNumArgs);

            string[] args = new string[argc - 1];
            for (int i = 1; i < argc; ++i)
            {
                args[i - 1] = new string(argv[i]);
            }

            return args;
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/Internal/Stubs.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System;
using System.Runtime;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;

namespace System.Runtime
{
    internal sealed class RuntimeExportAttribute : Attribute
    {
        public RuntimeExportAttribute(string entry) { }
    }

    internal sealed class RuntimeImportAttribute : Attribute
    {
        public RuntimeImportAttribute(string lib) { }
        public RuntimeImportAttribute(string lib, string entry) { }
    }

    internal unsafe struct MethodTable
    {
        internal ushort _usComponentSize;
        private ushort _usFlags;
        internal uint _uBaseSize;
        internal MethodTable* _relatedType;
        private ushort _usNumVtableSlots;
        private ushort _usNumInterfaces;
        private uint _uHashCode;
    }
}

namespace Internal.Runtime.CompilerHelpers
{
    static class ThrowHelpers
    {
        static void ThrowIndexOutOfRangeException() => Environment.FailFast(null);
        static void ThrowDivideByZeroException() => Environment.FailFast(null);
    }

    static class InteropHelpers
    {

    }

    // A class that the compiler looks for that has helpers to initialize the
    // process. The compiler can gracefully handle the helpers not being present,
    // but the class itself being absent is unhandled. Let's add an empty class.
    unsafe partial class StartupCodeHelpers
    {
        // A couple symbols the generated code will need we park them in this class
        // for no particular reason. These aid in transitioning to/from managed code.
        // Since we don't have a GC, the transition is a no-op.
        [RuntimeExport("RhpReversePInvoke")]
        static void RhpReversePInvoke() { }

        [RuntimeExport("RhpReversePInvokeReturn")]
        static void RhpReversePInvokeReturn() { }

        [RuntimeExport("RhpPInvoke")]
        static void RhpPInvoke() { }

        [RuntimeExport("RhpPInvokeReturn")]
        static void RhpPInvokeReturn() { }

        [RuntimeExport("RhpFallbackFailFast")]
        static void RhpFallbackFailFast()
        {
#if PERFORM_CHECKS
            Environment.FailFast(null);
#endif
        }

        [RuntimeExport("RhpNewFast")]
        static unsafe void* RhpNewFast(MethodTable* pMT)
        {
            MethodTable** result = AllocObject(pMT->_uBaseSize);
            *result = pMT;
            return result;
        }

        [RuntimeExport("RhpNewArray")]
        static unsafe void* RhpNewArray(MethodTable* pMT, int numElements)
        {
#if PERFORM_CHECKS
            if (numElements < 0)
                Environment.FailFast(null);
#endif

            MethodTable** result = AllocObject((uint)(pMT->_uBaseSize + numElements * pMT->_usComponentSize));
            *result = pMT;
            *(int*)(result + 1) = numElements;
            return result;
        }

        // These are exported, so that SuppressGCTransition works.
        // SuppressGCTransition avoids generating calls to RhpReversePInvoke
        // (an empty method, in our case), which saves us a lot of bytes.
        // (warning: this is not present in the original BFlat zerolib!)
        [RuntimeExport("RhpGcPoll")]
        static void RhpGcPoll() { }

        [RuntimeExport("RhpTrapThreads")]
        static void RhpTrapThreads() { }

        internal struct ArrayElement
        {
            public object Value;
        }

        [RuntimeExport("RhpStelemRef")]
        public static unsafe void StelemRef(Array array, nint index, object obj)
        {
            ref object element = ref Unsafe.As<ArrayElement[]>(array)[index].Value;

            MethodTable* elementType = array.m_pMethodTable->_relatedType;

            if (obj == null)
                goto assigningNull;

#if PERFORM_CHECKS
            if (elementType != obj.m_pMethodTable)
                Environment.FailFast(null); /* covariance */
#endif

doWrite:
            element = obj;
            return;

assigningNull:
            element = null;
            return;
        }

        [RuntimeExport("RhpCheckedAssignRef")]
        public static unsafe void RhpCheckedAssignRef(void** dst, void* r)
        {
            *dst = r;
        }

        [RuntimeExport("RhpAssignRef")]
        public static unsafe void RhpAssignRef(void** dst, void* r)
        {
            *dst = r;
        }

        static unsafe MethodTable** AllocObject(uint size)
        {
#if WINDOWS
            [DllImport("kernel32")]
            static extern MethodTable** LocalAlloc(uint flags, uint size);
            MethodTable** result = LocalAlloc(0x40, size);
#elif LINUX
            [DllImport("libSystem.Native")]
            static extern MethodTable** SystemNative_Malloc(nuint size);
            MethodTable** result = SystemNative_Malloc(size);
#elif UEFI
            MethodTable** result;
            StartupCodeHelpers.s_efiSystemTable->BootServices->AllocatePool(2 /* LoaderData*/, (nint)size, (void**)&result);
#endif

            return result;
        }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/AppContext.cs
================================================
using System;

namespace System
{
    public static class AppContext
    {
        public static void SetData(string name, object? data) { }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Array.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public abstract class Array
    {
        private readonly int _length;

        public int Length => _length;
    }

    class Array<T> : Array { }
}


================================================
FILE: src/BFlat.ZeroLib/System/Attribute.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public abstract class Attribute { }

    public enum AttributeTargets { }

    public sealed class AttributeUsageAttribute : Attribute
    {
        //Constructors 
        public AttributeUsageAttribute(AttributeTargets validOn) 
        {
        }

       public bool AllowMultiple
       {
           get { return false; }
           set { }
       }

       public bool Inherited
       {
           get { return false; }
           set { }
       }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Console.Efi.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if UEFI

using Internal.Runtime.CompilerHelpers;

namespace System
{
    public static unsafe partial class Console
    {
        public static unsafe void Write(char c)
        {
            int cc = c;
            EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
            tbl->ConOut->OutputString(tbl->ConOut, (char*)&cc);
        }

        public static unsafe ConsoleColor ForegroundColor
        {
            set
            {
                EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
                tbl->ConOut->SetAttribute(tbl->ConOut, (uint)value);
            }
        }

        public static void SetCursorPosition(int x, int y)
        {
            EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
            tbl->ConOut->SetCursorPosition(
                tbl->ConOut,
                (uint)x,
                (uint)y);
        }

        static char s_keyBuffer;
        static ushort s_scanCodeBuffer;

        private static unsafe bool FillBuffer()
        {
            if (s_scanCodeBuffer == 0)
            {
                EFI_INPUT_KEY key;
                EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
                if (tbl->ConIn->ReadKeyStroke(tbl->ConIn, &key) == 0)
                {
                    s_keyBuffer = (char)key.UnicodeChar;
                    s_scanCodeBuffer = key.ScanCode;
                    return true;
                }
                return false;
            }
            return true;
        }

        public static bool KeyAvailable => FillBuffer();

        public static ConsoleKeyInfo ReadKey(bool intercept)
        {
            if (FillBuffer())
            {
                ConsoleKey key = s_scanCodeBuffer switch
                {
                    1 => ConsoleKey.UpArrow,
                    2 => ConsoleKey.DownArrow,
                    3 => ConsoleKey.RightArrow,
                    4 => ConsoleKey.LeftArrow,
                    _ => default(ConsoleKey),
                };
                s_scanCodeBuffer = 0;
                return new ConsoleKeyInfo(s_keyBuffer, key, false, false, false);
            }
            return default;
        }

        public static unsafe void SetWindowSize(int x, int y)
        {
        }

        public static void SetBufferSize(int x, int y)
        {
        }

        public static unsafe string Title
        {
            set
            {
                _ = value;
            }
        }

        public static unsafe bool CursorVisible
        {
            set
            {
                _ = value;
            }
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Console.Unix.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if LINUX

using System.Runtime.InteropServices;

namespace System
{
    public static unsafe partial class Console
    {
        public static unsafe string Title
        {
            set
            {
                _ = value;
            }
        }

        public static unsafe bool CursorVisible
        {
            set
            {
                _ = value;
            }
        }

        public static unsafe void SetWindowSize(int x, int y)
        {
        }

        public static void SetBufferSize(int x, int y)
        {
        }

        public static ConsoleColor ForegroundColor
        {
            set
            {
                ConsoleColor adjusted = value;
                if (value >= ConsoleColor.DarkBlue && value <= ConsoleColor.Gray)
                    adjusted = value - ConsoleColor.DarkBlue + ConsoleColor.Blue;
                int colorCode = adjusted switch
                {
                    ConsoleColor.Black => 30,
                    ConsoleColor.Blue => 34,
                    ConsoleColor.Green => 32,
                    ConsoleColor.Cyan => 36,
                    ConsoleColor.Red => 31,
                    ConsoleColor.Magenta => 35,
                    ConsoleColor.Yellow => 33,
                    _ => 37,
                };
                byte* pBuf = stackalloc byte[16];
                pBuf[0] = 0x1B;
                pBuf[1] = (byte)'[';
                byte* pCur = Append(&pBuf[2], colorCode);
                *pCur++ = (byte)'m';
                SystemNative_Log(pBuf, (int)(pCur - pBuf));
            }
        }

        public static void SetCursorPosition(int x, int y)
        {
            byte* pBuf = stackalloc byte[32];
            pBuf[0] = 0x1B;
            pBuf[1] = (byte)'[';
            byte* cur = Append(&pBuf[2], y);
            *cur++ = (byte)';';
            cur = Append(cur, x);
            *cur++ = (byte)'H';
            SystemNative_Log(pBuf, (int)(cur - pBuf));
        }

        static byte* Append(byte* b, int x)
        {
            if (x >= 10)
                b = Append(b, x / 10);
            *b = (byte)((x % 10) + '0');
            return ++b;
        }

        [DllImport("libSystem.Native")]
        private static extern void SystemNative_Log(void* pBuffer, int length);

        public static void Write(char c)
        {
            if (c <= 0x7F)
            {
                SystemNative_Log(&c, 1);
            }
            else if (c <= 0x7FF)
            {
                ushort twoByte;
                byte* pOut = (byte*)&twoByte;
                *pOut++ = (byte)(0xC0 | (c >> 6));
                *pOut++ = (byte)(0x80 | (c & 0x3F));
                SystemNative_Log(&twoByte, 2);
            }
            else
            {
                int threeByte;
                byte* pOut = (byte*)&threeByte;
                *pOut++ = (byte)(0xE0 | (c >> 12));
                *pOut++ = (byte)(0x80 | ((c >> 6) & 0x3F));
                *pOut++ = (byte)(0x80 | (c & 0x3F));
                SystemNative_Log(&threeByte, 3);
            }
        }

        public static bool KeyAvailable => StdInReader.KeyAvailable();

        public static ConsoleKeyInfo ReadKey(bool intercept) => StdInReader.ReadKey();

        static class StdInReader
        {
            static StdInReader()
            {
                SystemNative_InitializeTerminalAndSignalHandling();

                [DllImport("libSystem.Native")]
                static extern int SystemNative_InitializeTerminalAndSignalHandling();
            }

            private static StdInBuffer s_buffer;
            
            struct StdInBuffer
            {
                public const int Size = 256;
                public int StartIndex;
                public int EndIndex;
                public bool Empty => StartIndex >= EndIndex;
                public fixed char Chars[Size];
            }

            public static bool KeyAvailable()
            {
                return SystemNative_StdinReady(1) != 0;

                [DllImport("libSystem.Native")]
                static extern int SystemNative_StdinReady(int distinguishNewLines);
            }

            public static ConsoleKeyInfo ReadKey()
            {
                SystemNative_InitializeConsoleBeforeRead(0, 1, 0);

                [DllImport("libSystem.Native")]
                static extern void SystemNative_InitializeConsoleBeforeRead(int distinguishNewLines, byte minChars, byte decisecondsTimeout);

                try
                {
                    if (s_buffer.Empty)
                    {
                        byte* bufPtr = stackalloc byte[StdInBuffer.Size];
                        int result = SystemNative_ReadStdin(bufPtr, StdInBuffer.Size);

                        [DllImport("libSystem.Native")]
                        static extern unsafe int SystemNative_ReadStdin(byte* buffer, int bufferSize);

                        if (result <= 0)
                        {
                            return default;
                        }
                        s_buffer.StartIndex = 0;
                        s_buffer.EndIndex = result;
                        for (int i = 0; i < result; i++)
                        {
                            char c = (char)bufPtr[i];
                            if (c > 0x7F)
                                Environment.FailFast(null);
                            s_buffer.Chars[i] = c;
                        }
                    }

                    if (s_buffer.EndIndex - s_buffer.StartIndex >= 3 &&
                        s_buffer.Chars[s_buffer.StartIndex] == 0x1B &&
                        s_buffer.Chars[s_buffer.StartIndex + 1] == '[')
                    {
                        char code = s_buffer.Chars[s_buffer.StartIndex + 2];
                        s_buffer.StartIndex += 3;
                        switch (code)
                        {
                            case 'A':
                                return new ConsoleKeyInfo(default, ConsoleKey.UpArrow, false, false, false);
                            case 'B':
                                return new ConsoleKeyInfo(default, ConsoleKey.DownArrow, false, false, false);
                            case 'C':
                                return new ConsoleKeyInfo(default, ConsoleKey.RightArrow, false, false, false);
                            case 'D':
                                return new ConsoleKeyInfo(default, ConsoleKey.LeftArrow, false, false, false);
                            default:
                                Environment.FailFast(null);
                                return default;
                        }
                    }

                    return default;
                    
                }
                finally
                {
                    SystemNative_UninitializeConsoleAfterRead();

                    [DllImport("libSystem.Native")]
                    static extern void SystemNative_UninitializeConsoleAfterRead();
                }
            }
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Console.Windows.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if WINDOWS

using System.Runtime.InteropServices;

namespace System
{
    public static partial class Console
    {
        private enum BOOL : int
        {
            FALSE = 0,
            TRUE = 1,
        }

        [DllImport("kernel32")]
        private static unsafe extern IntPtr GetStdHandle(int c);

        private readonly static IntPtr s_outputHandle = GetStdHandle(-11);

        private readonly static IntPtr s_inputHandle = GetStdHandle(-10);

        [DllImport("kernel32", EntryPoint = "SetConsoleTitleW")]
        private static unsafe extern BOOL SetConsoleTitle(char* c);

        public static unsafe string Title
        {
            set
            {
                fixed (char* c = value)
                    SetConsoleTitle(c);
            }
        }

        [StructLayout(LayoutKind.Sequential)]
        struct CONSOLE_CURSOR_INFO
        {
            public uint Size;
            public BOOL Visible;
        }

        [DllImport("kernel32")]
        private static unsafe extern BOOL SetConsoleCursorInfo(IntPtr handle, CONSOLE_CURSOR_INFO* cursorInfo);

        public static unsafe bool CursorVisible
        {
            set
            {
                CONSOLE_CURSOR_INFO cursorInfo = new CONSOLE_CURSOR_INFO
                {
                    Size = 1,
                    Visible = value ? BOOL.TRUE : BOOL.FALSE
                };
                SetConsoleCursorInfo(s_outputHandle, &cursorInfo);
            }
        }

        [DllImport("kernel32")]
        private static unsafe extern BOOL SetConsoleTextAttribute(IntPtr handle, ushort attribute);

        public static ConsoleColor ForegroundColor
        {
            set
            {
                SetConsoleTextAttribute(s_outputHandle, (ushort)value);
            }
        }

        [StructLayout(LayoutKind.Sequential)]
        private struct KEY_EVENT_RECORD
        {
            public BOOL KeyDown;
            public short RepeatCount;
            public short VirtualKeyCode;
            public short VirtualScanCode;
            public short UChar;
            public int ControlKeyState;
        }

        [StructLayout(LayoutKind.Sequential)]
        private struct INPUT_RECORD
        {
            public short EventType;
            public KEY_EVENT_RECORD KeyEvent;
        }

        [DllImport("kernel32", EntryPoint = "PeekConsoleInputW", CharSet = CharSet.Unicode)]
        private static unsafe extern BOOL PeekConsoleInput(IntPtr hConsoleInput, INPUT_RECORD* lpBuffer, uint nLength, uint* lpNumberOfEventsRead);

        public static unsafe bool KeyAvailable
        {
            get
            {
                uint nRead;
                INPUT_RECORD buffer;
                while (true)
                {
                    PeekConsoleInput(s_inputHandle, &buffer, 1, &nRead);

                    if (nRead == 0)
                        return false;

                    if (buffer.EventType == 1 && buffer.KeyEvent.KeyDown != BOOL.FALSE)
                        return true;

                    ReadConsoleInput(s_inputHandle, &buffer, 1, &nRead);
                }
            }
        }

        [DllImport("kernel32", EntryPoint = "ReadConsoleInputW", CharSet = CharSet.Unicode)]
        private static unsafe extern BOOL ReadConsoleInput(IntPtr hConsoleInput, INPUT_RECORD* lpBuffer, uint nLength, uint* lpNumberOfEventsRead);

        public static unsafe ConsoleKeyInfo ReadKey()
        {
            uint nRead;
            INPUT_RECORD buffer;
            do
            {
                ReadConsoleInput(s_inputHandle, &buffer, 1, &nRead);
            }
            while (buffer.EventType != 1 || buffer.KeyEvent.KeyDown == BOOL.FALSE);

            return new ConsoleKeyInfo((char)buffer.KeyEvent.UChar, (ConsoleKey)buffer.KeyEvent.VirtualKeyCode, false, false, false);
        }

        struct SMALL_RECT
        {
            public short Left, Top, Right, Bottom;
        }

        [DllImport("kernel32")]
        private static unsafe extern BOOL SetConsoleWindowInfo(IntPtr handle, BOOL absolute, SMALL_RECT* consoleWindow);

        public static unsafe void SetWindowSize(int x, int y)
        {
            SMALL_RECT rect = new SMALL_RECT
            {
                Left = 0,
                Top = 0,
                Right = (short)(x - 1),
                Bottom = (short)(y - 1),
            };
            SetConsoleWindowInfo(s_outputHandle, BOOL.TRUE, &rect);
        }

        [StructLayout(LayoutKind.Sequential)]
        struct COORD
        {
            public short X, Y;
        }

        [DllImport("kernel32")]
        private static unsafe extern BOOL SetConsoleScreenBufferSize(IntPtr handle, COORD size);

        public static void SetBufferSize(int x, int y)
        {
            SetConsoleScreenBufferSize(s_outputHandle, new COORD { X = (short)x, Y = (short)y });
        }

        [DllImport("kernel32")]
        private static unsafe extern BOOL SetConsoleCursorPosition(IntPtr handle, COORD position);

        public static void SetCursorPosition(int x, int y)
        {
            SetConsoleCursorPosition(s_outputHandle, new COORD { X = (short)x, Y = (short)y });
        }

        [DllImport("kernel32", EntryPoint = "WriteConsoleW")]
        private static unsafe extern BOOL WriteConsole(IntPtr handle, void* buffer, int numChars, int* charsWritten, void* reserved);

        public static unsafe void Write(char c)
        {
            int dummy;
            WriteConsole(s_outputHandle, &c, 1, &dummy, null);
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Console.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public enum ConsoleColor
    {
        Black, DarkBlue, DarkGreen, DarkCyan, DarkRed, DarkMagenta, DarkYellow,
        Gray, DarkGray, Blue, Green, Cyan, Red, Magenta, Yellow, White
    }

    public enum ConsoleKey
    {
        Escape = 27,
        LeftArrow = 37,
        UpArrow = 38,
        RightArrow = 39,
        DownArrow = 40,
    }

    public readonly struct ConsoleKeyInfo
    {
        public ConsoleKeyInfo(char keyChar, ConsoleKey key, bool shift, bool alt, bool control)
        {
            Key = key;
        }

        public readonly ConsoleKey Key;
    }

    public static unsafe partial class Console
    {
        public static void WriteLine(string s)
        {
            fixed (char* pStr = s) {
                for (int i = 0; i < s.Length; i++) {
                    Write(pStr[i]);
                }
            }

#if WINDOWS || UEFI
            Write('\r');
#endif
            Write('\n');
        }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Delegate.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public abstract class Delegate
    {
        internal object _firstParameter;
        internal object _helperObject;
        internal nint _extraFunctionPointerOrData;
        internal IntPtr _functionPointer;

        private void InitializeClosedStaticThunk(object firstParameter, IntPtr functionPointer, IntPtr functionPointerThunk)
        {
            _extraFunctionPointerOrData = functionPointer;
            _helperObject = firstParameter;
            _functionPointer = functionPointerThunk;
            _firstParameter = this;
        }

        private void InitializeOpenStaticThunk(object firstParameter, IntPtr functionPointer, IntPtr functionPointerThunk)
        {
            _firstParameter = this;
            _functionPointer = functionPointerThunk;
            _extraFunctionPointerOrData = functionPointer;
        }

        private void InitializeClosedInstance(object firstParameter, IntPtr functionPointer)
        {
            _functionPointer = functionPointer;
            _firstParameter = firstParameter;
        }
    }

    public abstract class MulticastDelegate : Delegate { }
}


================================================
FILE: src/BFlat.ZeroLib/System/Enum.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public abstract class Enum : ValueType { }
}


================================================
FILE: src/BFlat.ZeroLib/System/Environment.Efi.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if UEFI

using System.Runtime.InteropServices;
using Internal.Runtime.CompilerHelpers;

namespace System
{
    public static partial class Environment
    {
        public unsafe static void FailFast(string message)
        {
            EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
            fixed (char* pMessage = message)
            {
                tbl->ConOut->OutputString(tbl->ConOut, pMessage);
            }
            while (true) ;
        }

        static internal long s_lastTickCount;
        static internal long s_stallSinceLastTickCount;

        public static unsafe long TickCount64
        {
            get
            {
                EFI_SYSTEM_TABLE* tbl = StartupCodeHelpers.s_efiSystemTable;
                EFI_TIME time;
                tbl->RuntimeServices->GetTime(&time, null);
                long days = time.Year * 365 + time.Month * 31 + time.Day;
                long seconds = days * 24 * 60 * 60 + time.Hour * 60 * 60 + time.Minute * 60 + time.Second;
                long milliseconds = seconds * 1000 + time.Nanosecond / 1000000;

                // HACK: some systems will report a zero Nanosecond part. We keep track of Stall getting
                // previously called with the same tickcount and artificially inflate the tick count
                // by the amount of stall if it occured within the same TickCount.
                if (s_lastTickCount == milliseconds)
                {
                    milliseconds += s_stallSinceLastTickCount;
                }
                else
                {
                    s_lastTickCount = milliseconds;
                    s_stallSinceLastTickCount = 0;
                }
                return milliseconds;
            }
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Environment.Unix.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if LINUX

using System.Runtime.InteropServices;

namespace System
{
    public static partial class Environment
    {
        [DllImport("libSystem.Native")]
        public static extern long SystemNative_GetTimestamp();

        public static long TickCount64 => SystemNative_GetTimestamp() / 1_000_000;

        [DllImport("libSystem.Native")]
        public static extern void SystemNative_Abort();

        public static void FailFast(string message)
        {
            SystemNative_Abort();
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Environment.Windows.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if WINDOWS

using System.Runtime.InteropServices;

namespace System
{
    public static partial class Environment
    {
        [DllImport("kernel32")]
        private static extern long GetTickCount64();

        public static long TickCount64 => GetTickCount64();

        [DllImport("kernel32")]
        private static extern void RaiseFailFastException(IntPtr a, IntPtr b, int flags);

        public static void FailFast(string message)
        {
            RaiseFailFastException(default, default, default);
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Nullable.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public struct Nullable<T> where T : struct
    {
        private readonly bool _hasValue;
        private T _value;

        public Nullable(T value) => (_hasValue, _value) = (true, value);

        public readonly bool HasValue => _hasValue;

        public readonly T Value
        {
            get
            {
                if (!_hasValue)
                    Environment.FailFast(null);
                return _value;
            }
        }

        public static implicit operator Nullable<T>(T value) => new Nullable<T>(value);

        public static explicit operator T(Nullable<T> value) => value.Value;
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Object.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime;

namespace System
{
    public class Object
    {
#pragma warning disable 169
        // The layout of object is a contract with the compiler.
        internal unsafe MethodTable* m_pMethodTable;
#pragma warning restore 169
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Primitives.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public struct Void { }

    // The layout of primitive types is special cased because it would be recursive.
    // These really don't need any fields to work.
    public struct Boolean { }
    public struct Char { }
    public struct SByte { }
    public struct Byte { }
    public struct Int16 { }
    public struct UInt16 { }
    public struct Int32 { }
    public struct UInt32 { }
    public struct Int64 { }
    public struct UInt64 { }
    public struct IntPtr { }
    public struct UIntPtr { }
    public struct Single { }
    public struct Double { }
}


================================================
FILE: src/BFlat.ZeroLib/System/ReadOnlySpan.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

namespace System
{
    public readonly ref struct ReadOnlySpan<T>
    {
        private readonly ref T _reference;
        public readonly int Length;

        public ReadOnlySpan(in T element)
        {
            _reference = element;
            Length = 1;
        }

        public ReadOnlySpan(T[] array)
        {
            if (array == null) {
                this = default;
                return;
            }

            _reference = ref MemoryMarshal.GetArrayDataReference(array);
            Length = array.Length;
        }

        public ReadOnlySpan(T[] array, int start, int length)
        {

        }

        public unsafe ReadOnlySpan(void* pointer, int length)
        {
            _reference = ref Unsafe.As<byte, T>(ref *(byte*)pointer);
            Length = length;
        }

        public unsafe T* AsPointer()
        {
            return (T*)Unsafe.AsPointer(ref _reference);
        }

        public ref readonly T this[int index]
        {
            [Intrinsic]
            get
            {
                if ((uint)index >= (uint)Length)
                    Environment.FailFast(null);
                return ref Unsafe.Add(ref _reference, (nint)(uint)index);
            }
        }

        public static implicit operator ReadOnlySpan<T>(T[] array) => new ReadOnlySpan<T>(array);
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Reflection/ReflectionAttributes.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System.Reflection
{
    public sealed class DefaultMemberAttribute : Attribute
    {
        public DefaultMemberAttribute(string memberName) { }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/ClassConstructorRunner.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime.InteropServices;

namespace System.Runtime.CompilerServices
{
    // A class responsible for running static constructors. The compiler will call into this
    // code to ensure static constructors run and that they only run once.
    internal static class ClassConstructorRunner
    {
        private static IntPtr CheckStaticClassConstructionReturnNonGCStaticBase(ref StaticClassConstructionContext context, IntPtr nonGcStaticBase)
        {
            CheckStaticClassConstruction(ref context);
            return nonGcStaticBase;
        }

        private static unsafe void CheckStaticClassConstruction(ref StaticClassConstructionContext context)
        {
            // Not dealing with multithreading issues.
            if (context.Initialized != 1)
            {
                context.Initialized = 1;
                context.ClassConstructor();
            }
        }
    }

    // This data structure is a contract with the compiler. It holds the address of a static
    // constructor and a flag that specifies whether the constructor already executed.
    internal unsafe struct StaticClassConstructionContext
    {
        public delegate*<void> ClassConstructor;
        public int Initialized;
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/CompilerAttributes.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System.Runtime.CompilerServices
{
    internal sealed class IntrinsicAttribute : Attribute { }

    public enum MethodImplOptions
    {
        Unmanaged = 0x0004,
        NoInlining = 0x0008,
        ForwardRef = 0x0010,
        Synchronized = 0x0020,
        NoOptimization = 0x0040,
        PreserveSig = 0x0080,
        AggressiveInlining = 0x0100,
        AggressiveOptimization = 0x0200,
        InternalCall = 0x1000
    }

    public sealed class MethodImplAttribute : Attribute
    {
        public MethodImplAttribute(MethodImplOptions methodImplOptions) { }
    }

    public sealed class IndexerNameAttribute: Attribute
    {
        public IndexerNameAttribute(string indexerName) { }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeFeature.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System.Runtime.CompilerServices
{
    public static class RuntimeFeature
    {
        public const string PortablePdb = nameof(PortablePdb);
        public const string DefaultImplementationsOfInterfaces = nameof(DefaultImplementationsOfInterfaces);
        public const string UnmanagedSignatureCallingConvention = nameof(UnmanagedSignatureCallingConvention);
        public const string CovariantReturnsOfClasses = nameof(CovariantReturnsOfClasses);
        public const string ByRefFields = nameof(ByRefFields);
        public const string VirtualStaticsInInterfaces = nameof(VirtualStaticsInInterfaces);
        public const string NumericIntPtr = nameof(NumericIntPtr);
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeHelpers.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime.InteropServices;

namespace System.Runtime.CompilerServices
{
    public class RuntimeHelpers
    {
        public static unsafe int OffsetToStringData => sizeof(IntPtr) + sizeof(int);
    }

    [StructLayout(LayoutKind.Sequential)]
    internal class RawArrayData
    {
        public uint Length; // Array._numComponents padded to IntPtr
        public uint Padding;
        public byte Data;
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/Unsafe.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System.Runtime.CompilerServices
{
    public static unsafe partial class Unsafe
    {
        // The body of this method is generated by the compiler.
        // It will do what Unsafe.Add is expected to do. It's just not possible to express it in C#.
        [Intrinsic]
        public static extern ref T Add<T>(ref T source, int elementOffset);
        [Intrinsic]
        public static extern ref T Add<T>(ref T source, IntPtr elementOffset);
        [Intrinsic]
        public static extern ref TTo As<TFrom, TTo>(ref TFrom source);
        [Intrinsic]
        public static extern T As<T>(object o) where T : class;
        [Intrinsic]
        public static extern void* AsPointer<T>(ref T value);
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/InteropAttributes.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System.Runtime.InteropServices
{
    public enum CharSet
    {
        None = 1,
        Ansi = 2,
        Unicode = 3,
        Auto = 4,
    }

    public sealed class DllImportAttribute : Attribute
    {
        public string EntryPoint;
        public CharSet CharSet;
        public bool ExactSpelling;
        public DllImportAttribute(string dllName) { }
    }

    public sealed class UnmanagedCallersOnlyAttribute : Attribute
    {
        public string EntryPoint;
        public UnmanagedCallersOnlyAttribute() { }
    }

    public enum LayoutKind
    {
        Sequential = 0,
        Explicit = 2,
        Auto = 3,
    }

    public sealed class StructLayoutAttribute : Attribute
    {
        public int Size;

        public StructLayoutAttribute(LayoutKind layoutKind) { }
    }

    public sealed class SuppressGCTransitionAttribute : Attribute
    {
        public SuppressGCTransitionAttribute() { }
    }

    public sealed class InAttribute : Attribute
    {
    }

    public sealed class OutAttribute : Attribute
    {
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/MemoryMarshal.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime.CompilerServices;

namespace System.Runtime.InteropServices
{
    public static class MemoryMarshal
    {
        [Intrinsic]
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        public static ref T GetArrayDataReference<T>(T[] array) => ref Unsafe.As<byte, T>(ref Unsafe.As<RawArrayData>(array).Data);
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/RuntimeHandles.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public struct RuntimeTypeHandle
    {
    }

    public struct RuntimeMethodHandle
    {
    }

    public struct RuntimeFieldHandle
    {
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/String.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

using System.Runtime;
using System.Runtime.CompilerServices;

namespace System
{
    public sealed class String
    {
        // The layout of the string type is a contract with the compiler.
        private readonly int _length;
        private char _firstChar;

        public int Length => _length;

        [IndexerName("Chars")]
        public unsafe char this[int index]
        {
            [System.Runtime.CompilerServices.Intrinsic]
            get
            {
                return System.Runtime.CompilerServices.Unsafe.Add(ref _firstChar, index);
            }
        }

        [MethodImpl(MethodImplOptions.InternalCall)]
        public extern unsafe String(char* value);

        private static unsafe string Ctor(char* ptr)
        {
            char* cur = ptr;
            while (*cur++ != 0) ;

            string result = FastNewString((int)(cur - ptr - 1));
            for (int i = 0; i < cur - ptr - 1; i++)
                Unsafe.Add(ref result._firstChar, i) = ptr[i];
            return result;
        }

        [MethodImpl(MethodImplOptions.InternalCall)]
        public extern unsafe String(sbyte* value);

        private static unsafe string Ctor(sbyte* ptr)
        {
            sbyte* cur = ptr;
            while (*cur++ != 0) ;

            string result = FastNewString((int)(cur - ptr - 1));
            for (int i = 0; i < cur - ptr - 1; i++)
            {
                if (ptr[i] > 0x7F)
                    Environment.FailFast(null);
                Unsafe.Add(ref result._firstChar, i) = (char)ptr[i];
            }
            return result;
        }

        static unsafe string FastNewString(int numChars)
        {
            return NewString("".m_pMethodTable, numChars);

            [MethodImpl(MethodImplOptions.InternalCall)]
            [RuntimeImport("*", "RhpNewArray")]
            static extern string NewString(MethodTable* pMT, int numElements);
        }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/Thread.Efi.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if UEFI

using Internal.Runtime.CompilerHelpers;

namespace System.Threading
{
    public static class Thread
    {
        public static unsafe void Sleep(int delayMs)
        {
            StartupCodeHelpers.s_efiSystemTable->BootServices->Stall(1000 * (uint)delayMs);
            Environment.s_stallSinceLastTickCount += delayMs;
        }
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Thread.Unix.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if LINUX

using System.Runtime.InteropServices;

namespace System.Threading
{
    public static class Thread
    {
        [DllImport("libSystem.Native")]
        private static extern IntPtr SystemNative_LowLevelMonitor_Create();

        [DllImport("libSystem.Native")]
        private static extern void SystemNative_LowLevelMonitor_TimedWait(IntPtr mon, int ms);

        private static IntPtr s_dummyMonitor = SystemNative_LowLevelMonitor_Create();

        public static void Sleep(int delayMs) => SystemNative_LowLevelMonitor_TimedWait(s_dummyMonitor, delayMs);
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Thread.Windows.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

#if WINDOWS

using System.Runtime.InteropServices;

namespace System.Threading
{
    public static class Thread
    {
        [DllImport("kernel32")]
        public static extern void Sleep(int delayMs);
    }
}

#endif


================================================
FILE: src/BFlat.ZeroLib/System/Type.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public class Type { }
    public class RuntimeType : Type { }
}


================================================
FILE: src/BFlat.ZeroLib/System/ValueTuple.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public struct ValueTuple<T1, T2>
    {
        public T1 Item1;
        public T2 Item2;

        public ValueTuple(T1 t1, T2 t2)
        {
            Item1 = t1;
            Item2 = t2;
        }
    }
}


================================================
FILE: src/BFlat.ZeroLib/System/ValueType.cs
================================================
// bflat minimal runtime library
// Copyright (C) 2021-2022 Michal Strehovsky
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <https://www.gnu.org/licenses/>.

namespace System
{
    public abstract class ValueType { }
}


================================================
FILE: src/BFlat.ZeroLib/UnmanagedExports.cs
================================================
using System;
using System.Runtime;
using System.Runtime.InteropServices;

namespace BFlat.ZeroLib
{
    internal unsafe static class UnmanagedExports
    {
        [RuntimeExport("memcpy")]
        public static void Memcpy(byte* dest, byte* src, ulong num)
        {
            for (ulong i = 0; i < num; i++) {
                dest[i] = src[i];
            }
        }
    }
}


================================================
FILE: src/ShaderCompressor/ShaderCompressor.cpp
================================================
#include <iostream>
#include <fstream>
#include <vector>
#include <map>

#include <Windows.h>
#include <compressapi.h>

#pragma comment(lib, "Cabinet.lib")

const char* algoNames[] = {
	"(invalid)",
	"(null)",
	"COMPRESS_ALGORITHM_MSZIP",
	"COMPRESS_ALGORITHM_XPRESS",
	"COMPRESS_ALGORITHM_XPRESS_HUFF",
	"COMPRESS_ALGORITHM_LZMS"
};

int main(int argc, const char* argv[])
{
	if (argc != 3) {
		std::cout << "usage: " << argv[0] << " <shader source file> <output file>" << std::endl;
		return 1;
	}

	std::ifstream inFile(argv[1], std::ios::binary | std::ios::ate);
	if (!inFile.good()) {
		std::cout << "error: could not open input file '" << argv[1] << "'" << std::endl;
		return 1;
	}

	auto inSize = inFile.tellg();
	inFile.seekg(0, std::ios::beg);

	std::vector<char> inBuffer(inSize);
	inFile.read(inBuffer.data(), inSize);
	inFile.close();

	std::vector<char> outBuffer(inSize * 2);
	std::vector<char> finalBuffer(outBuffer.size());

	DWORD bestAlgo;
	SIZE_T bestSize = SIZE_MAX;
	for (DWORD algo = 2; algo < COMPRESS_ALGORITHM_MAX; algo++)
	{
		COMPRESSOR_HANDLE hCompressor;
		SIZE_T currentSize;
		BOOL success;

		success = CreateCompressor(algo, nullptr, &hCompressor);
		if (!success) {
			std::cout << "warning: could not create compressor " << algoNames[algo] << ", error " << GetLastError() << std::endl;
			continue;
		}

		success = Compress(
			hCompressor,
			inBuffer.data(), inBuffer.size(),
			outBuffer.data(), outBuffer.size(),
			&currentSize
		);
		if (!success) {
			std::cout << "warning: could not compress using " << algoNames[algo] << ", error " << GetLastError() << std::endl;
			continue;
		}

		if (currentSize < bestSize) {
			bestSize = currentSize;
			bestAlgo = algo;
			memcpy(finalBuffer.data(), outBuffer.data(), bestSize);
		}
	}

	std::cout << "Algorithm: " << algoNames[bestAlgo] << std::endl;
	std::cout << "Compressed size: " << bestSize << std::endl;
	std::cout << "Original size: " << inBuffer.size() << std::endl;
	std::cout << "Compression ratio: " << (bestSize / (float)inBuffer.size()) << std::endl;

	std::ofstream outFile(argv[2]);
	if (!outFile.good()) {
		std::cout << "error: could not open output file '" << argv[2] << "'" << std::endl;
		return 1;
	}

	for (size_t i = 0; i < bestSize; i++)
	{
		outFile << "0x" << std::hex << (uint32_t)(uint8_t)(finalBuffer[i]);
		if (i != bestSize - 1)
			outFile << ", ";

		if (i % 32 == 0 && i != 0)
			outFile << std::endl;
	}

	outFile.close();
	std::cout << "Output written to '" << argv[2] << "'.";
	return 0;
}


================================================
FILE: src/ShaderCompressor/ShaderCompressor.vcxproj
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <ItemGroup Label="ProjectConfigurations">
    <ProjectConfiguration Include="Debug|Win32">
      <Configuration>Debug</Configuration>
      <Platform>Win32</Platform>
    </ProjectConfiguration>
    <ProjectConfiguration Include="Release|Win32">
      <Configuration>Release</Configuration>
      <Platform>Win32</Platform>
    </ProjectConfiguration>
    <ProjectConfiguration Include="Debug|x64">
      <Configuration>Debug</Configuration>
      <Platform>x64</Platform>
    </ProjectConfiguration>
    <ProjectConfiguration Include="Release|x64">
      <Configuration>Release</Configuration>
      <Platform>x64</Platform>
    </ProjectConfiguration>
  </ItemGroup>
  <PropertyGroup Label="Globals">
    <VCProjectVersion>16.0</VCProjectVersion>
    <Keyword>Win32Proj</Keyword>
    <ProjectGuid>{825d439a-cadc-4473-9381-f06e728d4a9b}</ProjectGuid>
    <RootNamespace>ShaderCompressor</RootNamespace>
    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
  </PropertyGroup>
  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
    <ConfigurationType>Application</ConfigurationType>
    <UseDebugLibraries>true</UseDebugLibraries>
    <PlatformToolset>v143</PlatformToolset>
    <CharacterSet>Unicode</CharacterSet>
  </PropertyGroup>
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
    <ConfigurationType>Application</ConfigurationType>
    <UseDebugLibraries>false</UseDebugLibraries>
    <PlatformToolset>v143</PlatformToolset>
    <WholeProgramOptimization>true</WholeProgramOptimization>
    <CharacterSet>Unicode</CharacterSet>
  </PropertyGroup>
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
    <ConfigurationType>Application</ConfigurationType>
    <UseDebugLibraries>true</UseDebugLibraries>
    <PlatformToolset>v143</PlatformToolset>
    <CharacterSet>Unicode</CharacterSet>
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  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
    <ConfigurationType>Application</ConfigurationType>
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    <PlatformToolset>v143</PlatformToolset>
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    <CharacterSet>Unicode</CharacterSet>
  </PropertyGroup>
  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
  <ImportGroup Label="ExtensionSettings">
  </ImportGroup>
  <ImportGroup Label="Shared">
  </ImportGroup>
  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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    <IntDir>obj\$(Platform)\$(Configuration)\</IntDir>
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  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
    <ClCompile>
      <WarningLevel>Level3</WarningLevel>
      <SDLCheck>true</SDLCheck>
      <PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
      <ConformanceMode>true</ConformanceMode>
    </ClCompile>
    <Link>
      <SubSystem>Console</SubSystem>
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      <SDLCheck>true</SDLCheck>
      <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
      <ConformanceMode>true</ConformanceMode>
    </ClCompile>
    <Link>
      <SubSystem>Console</SubSystem>
      <EnableCOMDATFolding>true</EnableCOMDATFolding>
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      <GenerateDebugInformation>true</GenerateDebugInformation>
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      <ConformanceMode>true</ConformanceMode>
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    <Link>
      <SubSystem>Console</SubSystem>
      <GenerateDebugInformation>true</GenerateDebugInformation>
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  </ItemDefinitionGroup>
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      <SDLCheck>true</SDLCheck>
      <PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
      <ConformanceMode>true</ConformanceMode>
    </ClCompile>
    <Link>
      <SubSystem>Console</SubSystem>
      <EnableCOMDATFolding>true</EnableCOMDATFolding>
      <OptimizeReferences>true</OptimizeReferences>
      <GenerateDebugInformation>true</GenerateDebugInformation>
    </Link>
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    <ClCompile Include="ShaderCompressor.cpp" />
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  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
  <ImportGroup Label="ExtensionTargets">
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</Project>

================================================
FILE: src/ShaderCompressor/ShaderCompressor.vcxproj.filters
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <ItemGroup>
    <Filter Include="Source Files">
      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
      <Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
    </Filter>
    <Filter Include="Header Files">
      <UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
      <Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
    </Filter>
    <Filter Include="Resource Files">
      <UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
      <Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
    </Filter>
  </ItemGroup>
  <ItemGroup>
    <ClCompile Include="ShaderCompressor.cpp">
      <Filter>Source Files</Filter>
    </ClCompile>
  </ItemGroup>
</Project>

================================================
FILE: src/SmolSharp.HelloWorld/Program.cs
================================================
#define USE_ASCII
using System;
using System.Runtime.InteropServices;

namespace SmolSharp
{
    internal class Program
    {
        // dummy method
        static void Main() { }

        [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]
        unsafe static void UnmanagedMain()
        {
#if USE_ASCII
            var hi = "Hello World!"u8;
            for (int i = 0; i < hi.Length; i++) {
                Console.Write((char)hi[i]);
            }
#else
            Console.WriteLine("Hello World!");
#endif
        }
    }
}

================================================
FILE: src/SmolSharp.HelloWorld/SmolSharp.HelloWorld.csproj
================================================
<Project Sdk="Microsoft.NET.Sdk">

	<PropertyGroup>
		<OutputType>Exe</OutputType>
		<TargetFramework>net7.0</TargetFramework>
		<Nullable>enable</Nullable>
	</PropertyGroup>

	<Import Project="../SmolSharp.props" />

</Project>


================================================
FILE: src/SmolSharp.Mandelbrot/FractalRenderer.cs
================================================
using SmolSharp.Win32.GDI;

namespace SmolSharp.Mandelbrot
{
    internal static class FractalRenderer
    {
        const float OffsetX = 0;
        const float OffsetY = 0;
        const int Iterations = 15;
        const float Zoom = 4f;

        public static void Render(nint hdc)
        {
            for (int x = 0; x < 640; x++) {
                for (int y = 0; y < 480; y++) {
                    float a = x / 640f;
                    float b = y / 480f;

                    // Taken from my GLSL implementation @ https://www.shadertoy.com/view/dlG3RR
                    a = (a - 0.5f) * Zoom + OffsetX;
                    b = (b - 0.5f) * Zoom * (480f / 640f) + OffsetY;

                    float c = 0.0f; // current real
                    float d = 0.0f; // current imaginary

                    for (int n = 0; n < Iterations; n++) {
                        float re = c * c - d * d + a;
                        float im = 2.0f * c * d + b;
                        c = re;
                        d = im;
                    }

                    uint r = (byte)(255 * c);
                    uint g = (byte)(255 * d);
                    uint color = (r) | (g << 8);
                    Gdi32.SetPixel(hdc, x, y, color);
                }
            }
        }
    }
}


================================================
FILE: src/SmolSharp.Mandelbrot/Program.cs
================================================
using SmolSharp.Mandelbrot;
using SmolSharp.Win32;
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Raytracer
{
    internal static class Program
    {
        static void Main() { }

        [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]
        public static unsafe int UnmanagedMain(nint hInstance, nint hPrevInstance, char* pCmdLine, int nCmdShow)
        {
            var name = "Demo"u8.AsPointer();
            var wndClass = new WindowClassA() {
                WndProc = &WndProc,
                HInstance = hInstance,
                ClassName = name
            };

            User32.RegisterClass(&wndClass);

            nint hwnd = User32.CreateWindowEx(
                0, name, name,
                (0x00000000 | 0x00C00000 | 0x00080000 | /*0x00040000 |*/ 0x00020000 /*| 0x00010000*/),
                64, 64, 640, 480,
                0, 0, hInstance, 0
            );

            User32.ShowWindow(hwnd, 5);

            WndMessage msg = default;
            while (User32.GetMessage(&msg, default, 0, 0) > 0) {
                //User32.TranslateMessage(&msg);
                User32.DispatchMessage(&msg);
            }

            return 0;
        }

        [UnmanagedCallersOnly]
        unsafe static nint WndProc(nint hwnd, uint msg, nuint wParam, nint lParam)
        {
            switch (msg) {
                case 0xF: // WM_PAINT
                    //GDIPaintStruct ps = default;
                    //nint hdc = User32.BeginPaint(hwnd, &ps);
                    nint hdc = User32.GetDC(hwnd); // using the HDC directly saves us a couple of bytes
                    FractalRenderer.Render(hdc);
                    //User32.EndPaint(hdc, &ps);
                    break;
                case 0x10: // WM_DESTROY
                    *(byte*)0 = 1; // intentionally crash
                    //User32.PostQuitMessage(0);
                    break;
            }

            return User32.DefWindowProc(hwnd, msg, wParam, lParam);
        }
    }
}

================================================
FILE: src/SmolSharp.Mandelbrot/SmolSharp.Mandelbrot.csproj
================================================
<Project Sdk="Microsoft.NET.Sdk">

	<PropertyGroup>
		<OutputType>WinExe</OutputType>
		<TargetFramework>net7.0</TargetFramework>
		<Nullable>enable</Nullable>
	</PropertyGroup>

	<Import Project="..\SmolSharp.Win32\SmolSharp.Win32.projitems" Label="Shared" />

	<Import Project="../SmolSharp.props" />

</Project>


================================================
FILE: src/SmolSharp.Ocean/Buffers.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Ocean
{
    [StructLayout(LayoutKind.Explicit, Size = 32)]
    public struct Buffer32 {
        public const int Size = 32;
    }

    [StructLayout(LayoutKind.Explicit, Size = 24)]
    public struct Buffer24 {
        public const int Size = 24;
    }

    [StructLayout(LayoutKind.Explicit, Size = 8192)]
    public struct Buffer8192 {
        public const int Size = 8192;
    }
}


================================================
FILE: src/SmolSharp.Ocean/GLLoader.cs
================================================
using BFlat.ZeroLib;
using SmolSharp.Win32;
using SmolSharp.Win32.GDI.OpenGL;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

namespace SmolSharp.Ocean
{
    internal static unsafe class GLLoader
    {
        static ReadOnlySpan<byte> SymbolBlob()
        {
            return "CreateShaderCompileShaderAttachShaderSourceCreateProgramLinkProgramUseProgramVertexAttribPointerEnableVertexAttribArrayGenVertexArraysGenBuffersBindVertexArrayBindBufferDataGetUniformLocationUniform3f"u8;
        }

        [StructLayout(LayoutKind.Explicit, Size = 32)]
        struct Buffer32 { }

        public static void* ImportFromBlob(int idx, int length)
        {
            return Import(SymbolBlob().AsPointer() + idx, length);
        }

        public static void* Import(byte* name, int nameLength)
        {
            var buffer = new Buffer32();
            byte* str = (byte*)&buffer;

            str[0] = (byte)'g';
            str[1] = (byte)'l';

            for (int i = 0; i < nameLength; i++)
                str[i + 2] = name[i];

            return GL.GetProcAddress(str);
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        public static void* Import(ReadOnlySpan<byte> name)
            => Import(name.AsPointer(), name.Length);
    }
}


================================================
FILE: src/SmolSharp.Ocean/Program.cs
================================================
using SmolSharp.Win32.GDI.OpenGL;
using SmolSharp.Win32;
using System;
using System.Runtime.InteropServices;
using SmolSharp.Win32.GDI;
using SmolSharp.Ocean.Shaders;

namespace SmolSharp.Ocean
{
    internal class Program
    {
        static ushort windowWidth, windowHeight;
        static bool windowDimensionsChanged;

        static void Main() { }

        [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]
        public static unsafe int UnmanagedMain(nint hInstance, nint hPrevInstance, char* pCmdLine, int nCmdShow)
        {
            void* name = "Demo"u8.AsPointer();
            var wndClass = new WindowClassA() {
                WndProc = &WndProc,
                HInstance = hInstance,
                ClassName = name
            };

            User32.RegisterClass(&wndClass);

            nint hwnd = User32.CreateWindowEx(
                0, name, name,
                (0x00000000 | 0x00C00000 | 0x00080000 | 0x00040000 | 0x00020000 | 0x00010000),
                64, 64, 640, 480,
                0, 0, hInstance, 0
            );

            windowWidth = 640;
            windowHeight = 480;

            User32.ShowWindow(hwnd, 5);
            Kernel32.CreateThread(0, 0, &RenderThread, hwnd);

            WndMessage msg = default;
            while (User32.GetMessage(&msg, default, 0, 0) > 0) {
                User32.DispatchMessage(&msg);
            }

            return 0;
        }

        [UnmanagedCallersOnly]
        static unsafe uint RenderThread(nint hwnd)
        {
            var pfd = new PixelFormatDescriptor() {
                Size = 40,
                Version = 1,
                Flags = PFDFlags.DoubleBuffered | PFDFlags.DrawToWindow | PFDFlags.SupportOpenGL,
                // Type = PFD_TYPE_RGBA, // (0)
                ColorBits = 32,
                DepthBits = 24,
                StencilBits = 8
            };

            nint hdc = User32.GetDC(hwnd);
            int autoFormat = Gdi32.ChoosePixelFormat(hdc, &pfd);
            Gdi32.SetPixelFormat(hdc, autoFormat, &pfd);

            nint glCtx = GL.CreateContext(hdc);
            GL.MakeCurrent(hdc, glCtx);

            #region GL imports
            // Unfortunately, Windows's GDI only has GL1.1 methods defined...
            // We have to import them ourselves. For this, we use a decoder
            // that uses encoded tokens in order to reduce repetition.
            // This is only done to conserve space, and you could just as well
            // call GL.GetProcAddress directly.
            var glCreateShader = (delegate* unmanaged<uint, uint>)
                GLLoader.ImportFromBlob(0, 12);

            var glCompileShader = (delegate* unmanaged<uint, void>)
                GLLoader.ImportFromBlob(12, 13);

            var glAttachShader = (delegate* unmanaged<uint, uint, void>)
                GLLoader.ImportFromBlob(25, 12);

            var glShaderSource = (delegate* unmanaged<uint, int, byte**, int*, void>)
                GLLoader.ImportFromBlob(31, 12);

            var glCreateProgram = (delegate* unmanaged<uint>)
                GLLoader.ImportFromBlob(43, 13);

            var glLinkProgram = (delegate* unmanaged<uint, void>)
                GLLoader.ImportFromBlob(56, 11);

            var glUseProgram = (delegate* unmanaged<uint, void>)
                GLLoader.ImportFromBlob(67, 10);

            var glVertexAttribPointer = (delegate* unmanaged<uint, int, uint, byte, int, void*, void>)
                GLLoader.ImportFromBlob(77, 19);

            var glEnableVertexAttribArray = (delegate* unmanaged<uint, void>)
                GLLoader.ImportFromBlob(96, 23);

            var glGenVertexArrays = (delegate* unmanaged<int, uint*, void>)
                GLLoader.ImportFromBlob(119, 15);

            var glGenBuffers = (delegate* unmanaged<int, uint*, void>)
                GLLoader.ImportFromBlob(134, 10);

            var glBindVertexArray = (delegate* unmanaged<uint, void>)
                GLLoader.ImportFromBlob(144, 15);

            var glBindBuffer = (delegate* unmanaged<uint, uint, void>)
                GLLoader.ImportFromBlob(159, 10);

            var glBufferData = (delegate* unmanaged<uint, int, void*, uint, void>)
                GLLoader.ImportFromBlob(163, 10);

            var glGetUniformLocation = (delegate* unmanaged<uint, byte*, int>)
                GLLoader.ImportFromBlob(173, 18);

            var glUniform3f = (delegate* unmanaged<int, float, float, float, void>)
                GLLoader.ImportFromBlob(191, 9);

#if DEBUG
            var glGetShaderiv = (delegate* unmanaged<uint, uint, int*, void>)
                GLLoader.Import("GetShaderiv"u8);

            var glGetShaderInfoLog = (delegate* unmanaged<uint, uint, int*, byte*, void>)
                GLLoader.Import("GetShaderInfoLog"u8);

            var glGetProgramiv = (delegate* unmanaged<uint, uint, int*, void>)
                GLLoader.Import("GetProgramiv"u8);

            var glGetProgramInfoLog = (delegate* unmanaged<uint, uint, int*, byte*, void>)
                GLLoader.Import("GetProgramInfoLog"u8);
#endif
            #endregion

            // Initialize vertices, shaders, etc...
            uint vertexShader = glCreateShader(GL.VERTEX_SHADER);
            var vertexShaderCode = OceanShader.VertexShader();
            glShaderSource(vertexShader, 1, &vertexShaderCode, null);
            glCompileShader(vertexShader);

            var compressedFragShader = OceanShader.FragmentShader();
            var fragBuffer = Kernel32.GlobalAlloc(default, 8192);
            nint hDcmp;
            nint fragLength;
            bool success;

            success = CompressAPI.CreateDecompressor(CompressAlgorithm.MSZip, default, &hDcmp);
            success = CompressAPI.Decompress(
                hDcmp,
                compressedFragShader.AsPointer(),
                compressedFragShader.Length,
                fragBuffer,
                8192,
                &fragLength
            );

            uint fragShader = glCreateShader(GL.FRAGMENT_SHADER);
            glShaderSource(fragShader, 1, (byte**)&fragBuffer, (int*)&fragLength);
            glCompileShader(fragShader);

#if DEBUG
            int fragShaderCompiled = 0;
            glGetShaderiv(fragShader, 35713, &fragShaderCompiled);
            if (fragShaderCompiled == 0) {
                byte* fragLog = (byte*)Kernel32.GlobalAlloc(0, 4096);
                glGetShaderInfoLog(fragShader, 4096, null, fragLog);
                ReportError("Couldn't compile the fragment shader!\n\n", fragLog);
            }
#endif

            uint shaderProgram = glCreateProgram();
            glAttachShader(shaderProgram, vertexShader);
            glAttachShader(shaderProgram, fragShader);
            glLinkProgram(shaderProgram);

#if DEBUG
            int shaderLinked = 0;
            glGetProgramiv(shaderProgram, 35714, &shaderLinked);
            if (shaderLinked == 0) {
                byte* linkLog = (byte*)Kernel32.GlobalAlloc(0, 4096);
                glGetProgramInfoLog(shaderProgram, 4096, null, linkLog);
                ReportError("Couldn't link the shader program!\n\n", linkLog);
            }
#endif

            // We use a clipped full-screen triangle in order to render
            // the fragment shader to the whole screen. This is usually
            // faster than a quad (see https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pass.html)
            // and shaves a couple of bytes of the final binary.
            var buffer = new Buffer24();
            float* v = (float*)&buffer;
            v[0] = -1.0f; v[1] =  3.0f;
            v[2] = -1.0f; v[3] = -1.0f;
            v[4] =  3.0f; v[5] = -1.0f;

            uint vbo = 0, vao = 0;
            glGenVertexArrays(1, &vao);
            glGenBuffers(1, &vbo);

            glBindVertexArray(vao);
            glBindBuffer(GL.ARRAY_BUFFER, vbo);
            glBufferData(GL.ARRAY_BUFFER, 24, v, GL.STATIC_DRAW);

            glVertexAttribPointer(0, 2, GL.FLOAT, 0, 2 * sizeof(float), null);
            glEnableVertexAttribArray(0);

            uint begin = WinMM.GetTime();

            do {
                //GL.SetClearColor(0f, 0f, 0f, 1f);
                //GL.Clear(GL.COLOR_BUFFER_BIT);

                uint timeMs = WinMM.GetTime() - begin;
                float time = timeMs / 1000f;

                if (windowDimensionsChanged) {
                    GL.Viewport(0, 0, windowWidth, windowHeight);
                    windowDimensionsChanged = false;
                }

                int location = glGetUniformLocation(shaderProgram, "s"u8.AsPointer());
                glUseProgram(shaderProgram);
                glUniform3f(
                    location,
                    windowWidth, windowHeight,
                    time
                );

                GL.DrawArrays(GL.TRIANGLES, 0, 3);

                Gdi32.SwapBuffers(hdc);
            } while (true);
        }

#if DEBUG
        unsafe static void ReportError(string error, byte* log)
        {
            Kernel32.AllocConsole();
            Console.WriteLine(error);

            byte c;
            while ((c = *log++) != 0x00)
                Console.Write((char)c);

            Console.WriteLine("\n\n(end)");
            Kernel32.Sleep(10000);
        }
#endif

        [UnmanagedCallersOnly]
        unsafe static nint WndProc(nint hwnd, uint msg, nuint wParam, nint lParam)
        {
            switch (msg) {
                case 0x10: // WM_DESTROY
                    *(byte*)0 = 1; // intentionally crash
                    break;
                case 0x05: // WM_SIZE
                    windowWidth = (ushort)(lParam & 0xFFFF);
                    windowHeight = (ushort)(lParam >> 16);
                    windowDimensionsChanged = true;
                    break;
            }

            return User32.DefWindowProc(hwnd, msg, wParam, lParam);
        }
    }
}

================================================
FILE: src/SmolSharp.Ocean/Shaders/OceanShader.cs
================================================
using System;
using System.Runtime.CompilerServices;

namespace SmolSharp.Ocean.Shaders
{
    internal static unsafe class OceanShader
    {
        // no const utf-8 literal support makes me sad :(
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        public static byte* VertexShader()
        {
            return
            """
            #version 330
            in vec3 p;void main(){gl_Position=vec4(p,1);}
            """u8
            .AsPointer();
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        public static ReadOnlySpan<byte> FragmentShader()
        {
            return new byte[] {
0xa, 0x51, 0xe5, 0xc0, 0x18, 0x0, 0x98, 0x2, 0x9c, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x9c, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xbf, 0x3, 0x0, 0x0, 0x43, 0x4b, 0x5d, 0x55, 0x5d,
0x6f, 0xab, 0x38, 0x10, 0x7d, 0xdf, 0x5f, 0x11, 0x69, 0x5f, 0x6c, 0x33, 0x38, 0x40, 0x48, 0xda, 0x8a, 0xeb, 0xfb, 0x52, 0x69, 0xff, 0xc6, 0x2a, 0x4b, 0xf0, 0xbd, 0x48, 0x21, 0xe4, 0x62, 0x4a,
0x81, 0xaa, 0xff, 0x7d, 0xcf, 0x18, 0x93, 0xa4, 0x8d, 0x94, 0xf8, 0x63, 0x6c, 0xcf, 0xcc, 0x39, 0x67, 0x26, 0x7f, 0xf, 0x55, 0xe7, 0xea, 0xf6, 0xb2, 0xd9, 0xed, 0x92, 0xbf, 0xda, 0xb7, 0x7e,
0x33, 0x54, 0x65, 0xbe, 0x19, 0x8a, 0xb7, 0x4b, 0x6d, 0xdb, 0xae, 0xe1, 0xe5, 0x6e, 0xe3, 0xa, 0x3f, 0x5c, 0x84, 0x1f, 0x6, 0x5a, 0x36, 0x97, 0xc1, 0xca, 0x8f, 0xae, 0xea, 0xdf, 0xba, 0xcb,
0x66, 0x88, 0x9c, 0x12, 0x22, 0x3e, 0xb5, 0xbd, 0xb0, 0x14, 0xb3, 0x51, 0x24, 0x94, 0x52, 0x22, 0xa5, 0xdf, 0x5b, 0xae, 0xad, 0x5b, 0x72, 0xcb, 0x7b, 0xee, 0xeb, 0x5e, 0xf1, 0xd9, 0x1c, 0xfb,
0x9b, 0x1f, 0x47, 0xf6, 0xdc, 0x1e, 0x11, 0x91, 0xfc, 0x58, 0x26, 0xd6, 0xb8, 0x1a, 0x36, 0x49, 0x93, 0x29, 0x5b, 0xc7, 0x93, 0xd9, 0xa4, 0x3a, 0x9e, 0x8a, 0x10, 0x0, 0x5f, 0x16, 0xb3, 0x72,
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0xf8, 0x7e, 0xd7, 0xdb, 0xa3, 0xaf, 0xf6, 0x39, 0x9a, 0x90, 0xc7, 0x1d, 0xaf, 0x6c, 0x33, 0xcb, 0xf, 0x3f, 0xe, 0x66, 0x56, 0x99, 0xb6, 0x71, 0xaa, 0x6d, 0x31, 0xe0, 0x8e, 0xc1, 0xc5, 0x2d,
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0x72, 0xf1, 0xa8, 0x58, 0x2e, 0xd, 0xd, 0x52, 0x2a, 0xbd, 0x8f, 0xf4, 0x9e, 0xac, 0x5c, 0x7d, 0xf7, 0xab, 0xef, 0xfa, 0xd2, 0xb3, 0x1c, 0x83, 0x2b, 0x93, 0x68, 0xe8, 0x83, 0x11, 0xc3, 0xe9,
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0x43, 0xc1, 0xe7, 0xec, 0x2, 0x81, 0x85, 0x6e, 0xe2, 0x23, 0xbb, 0xdb, 0xd0, 0x67, 0x19, 0x71, 0x0, 0xfb, 0x13, 0xb5, 0x24, 0x3d, 0x19, 0x32, 0x7a, 0xc7, 0x4f, 0x51, 0x9d, 0x5d, 0xb5, 0x20,
0x31, 0xe2, 0xf1, 0x12, 0xa2, 0x58, 0xda, 0xe, 0xf2, 0x39, 0x7d, 0xd9, 0x58, 0xfa, 0x90, 0xa4, 0xda, 0x54, 0x62, 0xa4, 0x93, 0xa4, 0xe, 0x93, 0x1a, 0x94, 0x22, 0x63, 0xd3, 0xd4, 0xa3, 0xe8,
0x1e, 0xff, 0x1, 0xd0, 0x5f, 0x54, 0x83, 0x60, 0x90, 0xb7, 0xaf, 0xff, 0x53, 0xed, 0xfa, 0xe3, 0xa5, 0x84, 0x12, 0xa9, 0x46, 0xdd, 0x43, 0x61, 0x2a, 0xd5, 0x29, 0xd7, 0x98, 0x97, 0xc7, 0xd1,
0x80, 0xa8, 0x48, 0xbf, 0x1c, 0x7c, 0xd7, 0xc0, 0x3f, 0xc1, 0x3, 0x17, 0x71, 0x87, 0xe, 0x21, 0x89, 0x5b, 0xa3, 0x8f, 0xf3, 0xfa, 0xa0, 0xbb, 0xae, 0xb2, 0xe7, 0xaa, 0xe4, 0x7f, 0xa9, 0xe,
0x6f, 0x5d, 0xf5, 0x64, 0x8e, 0xff, 0x39, 0x71, 0xe5, 0x1a, 0xf0, 0x67, 0x5f, 0x91, 0xe9, 0x95, 0x33, 0xbd, 0xca, 0x2, 0x36, 0xf5, 0x1a, 0xf1, 0xe3, 0x47, 0xa9, 0x16, 0x56, 0xe1, 0x14, 0x4d,
0x30, 0x3d, 0xf0, 0xf, 0x3a, 0xa1, 0x42, 0x3e, 0x53, 0x94, 0xea, 0xc8, 0x57, 0xff, 0xa7, 0xa7, 0xe3, 0xca, 0x8a, 0xc4, 0x9d, 0x59, 0x4f, 0xe3, 0x1a, 0x6d, 0x67, 0xae, 0x68, 0xfa, 0xf0, 0xa2,
0x76, 0x99, 0x46, 0xf6, 0x1c, 0x73, 0x47, 0x20, 0xb5, 0x98, 0x94, 0xe9, 0x8a, 0x81, 0xe9, 0xc9, 0x45, 0x23, 0x26, 0xb4, 0x63, 0x49, 0x29, 0x9e, 0xfa, 0x1f
            };
        }
    }
}


================================================
FILE: src/SmolSharp.Ocean/Shaders/frag-min.glsl
================================================
#version 330
out vec4 FragColor;

uniform vec3 vals; // x = time, y = width, z = height

const vec3 waterBaseColor = vec3(0.04f, 0.16f, 0.15f);
const vec3 skyBaseColor = vec3(0.4f, 0.77f, 0.95f);

// ===================== Animation =================== //
vec2 getYawPitch() {
    return vec2(vals.z * 12.0, sin(vals.z) * 20.0 + 45.0);
}

vec3 getOrigin() {
    return vec3(
        sin(vals.z / 2.0) * 4.0,
        1.5 + (sin(vals.z)),
        cos(vals.z / 2.0) * 4.0
    );
}
// =================================================== //

// =============== Ray-marching utilties ============= //
// Calculates the intersection between a ray and a plane.
// Ported from https://stackoverflow.com/a/53437900/13153269
vec3 getPlaneIntersection(vec3 rayP, vec3 rayD, vec3 planeP, vec3 planeN) {
	float d = dot(planeP, -planeN);
	float t = -(d + dot(rayP, planeN)) / dot(rayD, planeN);
	return rayP + (rayD * t);
}

mat3 rotationMatrix(vec3 axis, float angle) {
    float s = sin(angle);
    float c = cos(angle);
    float oc = 1.0 - c;
    return mat3(
        oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 
        oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 
        oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
    );
}

// Gets the normalized direction of a ray pointing forward, beginning
// from the camera's origin, using the normalized UV screen coordinates.
vec3 getRayDirection(vec2 uv) {
    vec2 ndc = (uv * 2.0f) - 1.0f; // [-1.0; 1.0]
    ndc.x *= (vals.x / vals.y);
    vec3 forward = normalize(vec3(ndc, 1.5));
    
    vec2 angles = getYawPitch();
    
    return rotationMatrix(vec3(0.0, -1.0, 0.0), ((angles.x / 180.0) * 2.0 - 1.0)) 
         * rotationMatrix(vec3(1.0, 0.0, 0.0), ((angles.y / 180.0) * 2.0 - 1.0))
         * forward;
}

// Computes the sky color.
vec3 getSkyColor(vec3 rd) {
    return skyBaseColor - rd.y * 0.4; // keep it simple, silly!
}

float computeGerstnerWaves(vec2 pos, float t, float steepness, float amplitude, float lambda, vec2 dir) {
    const float g = 9.81;

	float k = (2.0 * 3.14) / lambda;
    float x = (sqrt(g * k)) * t - k * dot(dir, pos);

    return amplitude * pow(sin(x) * 0.5 + 0.5, steepness);
}

// Gets the height of the water at (pos).
float getWaterHeightAt(vec2 position, int iterations) {
    float height = 0.0;

    float time      = vals.z * 0.5;
    float steepness = 3.0;
    float amplitude = 1.65;
    float lambda    = 8.0;

    const float angle   = (3.14 * 2.0) * 0.15;
	const mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));

    const vec2 beginDir = vec2(sin(0.9), cos(1.2));
    vec2 dir = beginDir;

    for(int i = 0; i < iterations; i++) {
        height += computeGerstnerWaves(position, time, steepness, amplitude, lambda, dir);

        steepness *= 1.04;
        amplitude *= 0.82;
        lambda    *= 0.85;
        dir *= rotation;
    }

    return height / 8.0;
} 

vec3 getWaterNormal(vec2 pos) {
    float p0 = getWaterHeightAt(pos.xy, 32) * 1.0; // center
    float p1 = getWaterHeightAt(pos.xy - vec2(0.01, 0), 32) * 1.0; // left neighbor
    float p2 = getWaterHeightAt(pos.xy + vec2(0, 0.01), 32) * 1.0; // bottom neighbor
    vec3 a = vec3(pos.x, p0, pos.y);

    return normalize(cross(a - vec3(pos.x - 0.01, p1, pos.y), a - vec3(pos.x, p2, pos.y + 0.01)));
}

// Returns the water intersection position on the given ray (line).
vec3 raymarch(vec3 rayStart, vec3 rayEnd) {
    vec3 pos = rayStart;
    vec3 dir = normalize(rayEnd - rayStart);
    for (int i = 0; i < 32; i++) {
        // Sample the water height-map. This in theory could be just a perlin
        // noise texture, but we're using gerstner waves for our purposes instead
        float y = getWaterHeightAt(pos.xz, 16) * 1.0 - 1.0;
        if (y + 0.01 > pos.y) {
            return pos;
        }

        pos += dir * (pos.y - y);
    }

    return rayStart;
}

vec3 aces(vec3 x) {
    const float a = 2.31; // brightness
    const float b = 0.07;
    const float c = 2.4; // gamma
    const float d = 0.54;
    const float e = 0.04;
    return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}

vec3 applyTonemapping(vec3 color) {  
    return aces(color * 2.0);
}

vec3 getSunDirection() {
  return normalize(
      vec3(
          sin(2.0 * 3.14),
          0.05 + vals.z * 0.02,
          cos(2.0 * 3.14)
      )
  );
}

vec3 getSun(vec3 dir) { 
    float baseScalar = pow(max(0.0, dot(dir, getSunDirection())), 720.0);
    vec3 base = vec3(baseScalar, baseScalar, baseScalar);

    vec3 sun = smoothstep(0.5, 1.0, base * 40.0);
    vec3 haze = base * 60.0;
    return sun + haze;
}

void main() {
    vec2 uv = gl_FragCoord.xy / vals.xy;
    vec3 rayDir = getRayDirection(uv);
    vec3 origin = getOrigin(); 

    vec3 fColor; // final color

    if (rayDir.y >= 0.0) {
        // Ray is pointing upwards - render the sky.
        fColor = getSkyColor(rayDir) + getSun(rayDir);
    } else {
        // Ray is pointing downwards - render the water.

        // Calculate the intersection between the low and high planes.
        vec3 hp = getPlaneIntersection(origin, rayDir, vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
        vec3 lp = getPlaneIntersection(origin, rayDir, vec3(0.0, -1.0, 0.0), vec3(0.0, 1.0, 0.0));

        // Raymarch through the water plane, using the water height-map function (getWaterHeightAt).
        vec3 wpos = raymarch(hp, lp);
        float dist = distance(origin, wpos); 

        vec3 norm = getWaterNormal(wpos.xz);
        norm = mix(norm, vec3(0.0, 1.0, 0.0), 0.7 * min(1.0, sqrt(dist * 0.01) * 1.1));
        
        float fresnel = (0.04 + (1.0 - 0.04) * (pow(1.0 - max(0.0, dot(-norm, rayDir)), 5.0)));
        vec3 reflectDir = normalize(reflect(rayDir, norm));
        reflectDir.y = abs(reflectDir.y);

        vec3 reflectColor = getSkyColor(reflectDir) + getSun(reflectDir);
        vec3 waterColor = waterBaseColor * (0.2 + (wpos.y + 1.0) / 1.0);

        fColor = fresnel * reflectColor + (1.0 - fresnel) * waterColor;
    }
    
    vec2 uvf = uv * (1.0 - uv.yx);
    float vig = uvf.x * uvf.y * 32.0;
    vig = pow(vig, 0.5);
    
    fColor *= vig;
    FragColor = vec4(applyTonemapping(fColor), 1.0);
}

================================================
FILE: src/SmolSharp.Ocean/Shaders/frag.glsl
================================================
// This is a port of my ocean shader @ https://www.shadertoy.com/view/DtsBzX.

// Stored as a single vec3 in order to minimize code size in the host
uniform vec3 uniformValues;

#define TIME          uniformValues.z
#define ASPECT_RATIO  (uniformValues.x / uniformValues.y)
#define RESOLUTION    uniformValues.xy

// === Settings
#define RAYMARCH_ITERATIONS   32
#define WATER_ITERATIONS      16
#define WATER_ITERATIONS_NORM 32

#define WAVE_AMPLITUDE 1.65
#define WAVE_STEEPNESS 3.0
#define WAVE_LENGTH	   8.0
#define WAVE_SPEED     0.5
#define WAVE_DIVISOR   8.0
#define WAVE_D_STEEPNESS 1.04
#define WAVE_D_AMPLITUDE 0.82
#define WAVE_D_LAMBDA    0.85


#define FOV           1.5f
#define PI            3.141592653589793238 // replace when minimizing!
#define WATER_HEIGHT  1.0f
#define UP            vec3(0.0f, 1.0f, 0.0f)
#define ONE           vec3(1.0f, 1.0f, 1.0f)

const vec3 waterBaseColor = vec3(0.04f, 0.16f, 0.15f);
const vec3 skyBaseColor = vec3(0.4f, 0.77f, 0.95f);

// ===================== Animation =================== //
vec2 getYawPitch() {
    return vec2(TIME * 12.0, sin(TIME) * 20.0 + 45.0);
}

vec3 getOrigin() {
    return vec3(
        sin(TIME / 2.0) * 4.0,
        1.5 + (sin(TIME)),
        cos(TIME / 2.0) * 4.0
    );
}
// =================================================== //

// =============== Ray-marching utilties ============= //
// Calculates the intersection between a ray and a plane.
// Ported from https://stackoverflow.com/a/53437900/13153269
vec3 getPlaneIntersection(vec3 rayP, vec3 rayD, vec3 planeP, vec3 planeN) {
	float d = dot(planeP, -planeN);
	float t = -(d + dot(rayP, planeN)) / dot(rayD, planeN);
	return rayP + (rayD * t);
}

mat3 rotationMatrix(vec3 axis, float angle) {
    float s = sin(angle);
    float c = cos(angle);
    float oc = 1.0 - c;
    return mat3(
        oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 
        oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 
        oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
    );
}

// Gets the normalized direction of a ray pointing forward, beginning
// from the camera's origin, using the normalized UV screen coordinates.
vec3 getRayDirection(vec2 uv) {
    vec2 ndc = (uv * 2.0f) - 1.0f; // [-1.0; 1.0]
    ndc.x *= ASPECT_RATIO;
    vec3 forward = normalize(vec3(ndc, FOV));
    
    vec2 angles = getYawPitch();
    
    return rotationMatrix(vec3(0.0, -1.0, 0.0), ((angles.x / 180.0) * 2.0 - 1.0)) 
         * rotationMatrix(vec3(1.0, 0.0, 0.0), ((angles.y / 180.0) * 2.0 - 1.0))
         * forward;
}

// Computes the sky color.
vec3 getSkyColor(vec3 rd) {
    return skyBaseColor - rd.y * 0.4; // keep it simple, silly!
}

float computeGerstnerWaves(vec2 pos, float t, float steepness, float amplitude, float lambda, vec2 dir) {
    const float g = 9.81;

	float k = (2.0 * PI) / lambda;
    float x = (sqrt(g * k)) * t - k * dot(dir, pos);

    return amplitude * pow(sin(x) * 0.5 + 0.5, steepness);
}

// Gets the height of the water at (pos).
float getWaterHeightAt(vec2 position, int iterations) {
    float height = 0.0;

    float time      = TIME * WAVE_SPEED;
    float steepness = WAVE_STEEPNESS;
    float amplitude = WAVE_AMPLITUDE;
    float lambda    = WAVE_LENGTH;

    const float angle   = (PI * 2.0) * 0.15;
	const mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));

    const vec2 beginDir = vec2(sin(0.9), cos(1.2));
    vec2 dir = beginDir;

    for(int i = 0; i < iterations; i++) {
        height += computeGerstnerWaves(position, time, steepness, amplitude, lambda, dir);

        steepness *= WAVE_D_STEEPNESS;
        amplitude *= WAVE_D_AMPLITUDE;
        lambda    *= WAVE_D_LAMBDA;
        dir *= rotation;
    }

    return height / WAVE_DIVISOR;
} 

vec3 getWaterNormal(vec2 pos) {
    float p0 = getWaterHeightAt(pos.xy, WATER_ITERATIONS_NORM) * WATER_HEIGHT; // center
    float p1 = getWaterHeightAt(pos.xy - vec2(0.01, 0), WATER_ITERATIONS_NORM) * WATER_HEIGHT; // left neighbor
    float p2 = getWaterHeightAt(pos.xy + vec2(0, 0.01), WATER_ITERATIONS_NORM) * WATER_HEIGHT; // bottom neighbor
    vec3 a = vec3(pos.x, p0, pos.y);

    return normalize(cross(a - vec3(pos.x - 0.01, p1, pos.y), a - vec3(pos.x, p2, pos.y + 0.01)));
}

// Returns the water intersection position on the given ray (line).
vec3 raymarch(vec3 rayStart, vec3 rayEnd) {
    vec3 pos = rayStart;
    vec3 dir = normalize(rayEnd - rayStart);
    for (int i = 0; i < RAYMARCH_ITERATIONS; i++) {
        // Sample the water height-map. This in theory could be just a perlin
        // noise texture, but we're using gerstner waves for our purposes instead
        float y = getWaterHeightAt(pos.xz, WATER_ITERATIONS) * WATER_HEIGHT - WATER_HEIGHT;
        if (y + 0.01 > pos.y) {
            return pos;
        }

        pos += dir * (pos.y - y);
    }

    return rayStart;
}

vec3 aces(vec3 x) {
    const float a = 2.31; // brightness
    const float b = 0.07;
    const float c = 2.4; // gamma
    const float d = 0.54;
    const float e = 0.04;
    return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}

vec3 applyTonemapping(vec3 color) {  
    return aces(color * 2.0);
}

vec3 getSunDirection() {
  return normalize(
      vec3(
          sin(2.0 * PI),
          0.05 + TIME * 0.02,
          cos(2.0 * PI)
      )
  );
}

vec3 getSun(vec3 dir) { 
    float baseScalar = pow(max(0.0, dot(dir, getSunDirection())), 720.0);
    vec3 base = vec3(baseScalar, baseScalar, baseScalar);

    vec3 sun = smoothstep(0.5, 1.0, base * 40.0);
    vec3 haze = base * 60.0;
    return sun + haze;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 uv = fragCoord / RESOLUTION;
    vec3 rayDir = getRayDirection(uv);
    vec3 origin = getOrigin(); 

    vec3 fColor; // final color

    if (rayDir.y >= 0.0) {
        // Ray is pointing upwards - render the sky.
        fColor = getSkyColor(rayDir) + getSun(rayDir);
    } else {
        // Ray is pointing downwards - render the water.

        // Calculate the intersection between the low and high planes.
        vec3 hp = getPlaneIntersection(origin, rayDir, vec3(0.0, 0.0, 0.0), UP);
        vec3 lp = getPlaneIntersection(origin, rayDir, vec3(0.0, -WATER_HEIGHT, 0.0), UP);

        // Raymarch through the water plane, using the water height-map function (getWaterHeightAt).
        vec3 wpos = raymarch(hp, lp);
        float dist = distance(origin, wpos); 

        vec3 norm = getWaterNormal(wpos.xz);
        norm = mix(norm, vec3(0.0, 1.0, 0.0), 0.7 * min(1.0, sqrt(dist * 0.01) * 1.1));
        
        float fresnel = (0.04 + (1.0 - 0.04) * (pow(1.0 - max(0.0, dot(-norm, rayDir)), 5.0)));
        vec3 reflectDir = normalize(reflect(rayDir, norm));
        reflectDir.y = abs(reflectDir.y);

        vec3 reflectColor = getSkyColor(reflectDir) + getSun(reflectDir);
        vec3 waterColor = waterBaseColor * (0.2 + (wpos.y + WATER_HEIGHT) / WATER_HEIGHT);

        fColor = fresnel * reflectColor + (1.0 - fresnel) * waterColor;
    }
    
    vec2 uvf = uv * (1.0 - uv.yx);
    float vig = uvf.x * uvf.y * 32.0;
    vig = pow(vig, 0.5);
    
    fColor *= vig;
    fragColor = vec4(applyTonemapping(fColor), 1.0);
}

================================================
FILE: src/SmolSharp.Ocean/SmolSharp.Ocean.csproj
================================================
<Project Sdk="Microsoft.NET.Sdk">

	<PropertyGroup>
		<OutputType>WinExe</OutputType>
		<TargetFramework>net7.0</TargetFramework>
		<Nullable>enable</Nullable>
	</PropertyGroup>

	<ItemGroup>
		<DirectPInvoke Include="opengl32" />
		<LinkerArg Include="opengl32.lib" />
		<DirectPInvoke Include="Cabinet" />
		<LinkerArg Include="Cabinet.lib" />
		<DirectPInvoke Include="winmm" />
		<LinkerArg Include="winmm.lib" />
	</ItemGroup>

	<Import Project="..\SmolSharp.Win32\SmolSharp.Win32.projitems" Label="Shared" />

	<Import Project="../SmolSharp.props" />

</Project>


================================================
FILE: src/SmolSharp.Win32/CompressAPI.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32
{
    internal static unsafe class CompressAPI
    {
        [SuppressGCTransition, DllImport("Cabinet")]
        public static extern bool CreateDecompressor(
            CompressAlgorithm algorithm,
            nint allocationRoutines,
            nint* decompressorHandle
        );

        [SuppressGCTransition, DllImport("Cabinet")]
        public static extern bool Decompress(
            nint decompressorHandle,
            void* compressedData,
            nint compressedDataSize,
            void* uncompressedBuffer,
            nint uncompressedBufferSize,
            nint* uncompressedDataSize
        );
    }

    public enum CompressAlgorithm : uint
    {
        MSZip = 2,
        Xpress = 3,
        XpressHuffman = 4,
        LZMS = 5
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/GDIPaintStruct.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI
{
    [StructLayout(LayoutKind.Sequential)]
    internal unsafe struct GDIPaintStruct
    {
        public nint Hdc;
        public int Erase; // BOOL
        public GDIRect RcPaint;
        public int Restore; // BOOL
        public int IncUpdate; // BOOL
        public fixed byte RgbReserved[32];
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/GDIPoint.cs
================================================
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI
{
    [StructLayout(LayoutKind.Sequential)]
    internal struct GDIPoint
    {
        public int X;
        public int Y;
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/GDIRect.cs
================================================
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI
{
    [StructLayout(LayoutKind.Sequential)]
    internal struct GDIRect
    {
        public int Left;
        public int Top;
        public int Right;
        public int Bottom;
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/Gdi32.cs
================================================
using SmolSharp.Win32.GDI.OpenGL;
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI
{
    internal static unsafe class Gdi32
    {
        [SuppressGCTransition, DllImport("gdi32")]
        public static extern uint SetPixel(
            nint hdc,
            int x, int y,
            uint color
        );

        [SuppressGCTransition, DllImport("gdi32")]
        public static extern int ChoosePixelFormat(
            nint hdc,
            PixelFormatDescriptor* ppfd
        );

        [SuppressGCTransition, DllImport("gdi32")]
        public static extern bool SetPixelFormat(
            nint hdc,
            int format,
            PixelFormatDescriptor* ppfd
        );

        [SuppressGCTransition, DllImport("gdi32")]
        public static extern bool SwapBuffers(
            nint hdc
        );
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/OpenGL/GL.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI.OpenGL
{
    internal static class GL
    {
        public const uint COLOR_BUFFER_BIT = 0x00004000;
        public const uint FRAGMENT_SHADER = 35632;
        public const uint VERTEX_SHADER = 35633;
        public const uint ARRAY_BUFFER = 34962;
        public const uint STATIC_DRAW = 35044;
        public const uint FLOAT = 0x1406;
        public const uint FALSE = 0;
        public const uint TRIANGLES = 0x4;

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "wglCreateContext")]
        public static extern nint CreateContext(nint hdc);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "wglMakeCurrent")]
        public static extern bool MakeCurrent(nint hdc, nint ctx);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "glClearColor")]
        public static extern void SetClearColor(float r, float g, float b, float a);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "glClear")]
        public static extern void Clear(uint mask);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "wglGetProcAddress")]
        public static unsafe extern void* GetProcAddress(byte* name);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "glDrawArrays")]
        public static extern void DrawArrays(
            uint mode,
            int first,
            int count
        );

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "glViewport")]
        public static extern void Viewport(int x, int y, uint width, uint height);

        [SuppressGCTransition]
        [DllImport("opengl32", EntryPoint = "glGetError")]
        public static extern uint GetError();
    }
}


================================================
FILE: src/SmolSharp.Win32/GDI/OpenGL/PixelFormatDescriptor.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32.GDI.OpenGL
{
    [StructLayout(LayoutKind.Sequential)]
    public struct PixelFormatDescriptor
    {
        public ushort Size;
        public ushort Version;
        public PFDFlags Flags;
        public byte PixelType;
        public byte ColorBits;
        public byte RedBits;
        public byte RedShift;
        public byte GreenBits;
        public byte GreenShift;
        public byte BlueBits;
        public byte BlueShift;
        public byte AlphaBits;
        public byte AlphaShift;
        public byte AccumBits;
        public byte AccumRedBits;
        public byte AccumGreenBits;
        public byte AccumBlueBits;
        public byte AccumAlphaBits;
        public byte DepthBits;
        public byte StencilBits;
        public byte AuxBuffers;
        public byte LayerType;
        public byte Reserved;
        public uint LayerMask;
        public uint VisibleMask;
        public uint DamageMask;
    }

    public enum PFDFlags : uint
    {
        DrawToWindow = 0x00000004,
        SupportOpenGL = 0x00000020,
        DoubleBuffered = 0x00000001
    }
}


================================================
FILE: src/SmolSharp.Win32/Kernel32.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32
{
    internal static unsafe class Kernel32
    {
        [SuppressGCTransition, DllImport("kernel32")]
        public static extern nint CreateThread(
            nint threadAttributes,
            nint stackSize,
            delegate* unmanaged<nint, uint> lpStartAddress,
            nint lpParameter = 0,
            uint creationFlags = 0,
            nint lpThreadId = 0
        );

        [SuppressGCTransition, DllImport("kernel32")]
        public static extern void* GlobalAlloc(uint dwFlags, nint dwBytes);

        [SuppressGCTransition, DllImport("kernel32")]
        public static extern bool AllocConsole();

        [SuppressGCTransition, DllImport("kernel32")]
        public static extern void Sleep(uint ms);
    }
}


================================================
FILE: src/SmolSharp.Win32/SmolSharp.Win32.projitems
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
    <MSBuildAllProjects Condition="'$(MSBuildVersion)' == '' Or '$(MSBuildVersion)' &lt; '16.0'">$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
    <HasSharedItems>true</HasSharedItems>
    <SharedGUID>29d02aaa-5c78-42ed-b1b4-5b30357d78a7</SharedGUID>
  </PropertyGroup>
  <PropertyGroup Label="Configuration">
    <Import_RootNamespace>SmolSharp.Win32</Import_RootNamespace>
  </PropertyGroup>
  <ItemGroup>
    <Compile Include="$(MSBuildThisFileDirectory)CompressAPI.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\Gdi32.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\GDIPaintStruct.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\GDIPoint.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\GDIRect.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\OpenGL\GL.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)GDI\OpenGL\PixelFormatDescriptor.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)Kernel32.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)User32.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)WindowClassA.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)WinMM.cs" />
    <Compile Include="$(MSBuildThisFileDirectory)WndMessage.cs" />
  </ItemGroup>
</Project>

================================================
FILE: src/SmolSharp.Win32/SmolSharp.Win32.shproj
================================================
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup Label="Globals">
    <ProjectGuid>29d02aaa-5c78-42ed-b1b4-5b30357d78a7</ProjectGuid>
    <MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
  </PropertyGroup>
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
  <PropertyGroup />
  <Import Project="SmolSharp.Win32.projitems" Label="Shared" />
  <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
</Project>


================================================
FILE: src/SmolSharp.Win32/User32.cs
================================================
using SmolSharp.Win32.GDI;
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32
{
    internal static unsafe class User32
    {
        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "CreateWindowExA")]
        public static extern nint CreateWindowEx(
            uint dwExStyles,
            void* lpClassName,
            void* lpWindowName,
            uint dwStyle,
            int x,
            int y,
            int nWidth,
            int nHeight,
            nint hwndParent = 0,
            nint hMenu = 0,
            nint hInstance = 0,
            nint lpParam = 0
        );

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "RegisterClassA")]
        public static extern nint RegisterClass(WindowClassA* lpWndClass);

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "ShowWindow")]
        public static extern nint ShowWindow(nint hWnd, int nCmdShow);

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "GetMessageA")]
        public static extern int GetMessage(
            WndMessage* lpMsg,
            nint hwnd,
            uint wMsgFilterMin,
            uint wMsgFilterMax
        );

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "TranslateMessage")]
        public static extern bool TranslateMessage(WndMessage* lpMsg);

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "DispatchMessageA")]
        public static extern bool DispatchMessage(WndMessage* lpMsg);

        [SuppressGCTransition]
        [DllImport("user32", EntryPoint = "DefWindowProcA")]
        public static extern nint DefWindowProc(
            nint hwnd,
            uint msg,
            nuint wParam,
            nint lParam
        );

        [SuppressGCTransition]
        [DllImport("user32")]
        public static extern nint GetDC(nint hwnd);

        //[DllImport("user32")]
        //public static extern nint BeginPaint(
        //    nint hWnd,
        //    GDIPaintStruct* lpPaint
        //);

        //[DllImport("user32")]
        //public static extern bool EndPaint(
        //    nint hWnd,
        //    GDIPaintStruct* lpPaint
        //);

        [SuppressGCTransition]
        [DllImport("user32")]
        public static extern bool GetWindowRect(
            nint hwnd,
            GDIRect* lpRect
        );

        [SuppressGCTransition]
        [DllImport("user32")]
        public static extern void PostQuitMessage(int nExitCode);
    }
}


================================================
FILE: src/SmolSharp.Win32/WinMM.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32
{
    internal static class WinMM
    {
        [SuppressGCTransition]
        [DllImport("winmm.dll", EntryPoint = "timeGetTime")]
        public static extern uint GetTime();
    }
}


================================================
FILE: src/SmolSharp.Win32/WindowClassA.cs
================================================
using System;
using System.Runtime.InteropServices;

namespace SmolSharp.Win32
{
    [StructLayout(LayoutKind.Sequential)]
    internal unsafe struct WindowClassA
    {
        public uint Style;
        public delegate* unmanaged<nint, uint, nuint, nint, nint> WndProc;
        public int ClsExtra;
        public int WndExtra;
        public nint HInstance;
        public nint HIcon;
        public nint HCursor;
        public nint HBrBackground;
        public void* MenuName;
        public void* ClassName;
    }
}


================================================
FILE: src/SmolSharp.Win32/WndMessage.cs
================================================
using System;
using System.Runtime.InteropServices;
using SmolSharp.Win32.GDI;

namespace SmolSharp.Win32
{
    [StructLayout(LayoutKind.Sequential)]
    internal struct WndMessage
    {
        public nint Hwnd;
        public uint Message;
        public nuint WParam;
        public nint LParam;
        public int Time;
        public GDIPoint Point;
        private readonly int lPrivate;
    }
}


================================================
FILE: src/SmolSharp.props
================================================
<Project>
	<PropertyGroup>
		<DefineConstants>WINDOWS</DefineConstants>
		<PublishAot>true</PublishAot>
		<ImplicitUsings>disable</ImplicitUsings>
	</PropertyGroup>

	<!-- Use bflat's zerolib as the standard library -->
	<!-- See https://github.com/bflattened/bflat/ for more details! -->
	<Import Project=".\BFlat.ZeroLib\BFlat.ZeroLib.projitems" Label="Shared" />
	<PropertyGroup>
		<NoStdLib>true</NoStdLib>
		<NoConfig>true</NoConfig>
		<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
		<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
		<RuntimeMetadataVersion>v4.0.30319</RuntimeMetadataVersion>
		<IlcSystemModule>$(MSBuildProjectName)</IlcSystemModule>
		<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
		<EntryPointSymbol>smolsharp_main</EntryPointSymbol>
		<DebugType>none</DebugType>
	</PropertyGroup>

	<ItemGroup>
		<DirectPInvoke Include="kernel32" />
		<DirectPInvoke Include="shell32" />
		<DirectPInvoke Include="user32" />
		<DirectPInvoke Include="ntdll" />
		<DirectPInvoke Include="gdi32" />
	</ItemGroup>

	<ItemGroup>
		<LinkerArg Remove="$(LinkerArg)"/>
		<LinkerArg Include="/align:16"></LinkerArg>
		<LinkerArg Include="/manifestuac:no"></LinkerArg>
		<LinkerArg Include="/opt:ref /opt:icf"></LinkerArg>
		<LinkerArg Include="/safeseh:no"></LinkerArg>
		<LinkerArg Include="/emittoolversioninfo:no"></LinkerArg>
		<LinkerArg Include="/emitpogophaseinfo"></LinkerArg>
		<LinkerArg Include="/nodefaultlib"></LinkerArg>
		<LinkerArg Include="/fixed"></LinkerArg> <!-- disabling relocations makes the linker skip emitting the .reloc section, which saves us about ~100 bytes -->
		<LinkerArg Include="/merge:.modules=.rdata"></LinkerArg>
		<LinkerArg Include="/merge:.managedcode=.text"></LinkerArg>
		<LinkerArg Include="user32.lib"></LinkerArg>
		<LinkerArg Include="shell32.lib"></LinkerArg>
		<LinkerArg Include="gdi32.lib"></LinkerArg>
	</ItemGroup>

	<PropertyGroup>
		<IlcDisableReflection>true</IlcDisableReflection>
		<StackTraceSupport>false</StackTraceSupport> <!-- .NET 8+ -->
		<IlcGenerateStackTraceData>false</IlcGenerateStackTraceData> <!-- < .NET 8 -->
		<IlcFoldIdenticalMethodBodies>true</IlcFoldIdenticalMethodBodies>
		<IlcDehydrate>false</IlcDehydrate>
		<IlcGenerateWin32Resources>false</IlcGenerateWin32Resources> <!-- .NET 8 -->
		<Optimize>true</Optimize>
		<OptimizationPreference>Size</OptimizationPreference>
	</PropertyGroup>
	
	<Target Name="ModifyObj" BeforeTargets="LinkNative">
		<Exec Command="objcopy --remove-section .pdata &quot;$(NativeObject)&quot;" />
		<Exec Command="objcopy -w --set-section-alignment *=1 &quot;$(NativeObject)&quot;" />
	</Target>

	<UsingTask
		  TaskName="TrimNullBytes"
		  TaskFactory="RoslynCodeTaskFactory"
		  AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.Core.dll"
	>
		<ParameterGroup>
			<TargetPath ParameterType="System.String" Required="true"/>
		</ParameterGroup>
		
		<Task>
			<Using Namespace="System"/>
			<Using Namespace="System.IO"/>
			<Code Type="Fragment" Language="cs">
				<![CDATA[
				var file = File.ReadAllBytes(TargetPath);
				int i = file.Length - 1;
				while (file[i] == 0x00)
					--i;

				byte[] trimmed = new byte[i + 1];
				Array.Copy(file, trimmed, i + 1);
				File.WriteAllBytes(TargetPath, trimmed);
				]]>
			</Code>
		</Task>
	</UsingTask>

	<Target Name="ModifyBinary" AfterTargets="LinkNative">
		<TrimNullBytes TargetPath="$(NativeBinary)"/> 
	</Target>

	<Target Name="RemoveIlcSwitches" BeforeTargets="IlcCompile" DependsOnTargets="WriteIlcRspFileForCompilation">
		<ItemGroup>
			<IlcArg Remove="--runtimeknob:RUNTIME_IDENTIFIER=win-x64" />
			<IlcArg Remove="--resilient" />
		</ItemGroup>
		<WriteLinesToFile File="%(ManagedBinary.IlcRspFile)" Lines="@(IlcArg)" Overwrite="true" WriteOnlyWhenDifferent="true" />
	</Target>

	<!-- < .NET 8 -->
	<Target Name="RemoveWin32Resources" BeforeTargets="LinkNative" Outputs="$(_Win32ResFile)">
		<PropertyGroup>
			<_Win32ResFile></_Win32ResFile>
		</PropertyGroup>
	</Target>

	<Target Name="RemoveSDKLibs" AfterTargets="SetupOSSpecificProps">
		<ItemGroup>
			<LinkerArg Remove="@(NativeLibrary->'&quot;%(Identity)&quot;')"/>
		</ItemGroup>
	</Target>
	
	<!-- The project file pretends this is .NET, but it's not .NET. Remove all assembly references the .NET SDK added. -->
	<Target Name="CustomizeReferences" BeforeTargets="BeforeCompile" AfterTargets="FindReferenceAssembliesForReferences">
		<ItemGroup>
			<ReferencePathWithRefAssemblies Remove="@(ReferencePathWithRefAssemblies)" />
			<ReferencePath Remove="@(ReferencePath)" />
		</ItemGroup>
	</Target>

	<!-- The AOT compiler would want to mirror these as AppContext switches. Prevent that. -->
	<Target Name="RemoveHostConfigurationOptions" Befo
Download .txt
gitextract_4k5md_rt/

├── .gitignore
├── LICENSE
├── README.md
├── shaderpkg.bat
├── src/
│   ├── BFlat.ZeroLib/
│   │   ├── BFlat.ZeroLib.projitems
│   │   ├── BFlat.ZeroLib.shproj
│   │   ├── Internal/
│   │   │   ├── Startup.Efi.cs
│   │   │   ├── Startup.Unix.cs
│   │   │   ├── Startup.Windows.cs
│   │   │   └── Stubs.cs
│   │   ├── System/
│   │   │   ├── AppContext.cs
│   │   │   ├── Array.cs
│   │   │   ├── Attribute.cs
│   │   │   ├── Console.Efi.cs
│   │   │   ├── Console.Unix.cs
│   │   │   ├── Console.Windows.cs
│   │   │   ├── Console.cs
│   │   │   ├── Delegate.cs
│   │   │   ├── Enum.cs
│   │   │   ├── Environment.Efi.cs
│   │   │   ├── Environment.Unix.cs
│   │   │   ├── Environment.Windows.cs
│   │   │   ├── Nullable.cs
│   │   │   ├── Object.cs
│   │   │   ├── Primitives.cs
│   │   │   ├── ReadOnlySpan.cs
│   │   │   ├── Reflection/
│   │   │   │   └── ReflectionAttributes.cs
│   │   │   ├── Runtime/
│   │   │   │   ├── CompilerServices/
│   │   │   │   │   ├── ClassConstructorRunner.cs
│   │   │   │   │   ├── CompilerAttributes.cs
│   │   │   │   │   ├── RuntimeFeature.cs
│   │   │   │   │   ├── RuntimeHelpers.cs
│   │   │   │   │   └── Unsafe.cs
│   │   │   │   └── InteropServices/
│   │   │   │       ├── InteropAttributes.cs
│   │   │   │       └── MemoryMarshal.cs
│   │   │   ├── RuntimeHandles.cs
│   │   │   ├── String.cs
│   │   │   ├── Thread.Efi.cs
│   │   │   ├── Thread.Unix.cs
│   │   │   ├── Thread.Windows.cs
│   │   │   ├── Type.cs
│   │   │   ├── ValueTuple.cs
│   │   │   └── ValueType.cs
│   │   └── UnmanagedExports.cs
│   ├── ShaderCompressor/
│   │   ├── ShaderCompressor.cpp
│   │   ├── ShaderCompressor.vcxproj
│   │   └── ShaderCompressor.vcxproj.filters
│   ├── SmolSharp.HelloWorld/
│   │   ├── Program.cs
│   │   └── SmolSharp.HelloWorld.csproj
│   ├── SmolSharp.Mandelbrot/
│   │   ├── FractalRenderer.cs
│   │   ├── Program.cs
│   │   └── SmolSharp.Mandelbrot.csproj
│   ├── SmolSharp.Ocean/
│   │   ├── Buffers.cs
│   │   ├── GLLoader.cs
│   │   ├── Program.cs
│   │   ├── Shaders/
│   │   │   ├── OceanShader.cs
│   │   │   ├── frag-min.glsl
│   │   │   └── frag.glsl
│   │   └── SmolSharp.Ocean.csproj
│   ├── SmolSharp.Win32/
│   │   ├── CompressAPI.cs
│   │   ├── GDI/
│   │   │   ├── GDIPaintStruct.cs
│   │   │   ├── GDIPoint.cs
│   │   │   ├── GDIRect.cs
│   │   │   ├── Gdi32.cs
│   │   │   └── OpenGL/
│   │   │       ├── GL.cs
│   │   │       └── PixelFormatDescriptor.cs
│   │   ├── Kernel32.cs
│   │   ├── SmolSharp.Win32.projitems
│   │   ├── SmolSharp.Win32.shproj
│   │   ├── User32.cs
│   │   ├── WinMM.cs
│   │   ├── WindowClassA.cs
│   │   └── WndMessage.cs
│   ├── SmolSharp.props
│   └── SmolSharp.sln
└── tools/
    └── readme.md
Download .txt
SYMBOL INDEX (270 symbols across 57 files)

FILE: src/BFlat.ZeroLib/Internal/Startup.Efi.cs
  class StartupCodeHelpers (line 26) | unsafe partial class StartupCodeHelpers
    method ManagedMain (line 30) | [RuntimeImport("*", "__managed__Main")]
    method EfiMain (line 34) | [RuntimeExport("EfiMain")]
    method InitializeCommandLineArgsW (line 43) | internal static unsafe void InitializeCommandLineArgsW(int argc, char*...
    method GetMainMethodArguments (line 48) | private static string[] GetMainMethodArguments()
  type EFI_HANDLE (line 54) | [StructLayout(LayoutKind.Sequential)]
  type EFI_SIMPLE_TEXT_OUTPUT_PROTOCOL (line 60) | [StructLayout(LayoutKind.Sequential)]
  type EFI_INPUT_KEY (line 73) | [StructLayout(LayoutKind.Sequential)]
  type EFI_SIMPLE_TEXT_INPUT_PROTOCOL (line 80) | [StructLayout(LayoutKind.Sequential)]
  type EFI_TABLE_HEADER (line 87) | [StructLayout(LayoutKind.Sequential)]
  type EFI_SYSTEM_TABLE (line 97) | [StructLayout(LayoutKind.Sequential)]
  type EFI_TIME (line 113) | [StructLayout(LayoutKind.Sequential)]
  type EFI_RUNTIME_SERVICES (line 129) | [StructLayout(LayoutKind.Sequential)]
  type EFI_BOOT_SERVICES (line 136) | [StructLayout(LayoutKind.Sequential)]

FILE: src/BFlat.ZeroLib/Internal/Startup.Unix.cs
  class StartupCodeHelpers (line 25) | unsafe partial class StartupCodeHelpers
    method InitializeCommandLineArgs (line 30) | internal static unsafe void InitializeCommandLineArgs(int argc, sbyte*...
    method GetMainMethodArguments (line 36) | private static string[] GetMainMethodArguments()

FILE: src/BFlat.ZeroLib/Internal/Startup.Windows.cs
  class StartupCodeHelpers (line 25) | unsafe partial class StartupCodeHelpers
    method InitializeCommandLineArgsW (line 27) | internal static unsafe void InitializeCommandLineArgsW(int argc, char*...
    method GetMainMethodArguments (line 32) | private static string[] GetMainMethodArguments()

FILE: src/BFlat.ZeroLib/Internal/Stubs.cs
  class RuntimeExportAttribute (line 24) | internal sealed class RuntimeExportAttribute : Attribute
    method RuntimeExportAttribute (line 26) | public RuntimeExportAttribute(string entry) { }
  class RuntimeImportAttribute (line 29) | internal sealed class RuntimeImportAttribute : Attribute
    method RuntimeImportAttribute (line 31) | public RuntimeImportAttribute(string lib) { }
    method RuntimeImportAttribute (line 32) | public RuntimeImportAttribute(string lib, string entry) { }
  type MethodTable (line 35) | internal unsafe struct MethodTable
  class ThrowHelpers (line 49) | static class ThrowHelpers
    method ThrowIndexOutOfRangeException (line 51) | static void ThrowIndexOutOfRangeException() => Environment.FailFast(nu...
    method ThrowDivideByZeroException (line 52) | static void ThrowDivideByZeroException() => Environment.FailFast(null);
  class InteropHelpers (line 55) | static class InteropHelpers
  class StartupCodeHelpers (line 63) | unsafe partial class StartupCodeHelpers
    method RhpReversePInvoke (line 68) | [RuntimeExport("RhpReversePInvoke")]
    method RhpReversePInvokeReturn (line 71) | [RuntimeExport("RhpReversePInvokeReturn")]
    method RhpPInvoke (line 74) | [RuntimeExport("RhpPInvoke")]
    method RhpPInvokeReturn (line 77) | [RuntimeExport("RhpPInvokeReturn")]
    method RhpFallbackFailFast (line 80) | [RuntimeExport("RhpFallbackFailFast")]
    method RhpNewFast (line 88) | [RuntimeExport("RhpNewFast")]
    method RhpNewArray (line 96) | [RuntimeExport("RhpNewArray")]
    method RhpGcPoll (line 114) | [RuntimeExport("RhpGcPoll")]
    method RhpTrapThreads (line 117) | [RuntimeExport("RhpTrapThreads")]
    type ArrayElement (line 120) | internal struct ArrayElement
    method StelemRef (line 125) | [RuntimeExport("RhpStelemRef")]
    method RhpCheckedAssignRef (line 149) | [RuntimeExport("RhpCheckedAssignRef")]
    method RhpAssignRef (line 155) | [RuntimeExport("RhpAssignRef")]
    method AllocObject (line 161) | static unsafe MethodTable** AllocObject(uint size)

FILE: src/BFlat.ZeroLib/System/AppContext.cs
  class AppContext (line 5) | public static class AppContext
    method SetData (line 7) | public static void SetData(string name, object? data) { }

FILE: src/BFlat.ZeroLib/System/Array.cs
  class Array (line 19) | public abstract class Array
  class Array (line 26) | class Array<T> : Array { }

FILE: src/BFlat.ZeroLib/System/Attribute.cs
  class Attribute (line 19) | public abstract class Attribute { }
  type AttributeTargets (line 21) | public enum AttributeTargets { }
  class AttributeUsageAttribute (line 23) | public sealed class AttributeUsageAttribute : Attribute
    method AttributeUsageAttribute (line 26) | public AttributeUsageAttribute(AttributeTargets validOn)

FILE: src/BFlat.ZeroLib/System/Console.Efi.cs
  class Console (line 23) | public static unsafe partial class Console
    method Write (line 25) | public static unsafe void Write(char c)
    method SetCursorPosition (line 41) | public static void SetCursorPosition(int x, int y)
    method FillBuffer (line 53) | private static unsafe bool FillBuffer()
    method ReadKey (line 72) | public static ConsoleKeyInfo ReadKey(bool intercept)
    method SetWindowSize (line 90) | public static unsafe void SetWindowSize(int x, int y)
    method SetBufferSize (line 94) | public static void SetBufferSize(int x, int y)

FILE: src/BFlat.ZeroLib/System/Console.Unix.cs
  class Console (line 23) | public static unsafe partial class Console
    method SetWindowSize (line 41) | public static unsafe void SetWindowSize(int x, int y)
    method SetBufferSize (line 45) | public static void SetBufferSize(int x, int y)
    method SetCursorPosition (line 76) | public static void SetCursorPosition(int x, int y)
    method Append (line 88) | static byte* Append(byte* b, int x)
    method SystemNative_Log (line 96) | [DllImport("libSystem.Native")]
    method Write (line 99) | public static void Write(char c)
    method ReadKey (line 126) | public static ConsoleKeyInfo ReadKey(bool intercept) => StdInReader.Re...
    class StdInReader (line 128) | static class StdInReader
      method StdInReader (line 130) | static StdInReader()
      type StdInBuffer (line 140) | struct StdInBuffer
      method KeyAvailable (line 149) | public static bool KeyAvailable()
      method ReadKey (line 157) | public static ConsoleKeyInfo ReadKey()

FILE: src/BFlat.ZeroLib/System/Console.Windows.cs
  class Console (line 23) | public static partial class Console
    type BOOL (line 25) | private enum BOOL : int
    method GetStdHandle (line 31) | [DllImport("kernel32")]
    method SetConsoleTitle (line 38) | [DllImport("kernel32", EntryPoint = "SetConsoleTitleW")]
    type CONSOLE_CURSOR_INFO (line 50) | [StructLayout(LayoutKind.Sequential)]
    method SetConsoleCursorInfo (line 57) | [DllImport("kernel32")]
    method SetConsoleTextAttribute (line 73) | [DllImport("kernel32")]
    type KEY_EVENT_RECORD (line 84) | [StructLayout(LayoutKind.Sequential)]
    type INPUT_RECORD (line 95) | [StructLayout(LayoutKind.Sequential)]
    method PeekConsoleInput (line 102) | [DllImport("kernel32", EntryPoint = "PeekConsoleInputW", CharSet = Cha...
    method ReadConsoleInput (line 126) | [DllImport("kernel32", EntryPoint = "ReadConsoleInputW", CharSet = Cha...
    method ReadKey (line 129) | public static unsafe ConsoleKeyInfo ReadKey()
    type SMALL_RECT (line 142) | struct SMALL_RECT
    method SetConsoleWindowInfo (line 147) | [DllImport("kernel32")]
    method SetWindowSize (line 150) | public static unsafe void SetWindowSize(int x, int y)
    type COORD (line 162) | [StructLayout(LayoutKind.Sequential)]
    method SetConsoleScreenBufferSize (line 168) | [DllImport("kernel32")]
    method SetBufferSize (line 171) | public static void SetBufferSize(int x, int y)
    method SetConsoleCursorPosition (line 176) | [DllImport("kernel32")]
    method SetCursorPosition (line 179) | public static void SetCursorPosition(int x, int y)
    method WriteConsole (line 184) | [DllImport("kernel32", EntryPoint = "WriteConsoleW")]
    method Write (line 187) | public static unsafe void Write(char c)

FILE: src/BFlat.ZeroLib/System/Console.cs
  type ConsoleColor (line 19) | public enum ConsoleColor
  type ConsoleKey (line 25) | public enum ConsoleKey
  type ConsoleKeyInfo (line 34) | public readonly struct ConsoleKeyInfo
    method ConsoleKeyInfo (line 36) | public ConsoleKeyInfo(char keyChar, ConsoleKey key, bool shift, bool a...
  class Console (line 44) | public static unsafe partial class Console
    method WriteLine (line 46) | public static void WriteLine(string s)

FILE: src/BFlat.ZeroLib/System/Delegate.cs
  class Delegate (line 19) | public abstract class Delegate
    method InitializeClosedStaticThunk (line 26) | private void InitializeClosedStaticThunk(object firstParameter, IntPtr...
    method InitializeOpenStaticThunk (line 34) | private void InitializeOpenStaticThunk(object firstParameter, IntPtr f...
    method InitializeClosedInstance (line 41) | private void InitializeClosedInstance(object firstParameter, IntPtr fu...
  class MulticastDelegate (line 48) | public abstract class MulticastDelegate : Delegate { }

FILE: src/BFlat.ZeroLib/System/Enum.cs
  class Enum (line 19) | public abstract class Enum : ValueType { }

FILE: src/BFlat.ZeroLib/System/Environment.Efi.cs
  class Environment (line 24) | public static partial class Environment
    method FailFast (line 26) | public unsafe static void FailFast(string message)

FILE: src/BFlat.ZeroLib/System/Environment.Unix.cs
  class Environment (line 23) | public static partial class Environment
    method SystemNative_GetTimestamp (line 25) | [DllImport("libSystem.Native")]
    method SystemNative_Abort (line 30) | [DllImport("libSystem.Native")]
    method FailFast (line 33) | public static void FailFast(string message)

FILE: src/BFlat.ZeroLib/System/Environment.Windows.cs
  class Environment (line 23) | public static partial class Environment
    method GetTickCount64 (line 25) | [DllImport("kernel32")]
    method RaiseFailFastException (line 30) | [DllImport("kernel32")]
    method FailFast (line 33) | public static void FailFast(string message)

FILE: src/BFlat.ZeroLib/System/Nullable.cs
  type Nullable (line 19) | public struct Nullable<T> where T : struct
    method Nullable (line 24) | public Nullable(T value) => (_hasValue, _value) = (true, value);

FILE: src/BFlat.ZeroLib/System/Object.cs
  class Object (line 21) | public class Object

FILE: src/BFlat.ZeroLib/System/Primitives.cs
  type Void (line 19) | public struct Void { }
  type Boolean (line 23) | public struct Boolean { }
  type Char (line 24) | public struct Char { }
  type SByte (line 25) | public struct SByte { }
  type Byte (line 26) | public struct Byte { }
  type Int16 (line 27) | public struct Int16 { }
  type UInt16 (line 28) | public struct UInt16 { }
  type Int32 (line 29) | public struct Int32 { }
  type UInt32 (line 30) | public struct UInt32 { }
  type Int64 (line 31) | public struct Int64 { }
  type UInt64 (line 32) | public struct UInt64 { }
  type IntPtr (line 33) | public struct IntPtr { }
  type UIntPtr (line 34) | public struct UIntPtr { }
  type Single (line 35) | public struct Single { }
  type Double (line 36) | public struct Double { }

FILE: src/BFlat.ZeroLib/System/ReadOnlySpan.cs
  type ReadOnlySpan (line 22) | public readonly ref struct ReadOnlySpan<T>
    method ReadOnlySpan (line 27) | public ReadOnlySpan(in T element)
    method ReadOnlySpan (line 33) | public ReadOnlySpan(T[] array)
    method ReadOnlySpan (line 44) | public ReadOnlySpan(T[] array, int start, int length)
    method ReadOnlySpan (line 49) | public unsafe ReadOnlySpan(void* pointer, int length)

FILE: src/BFlat.ZeroLib/System/Reflection/ReflectionAttributes.cs
  class DefaultMemberAttribute (line 19) | public sealed class DefaultMemberAttribute : Attribute
    method DefaultMemberAttribute (line 21) | public DefaultMemberAttribute(string memberName) { }

FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/ClassConstructorRunner.cs
  class ClassConstructorRunner (line 23) | internal static class ClassConstructorRunner
    method CheckStaticClassConstructionReturnNonGCStaticBase (line 25) | private static IntPtr CheckStaticClassConstructionReturnNonGCStaticBas...
    method CheckStaticClassConstruction (line 31) | private static unsafe void CheckStaticClassConstruction(ref StaticClas...
  type StaticClassConstructionContext (line 44) | internal unsafe struct StaticClassConstructionContext

FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/CompilerAttributes.cs
  class IntrinsicAttribute (line 19) | internal sealed class IntrinsicAttribute : Attribute { }
  type MethodImplOptions (line 21) | public enum MethodImplOptions
  class MethodImplAttribute (line 34) | public sealed class MethodImplAttribute : Attribute
    method MethodImplAttribute (line 36) | public MethodImplAttribute(MethodImplOptions methodImplOptions) { }
  class IndexerNameAttribute (line 39) | public sealed class IndexerNameAttribute: Attribute
    method IndexerNameAttribute (line 41) | public IndexerNameAttribute(string indexerName) { }

FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeFeature.cs
  class RuntimeFeature (line 19) | public static class RuntimeFeature

FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/RuntimeHelpers.cs
  class RuntimeHelpers (line 21) | public class RuntimeHelpers
  class RawArrayData (line 26) | [StructLayout(LayoutKind.Sequential)]

FILE: src/BFlat.ZeroLib/System/Runtime/CompilerServices/Unsafe.cs
  class Unsafe (line 19) | public static unsafe partial class Unsafe
    method Add (line 23) | [Intrinsic]
    method Add (line 25) | [Intrinsic]
    method As (line 27) | [Intrinsic]
    method As (line 29) | [Intrinsic]
    method AsPointer (line 31) | [Intrinsic]

FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/InteropAttributes.cs
  type CharSet (line 19) | public enum CharSet
  class DllImportAttribute (line 27) | public sealed class DllImportAttribute : Attribute
    method DllImportAttribute (line 32) | public DllImportAttribute(string dllName) { }
  class UnmanagedCallersOnlyAttribute (line 35) | public sealed class UnmanagedCallersOnlyAttribute : Attribute
    method UnmanagedCallersOnlyAttribute (line 38) | public UnmanagedCallersOnlyAttribute() { }
  type LayoutKind (line 41) | public enum LayoutKind
  class StructLayoutAttribute (line 48) | public sealed class StructLayoutAttribute : Attribute
    method StructLayoutAttribute (line 52) | public StructLayoutAttribute(LayoutKind layoutKind) { }
  class SuppressGCTransitionAttribute (line 55) | public sealed class SuppressGCTransitionAttribute : Attribute
    method SuppressGCTransitionAttribute (line 57) | public SuppressGCTransitionAttribute() { }
  class InAttribute (line 60) | public sealed class InAttribute : Attribute
  class OutAttribute (line 64) | public sealed class OutAttribute : Attribute

FILE: src/BFlat.ZeroLib/System/Runtime/InteropServices/MemoryMarshal.cs
  class MemoryMarshal (line 21) | public static class MemoryMarshal
    method GetArrayDataReference (line 23) | [Intrinsic]

FILE: src/BFlat.ZeroLib/System/RuntimeHandles.cs
  type RuntimeTypeHandle (line 19) | public struct RuntimeTypeHandle
  type RuntimeMethodHandle (line 23) | public struct RuntimeMethodHandle
  type RuntimeFieldHandle (line 27) | public struct RuntimeFieldHandle

FILE: src/BFlat.ZeroLib/System/String.cs
  class String (line 22) | public sealed class String
    method String (line 40) | [MethodImpl(MethodImplOptions.InternalCall)]
    method Ctor (line 43) | private static unsafe string Ctor(char* ptr)
    method String (line 54) | [MethodImpl(MethodImplOptions.InternalCall)]
    method Ctor (line 57) | private static unsafe string Ctor(sbyte* ptr)
    method FastNewString (line 72) | static unsafe string FastNewString(int numChars)

FILE: src/BFlat.ZeroLib/System/Thread.Efi.cs
  class Thread (line 23) | public static class Thread
    method Sleep (line 25) | public static unsafe void Sleep(int delayMs)

FILE: src/BFlat.ZeroLib/System/Thread.Unix.cs
  class Thread (line 23) | public static class Thread
    method SystemNative_LowLevelMonitor_Create (line 25) | [DllImport("libSystem.Native")]
    method SystemNative_LowLevelMonitor_TimedWait (line 28) | [DllImport("libSystem.Native")]
    method Sleep (line 33) | public static void Sleep(int delayMs) => SystemNative_LowLevelMonitor_...

FILE: src/BFlat.ZeroLib/System/Thread.Windows.cs
  class Thread (line 23) | public static class Thread
    method Sleep (line 25) | [DllImport("kernel32")]

FILE: src/BFlat.ZeroLib/System/Type.cs
  class Type (line 19) | public class Type { }
  class RuntimeType (line 20) | public class RuntimeType : Type { }

FILE: src/BFlat.ZeroLib/System/ValueTuple.cs
  type ValueTuple (line 19) | public struct ValueTuple<T1, T2>
    method ValueTuple (line 24) | public ValueTuple(T1 t1, T2 t2)

FILE: src/BFlat.ZeroLib/System/ValueType.cs
  class ValueType (line 19) | public abstract class ValueType { }

FILE: src/BFlat.ZeroLib/UnmanagedExports.cs
  class UnmanagedExports (line 7) | internal unsafe static class UnmanagedExports
    method Memcpy (line 9) | [RuntimeExport("memcpy")]

FILE: src/ShaderCompressor/ShaderCompressor.cpp
  function main (line 20) | int main(int argc, const char* argv[])

FILE: src/SmolSharp.HelloWorld/Program.cs
  class Program (line 7) | internal class Program
    method Main (line 10) | static void Main() { }
    method UnmanagedMain (line 12) | [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]

FILE: src/SmolSharp.Mandelbrot/FractalRenderer.cs
  class FractalRenderer (line 5) | internal static class FractalRenderer
    method Render (line 12) | public static void Render(nint hdc)

FILE: src/SmolSharp.Mandelbrot/Program.cs
  class Program (line 8) | internal static class Program
    method Main (line 10) | static void Main() { }
    method UnmanagedMain (line 12) | [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]
    method WndProc (line 42) | [UnmanagedCallersOnly]

FILE: src/SmolSharp.Ocean/Buffers.cs
  type Buffer32 (line 6) | [StructLayout(LayoutKind.Explicit, Size = 32)]
  type Buffer24 (line 11) | [StructLayout(LayoutKind.Explicit, Size = 24)]
  type Buffer8192 (line 16) | [StructLayout(LayoutKind.Explicit, Size = 8192)]

FILE: src/SmolSharp.Ocean/GLLoader.cs
  class GLLoader (line 10) | internal static unsafe class GLLoader
    method SymbolBlob (line 12) | static ReadOnlySpan<byte> SymbolBlob()
    type Buffer32 (line 17) | [StructLayout(LayoutKind.Explicit, Size = 32)]
    method ImportFromBlob (line 20) | public static void* ImportFromBlob(int idx, int length)
    method Import (line 25) | public static void* Import(byte* name, int nameLength)
    method Import (line 39) | [MethodImpl(MethodImplOptions.AggressiveInlining)]

FILE: src/SmolSharp.Ocean/Program.cs
  class Program (line 10) | internal class Program
    method Main (line 15) | static void Main() { }
    method UnmanagedMain (line 17) | [UnmanagedCallersOnly(EntryPoint = "smolsharp_main")]
    method RenderThread (line 50) | [UnmanagedCallersOnly]
    method ReportError (line 240) | unsafe static void ReportError(string error, byte* log)
    method WndProc (line 254) | [UnmanagedCallersOnly]

FILE: src/SmolSharp.Ocean/Shaders/OceanShader.cs
  class OceanShader (line 6) | internal static unsafe class OceanShader
    method VertexShader (line 9) | [MethodImpl(MethodImplOptions.AggressiveInlining)]
    method FragmentShader (line 20) | [MethodImpl(MethodImplOptions.AggressiveInlining)]

FILE: src/SmolSharp.Win32/CompressAPI.cs
  class CompressAPI (line 6) | internal static unsafe class CompressAPI
    method CreateDecompressor (line 8) | [SuppressGCTransition, DllImport("Cabinet")]
    method Decompress (line 15) | [SuppressGCTransition, DllImport("Cabinet")]
  type CompressAlgorithm (line 26) | public enum CompressAlgorithm : uint

FILE: src/SmolSharp.Win32/GDI/GDIPaintStruct.cs
  type GDIPaintStruct (line 6) | [StructLayout(LayoutKind.Sequential)]

FILE: src/SmolSharp.Win32/GDI/GDIPoint.cs
  type GDIPoint (line 5) | [StructLayout(LayoutKind.Sequential)]

FILE: src/SmolSharp.Win32/GDI/GDIRect.cs
  type GDIRect (line 5) | [StructLayout(LayoutKind.Sequential)]

FILE: src/SmolSharp.Win32/GDI/Gdi32.cs
  class Gdi32 (line 7) | internal static unsafe class Gdi32
    method SetPixel (line 9) | [SuppressGCTransition, DllImport("gdi32")]
    method ChoosePixelFormat (line 16) | [SuppressGCTransition, DllImport("gdi32")]
    method SetPixelFormat (line 22) | [SuppressGCTransition, DllImport("gdi32")]
    method SwapBuffers (line 29) | [SuppressGCTransition, DllImport("gdi32")]

FILE: src/SmolSharp.Win32/GDI/OpenGL/GL.cs
  class GL (line 6) | internal static class GL
    method CreateContext (line 17) | [SuppressGCTransition]
    method MakeCurrent (line 21) | [SuppressGCTransition]
    method SetClearColor (line 25) | [SuppressGCTransition]
    method Clear (line 29) | [SuppressGCTransition]
    method GetProcAddress (line 33) | [SuppressGCTransition]
    method DrawArrays (line 37) | [SuppressGCTransition]
    method Viewport (line 45) | [SuppressGCTransition]
    method GetError (line 49) | [SuppressGCTransition]

FILE: src/SmolSharp.Win32/GDI/OpenGL/PixelFormatDescriptor.cs
  type PixelFormatDescriptor (line 6) | [StructLayout(LayoutKind.Sequential)]
  type PFDFlags (line 37) | public enum PFDFlags : uint

FILE: src/SmolSharp.Win32/Kernel32.cs
  class Kernel32 (line 6) | internal static unsafe class Kernel32
    method CreateThread (line 8) | [SuppressGCTransition, DllImport("kernel32")]
    method GlobalAlloc (line 18) | [SuppressGCTransition, DllImport("kernel32")]
    method AllocConsole (line 21) | [SuppressGCTransition, DllImport("kernel32")]
    method Sleep (line 24) | [SuppressGCTransition, DllImport("kernel32")]

FILE: src/SmolSharp.Win32/User32.cs
  class User32 (line 7) | internal static unsafe class User32
    method CreateWindowEx (line 9) | [SuppressGCTransition]
    method RegisterClass (line 26) | [SuppressGCTransition]
    method ShowWindow (line 30) | [SuppressGCTransition]
    method GetMessage (line 34) | [SuppressGCTransition]
    method TranslateMessage (line 43) | [SuppressGCTransition]
    method DispatchMessage (line 47) | [SuppressGCTransition]
    method DefWindowProc (line 51) | [SuppressGCTransition]
    method GetDC (line 60) | [SuppressGCTransition]
    method GetWindowRect (line 76) | [SuppressGCTransition]
    method PostQuitMessage (line 83) | [SuppressGCTransition]

FILE: src/SmolSharp.Win32/WinMM.cs
  class WinMM (line 6) | internal static class WinMM
    method GetTime (line 8) | [SuppressGCTransition]

FILE: src/SmolSharp.Win32/WindowClassA.cs
  type WindowClassA (line 6) | [StructLayout(LayoutKind.Sequential)]

FILE: src/SmolSharp.Win32/WndMessage.cs
  type WndMessage (line 7) | [StructLayout(LayoutKind.Sequential)]
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    "path": "src/BFlat.ZeroLib/System/Type.cs",
    "chars": 837,
    "preview": "// bflat minimal runtime library\n// Copyright (C) 2021-2022 Michal Strehovsky\n//\n// This program is free software: you c"
  },
  {
    "path": "src/BFlat.ZeroLib/System/ValueTuple.cs",
    "chars": 979,
    "preview": "// bflat minimal runtime library\n// Copyright (C) 2021-2022 Michal Strehovsky\n//\n// This program is free software: you c"
  },
  {
    "path": "src/BFlat.ZeroLib/System/ValueType.cs",
    "chars": 811,
    "preview": "// bflat minimal runtime library\n// Copyright (C) 2021-2022 Michal Strehovsky\n//\n// This program is free software: you c"
  },
  {
    "path": "src/BFlat.ZeroLib/UnmanagedExports.cs",
    "chars": 382,
    "preview": "using System;\nusing System.Runtime;\nusing System.Runtime.InteropServices;\n\nnamespace BFlat.ZeroLib\n{\n    internal unsaf"
  },
  {
    "path": "src/ShaderCompressor/ShaderCompressor.cpp",
    "chars": 2516,
    "preview": "#include <iostream>\n#include <fstream>\n#include <vector>\n#include <map>\n\n#include <Windows.h>\n#include <compressapi.h>\n\n"
  },
  {
    "path": "src/ShaderCompressor/ShaderCompressor.vcxproj",
    "chars": 6915,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<Project DefaultTargets=\"Build\" xmlns=\"http://schemas.microsoft.com/developer/msb"
  },
  {
    "path": "src/ShaderCompressor/ShaderCompressor.vcxproj.filters",
    "chars": 966,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<Project ToolsVersion=\"4.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuil"
  },
  {
    "path": "src/SmolSharp.HelloWorld/Program.cs",
    "chars": 536,
    "preview": "#define USE_ASCII\nusing System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp\n{\n    internal class Program"
  },
  {
    "path": "src/SmolSharp.HelloWorld/SmolSharp.HelloWorld.csproj",
    "chars": 230,
    "preview": "<Project Sdk=\"Microsoft.NET.Sdk\">\n\n\t<PropertyGroup>\n\t\t<OutputType>Exe</OutputType>\n\t\t<TargetFramework>net7.0</TargetFra"
  },
  {
    "path": "src/SmolSharp.Mandelbrot/FractalRenderer.cs",
    "chars": 1298,
    "preview": "using SmolSharp.Win32.GDI;\n\nnamespace SmolSharp.Mandelbrot\n{\n    internal static class FractalRenderer\n    {\n        co"
  },
  {
    "path": "src/SmolSharp.Mandelbrot/Program.cs",
    "chars": 2017,
    "preview": "using SmolSharp.Mandelbrot;\nusing SmolSharp.Win32;\nusing System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolS"
  },
  {
    "path": "src/SmolSharp.Mandelbrot/SmolSharp.Mandelbrot.csproj",
    "chars": 315,
    "preview": "<Project Sdk=\"Microsoft.NET.Sdk\">\n\n\t<PropertyGroup>\n\t\t<OutputType>WinExe</OutputType>\n\t\t<TargetFramework>net7.0</TargetF"
  },
  {
    "path": "src/SmolSharp.Ocean/Buffers.cs",
    "chars": 458,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Ocean\n{\n    [StructLayout(LayoutKind.Explicit,"
  },
  {
    "path": "src/SmolSharp.Ocean/GLLoader.cs",
    "chars": 1319,
    "preview": "using BFlat.ZeroLib;\nusing SmolSharp.Win32;\nusing SmolSharp.Win32.GDI.OpenGL;\nusing System;\nusing System.Runtime.Compil"
  },
  {
    "path": "src/SmolSharp.Ocean/Program.cs",
    "chars": 9920,
    "preview": "using SmolSharp.Win32.GDI.OpenGL;\nusing SmolSharp.Win32;\nusing System;\nusing System.Runtime.InteropServices;\nusing Smol"
  },
  {
    "path": "src/SmolSharp.Ocean/Shaders/OceanShader.cs",
    "chars": 6526,
    "preview": "using System;\nusing System.Runtime.CompilerServices;\n\nnamespace SmolSharp.Ocean.Shaders\n{\n    internal static unsafe cl"
  },
  {
    "path": "src/SmolSharp.Ocean/Shaders/frag-min.glsl",
    "chars": 6310,
    "preview": "#version 330\nout vec4 FragColor;\n\nuniform vec3 vals; // x = time, y = width, z = height\n\nconst vec3 waterBaseColor = vec"
  },
  {
    "path": "src/SmolSharp.Ocean/Shaders/frag.glsl",
    "chars": 7313,
    "preview": "// This is a port of my ocean shader @ https://www.shadertoy.com/view/DtsBzX.\n\n// Stored as a single vec3 in order to mi"
  },
  {
    "path": "src/SmolSharp.Ocean/SmolSharp.Ocean.csproj",
    "chars": 569,
    "preview": "<Project Sdk=\"Microsoft.NET.Sdk\">\n\n\t<PropertyGroup>\n\t\t<OutputType>WinExe</OutputType>\n\t\t<TargetFramework>net7.0</TargetF"
  },
  {
    "path": "src/SmolSharp.Win32/CompressAPI.cs",
    "chars": 848,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32\n{\n    internal static unsafe class Compr"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/GDIPaintStruct.cs",
    "chars": 392,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI\n{\n    [StructLayout(LayoutKind.Seque"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/GDIPoint.cs",
    "chars": 201,
    "preview": "using System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI\n{\n    [StructLayout(LayoutKind.Sequential)]\n    in"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/GDIRect.cs",
    "chars": 258,
    "preview": "using System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI\n{\n    [StructLayout(LayoutKind.Sequential)]\n    in"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/Gdi32.cs",
    "chars": 857,
    "preview": "using SmolSharp.Win32.GDI.OpenGL;\nusing System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI\n{\n"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/OpenGL/GL.cs",
    "chars": 1843,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI.OpenGL\n{\n    internal static class G"
  },
  {
    "path": "src/SmolSharp.Win32/GDI/OpenGL/PixelFormatDescriptor.cs",
    "chars": 1164,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32.GDI.OpenGL\n{\n    [StructLayout(LayoutKin"
  },
  {
    "path": "src/SmolSharp.Win32/Kernel32.cs",
    "chars": 817,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32\n{\n    internal static unsafe class Kerne"
  },
  {
    "path": "src/SmolSharp.Win32/SmolSharp.Win32.projitems",
    "chars": 1416,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n  <Propert"
  },
  {
    "path": "src/SmolSharp.Win32/SmolSharp.Win32.shproj",
    "chars": 1040,
    "preview": "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<Project ToolsVersion=\"15.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuil"
  },
  {
    "path": "src/SmolSharp.Win32/User32.cs",
    "chars": 2541,
    "preview": "using SmolSharp.Win32.GDI;\nusing System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32\n{\n    interna"
  },
  {
    "path": "src/SmolSharp.Win32/WinMM.cs",
    "chars": 265,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32\n{\n    internal static class WinMM\n    {\n"
  },
  {
    "path": "src/SmolSharp.Win32/WindowClassA.cs",
    "chars": 523,
    "preview": "using System;\nusing System.Runtime.InteropServices;\n\nnamespace SmolSharp.Win32\n{\n    [StructLayout(LayoutKind.Sequentia"
  },
  {
    "path": "src/SmolSharp.Win32/WndMessage.cs",
    "chars": 403,
    "preview": "using System;\nusing System.Runtime.InteropServices;\nusing SmolSharp.Win32.GDI;\n\nnamespace SmolSharp.Win32\n{\n    [Struct"
  },
  {
    "path": "src/SmolSharp.props",
    "chars": 4931,
    "preview": "<Project>\n\t<PropertyGroup>\n\t\t<DefineConstants>WINDOWS</DefineConstants>\n\t\t<PublishAot>true</PublishAot>\n\t\t<ImplicitUsing"
  },
  {
    "path": "src/SmolSharp.sln",
    "chars": 6523,
    "preview": "\nMicrosoft Visual Studio Solution File, Format Version 12.00\n# Visual Studio Version 17\nVisualStudioVersion = 17.5.3353"
  },
  {
    "path": "tools/readme.md",
    "chars": 175,
    "preview": "This directory is used for external tools. No binaries are included by default.\nGet `shader_minifier.exe` from [here](ht"
  }
]

About this extraction

This page contains the full source code of the ascpixi/smolsharp GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 75 files (191.6 KB), approximately 53.6k tokens, and a symbol index with 270 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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