diff --git a/changes/bundle-app-native.md b/changes/bundle-app-native.md new file mode 100644 index 00000000..315e30be --- /dev/null +++ b/changes/bundle-app-native.md @@ -0,0 +1,5 @@ +bump: minor +type: feat +**`app native ""` in `package.ludic`** — `ludic bundle` on Windows copies that directory's files beside +the executable: native libraries loaded at run time (NVIDIA Streamline's DLLs, say) and their licence texts, +which cannot live in the pack. diff --git a/changes/grass-vulkan-fix.md b/changes/grass-vulkan-fix.md new file mode 100644 index 00000000..5b402e9a --- /dev/null +++ b/changes/grass-vulkan-fix.md @@ -0,0 +1,5 @@ +bump: patch +type: fix +**The meadow's grass draws on the Vulkan renderer again** — the chunked grass path uploaded its `vec4` tile +table with `u_fv`, which on Vulkan copies one float per array element, so every tile had no blades. +`u_f4v` uploads arrays of `vec4`. diff --git a/changes/hdr-output.md b/changes/hdr-output.md new file mode 100644 index 00000000..3e8c2040 --- /dev/null +++ b/changes/hdr-output.md @@ -0,0 +1,9 @@ +bump: minor +type: feat +**HDR10 output on the Vulkan renderer** — `r3d_hdr(on)` asks for an ST 2084 / BT.2020 swapchain where the +display offers one. + +The tonemap's HDR10 variant keeps the SDR picture up to a 200-nit paper white and rolls highlights on to +1000 nits; the overlay converts the interface to the same white; HDR metadata is set where the loader has +the command. The screen and LDR images are 10-bit while it is on, and screenshots refuse rather than write +a PQ image as SDR. OpenGL and the Vulkan SDR frame are unchanged. `R3D_HDR` overrides the setting. diff --git a/changes/mesh-grass.md b/changes/mesh-grass.md new file mode 100644 index 00000000..63f6f59e --- /dev/null +++ b/changes/mesh-grass.md @@ -0,0 +1,9 @@ +bump: minor +type: feat +**Mesh-shader grass** — on a card with `VK_EXT_mesh_shader`, `r3d_mesh_grass(on)` draws each chunk of grass +tiles as one mesh-shader dispatch, and a blade that is culled emits no vertices at all. + +- **`ludic-dev shaders`** — a variant whose first file is `*.mesh` compiles that stage as a Vulkan 1.3 mesh + shader; its SPIR-V keeps the `.vert` name, so the manifest is unchanged. +- **The seam** — `gpu_has_mesh()` and `gpu_draw_mesh_tasks(x, y, z)`; a mesh program's pipeline has no + vertex input and its bindings the mesh stage. The device enables `meshShader` and `maintenance4`. diff --git a/changes/streamline-dlss-reflex.md b/changes/streamline-dlss-reflex.md new file mode 100644 index 00000000..50cc194d --- /dev/null +++ b/changes/streamline-dlss-reflex.md @@ -0,0 +1,13 @@ +bump: minor +type: feat +**NVIDIA DLSS super resolution and Reflex on the Vulkan renderer** — through NVIDIA Streamline 2.14.1. + +- **The loader** — on Windows `Vk.open()` takes `sl.interposer.dll` beside the executable in place of + `vulkan-1.dll` when a program asks (`Vk.sl_prefer`), falling back to plain Vulkan without it; the `sl*` + exports and feature functions are reachable from Ludic. +- **render3d** — `r3d_dlss(mode)` upscales the lit HDR frame before bloom and the tonemap, jittered on a + Halton cycle, with preset K in every mode (the default M cost 18 ms a frame at 4K on an RTX 3070 Ti); + `r3d_dlss_render_w/h` give the size to render at. `r3d_reflex(mode)` sleeps each frame and marks + simulation, submit and present. `R3D_DLSS`, `R3D_REFLEX`, `R3D_DLSS_PRESET`, `R3D_SL_LOG` for tests. +- **Commands the interposer lacks** — it exports no `vkSetHdrMetadataEXT`, `vkCmdDrawMeshTasksEXT` or + acceleration-structure command; `Vk.has` checks one and `vkGetDeviceProcAddr` reaches it.