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