feat(vk): Vk.* - Vulkan 1.0-1.4 generated from the registry, loaded at run time
ludic-dev vkgen reads vk.xml into runtime/native/vk_api.ludic (constants, every struct's <Struct>_sizeof and <Struct>_<field> offsets, one extern per command) and vk_thunks.ll. Every size and offset was compiled against the SDK's C headers; `ludic-dev test` checks the tracked files against the registry wherever the Vulkan SDK is installed. vk_win.ll (vulkan-1.dll) and vk_mac.ll (libvulkan.1.dylib, MoltenVK) open the loader at run time, so a program built with Vk.* starts on a machine without Vulkan. ludicc and ludic build link both for any program that uses Vk.*. The seeds are regenerated for the new compiler. vk_probe reports what a machine's Vulkan can do; vk_compute dispatches a Slang compute shader and reads the picture back, clean under the validation layer on an RTX 3070 Ti and on an M4 Pro through MoltenVK. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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18 changed files with 52468 additions and 40972 deletions
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@ -909,6 +909,18 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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# 478 gl3.h entry points bound as externs gl_<snake_name>, plus the Ludic
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# helpers (gl_open / gl_swap / gl_screenshot / gl_program / …). Labels are the
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# declaration's parameter names, so `Gl.clear_color(red: 0.1, …)` works.
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# Vk.* — Vulkan (runtime/native/vk.ludic + the generated vk_api.ludic): the
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# registry's commands as externs vk_<snake_name>, and the loader and struct helpers.
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if (ns == "Vk") and (bare == null) {
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bare = "vk_" + meth
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var vdecl = find_fn(bare)
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if (vdecl == null) { vdecl = find_extern(bare) }
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if (vdecl != null) {
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let vnames = param_labels(vdecl)
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var vi = 0
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while vi < len(vnames) { push(labels, vnames[vi]); vi += 1 }
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}
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}
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if (ns == "Gl") and (bare == null) {
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bare = "gl_" + meth
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var gdecl = find_fn(bare)
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