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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@ -294,6 +294,15 @@ entry {
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cmd = `{cmd} {gl} {glt} -framework OpenGL`
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}
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}
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# Vk.* links the generated thunks and the loader that fills them at run time:
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# vk_win.ll (vulkan-1.dll) on Windows, vk_mac.ll (libvulkan.1.dylib, MoltenVK) on
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# macOS. Neither links a Vulkan library, so the program starts without one.
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if g_uses_vk {
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let vkt = join_path(home, "runtime/native/vk_thunks.ll")
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var vkl = join_path(home, "runtime/native/vk_mac.ll")
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if g_target_win { vkl = join_path(home, "runtime/native/vk_win.ll") }
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cmd = `{cmd} {vkt} {vkl}`
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}
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# A shipped Windows game is a GUI-subsystem program: started from Explorer, a
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# console-subsystem one opens a console window behind the game. mainCRTStartup keeps
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# the C runtime's ordinary main() entry rather than WinMain.
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