feat(render3d): Vulkan in a macOS window through MoltenVK; window built-ins take a slice's elements; the NEAR_FADE SPIR-V

- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
  with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
  (R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
  every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 00:52:45 +03:00
parent 9862ec82e3
commit 38d4ea72b1
25 changed files with 627 additions and 164 deletions

View file

@ -729,6 +729,7 @@ function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
# the pool is full: finish the frame recorded so far (it may use sets from it), then start again
function gvk_kpool_reset(render3d_st: mut Render3dState) -> void {
gvk_flush(render3d_st)
gvk_frame_wait(render3d_st)
Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_kpool, 0)
gvk_sc_clear(render3d_st)
}
@ -953,6 +954,7 @@ function gvk_screen_make(render3d_st: mut Render3dState, w: int, h: int) -> bool
function gvk_frame_cb(render3d_st: mut Render3dState) -> pointer {
if render3d_st.gvk_cb == null {
gvk_frame_wait(render3d_st)
gvk_frame_reset(render3d_st)
render3d_st.gvk_cb = gvk_once_begin(render3d_st)
}
@ -1279,7 +1281,13 @@ function gvk_flush(render3d_st: mut Render3dState) -> void {
# - and that image is presented.
function gvk_present(render3d_st: mut Render3dState) -> void {
gvk_prof_frame(render3d_st)
if render3d_st.gvk_swap != 0 { gvk_present_window(render3d_st); render3d_st.gvk_frame_no += 1; gvk_retire_flush(render3d_st); return }
if render3d_st.gvk_swap != 0 {
gvk_present_window(render3d_st)
render3d_st.gvk_frame_no += 1
# what the frame in flight retired goes when it is done (gvk_frame_wait)
if not render3d_st.gvk_frame_pending { gvk_retire_flush(render3d_st) }
return
}
if render3d_st.gvk_cb == null { return }
gvk_pass_end(render3d_st)
gvk_once_end(render3d_st, render3d_st.gvk_cb)
@ -1332,6 +1340,8 @@ function gvk_open(render3d_st: mut Render3dState, w: int, h: int, title: string)
if is_windowed() {
win_open(w, h, 1, title) # the window exists before main: this retitles it
win_gl_resize(w, h)
# macOS: the Metal layer sets the backing scale, so it exists before the drawable is measured
if Os.platform() == "macos" and win_metal_layer() == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
if render3d_st.gvk_size_buf == null { render3d_st.gvk_size_buf = words(4) }
win_gl_drawable(render3d_st.gvk_size_buf)
if render3d_st.gvk_size_buf[0] > 0 and render3d_st.gvk_size_buf[1] > 0 { gl_set_drawable(render3d_st.gvk_size_buf[0], render3d_st.gvk_size_buf[1]) }
@ -1519,13 +1529,24 @@ function gvk_read_screen(render3d_st: mut Render3dState, w: int, h: int, out: po
}
# ---- the window: surface and swapchain ----------------------------------------------------------
# Windows only for now (the Win32 surface); gpu_select keeps a window elsewhere on OpenGL.
# The Win32 surface on Windows; on macOS a CAMetalLayer the runtime hangs off the view (MoltenVK).
extern function win_native_window() -> pointer = "win_native_window"
extern function win_native_instance() -> pointer = "win_native_instance"
extern function win_metal_layer() -> pointer = "win_metal_layer"
extern function win_visible() -> int = "win_visible"
function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_surface != 0 { return true }
function gvk_surface_os(render3d_st: mut Render3dState, out: pointer) -> bool {
if Os.platform() == "macos" {
let layer = win_metal_layer()
if layer == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
let mci = bytes(VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.zero(mci, VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.put_i32(mci, VkMetalSurfaceCreateInfoEXT_sType, VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT)
Vk.put_ptr(mci, VkMetalSurfaceCreateInfoEXT_pLayer, layer)
let rm = Vk.create_metal_surface_ext(render3d_st.gvk_inst, mci, null, out)
if rm != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateMetalSurfaceEXT", rm) }
return true
}
let hwnd = win_native_window()
if hwnd == null { render3d_st.gvk_why = "no window to present to"; return false }
let sci = bytes(VkWin32SurfaceCreateInfoKHR_sizeof)
@ -1533,9 +1554,15 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
Vk.put_i32(sci, VkWin32SurfaceCreateInfoKHR_sType, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR)
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hinstance, win_native_instance())
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hwnd, hwnd)
let out = bytes(8)
let r = Vk.create_win32_surface_khr(render3d_st.gvk_inst, sci, null, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateWin32SurfaceKHR", r) }
return true
}
function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_surface != 0 { return true }
let out = bytes(8)
if not gvk_surface_os(render3d_st, out) { return false }
render3d_st.gvk_surface = gvk_handle(out)
let ok = bytes(4)
Vk.put_i32(ok, 0, 0)
@ -1551,6 +1578,7 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
# (Re)make the swapchain for a w x h client area. The old one is handed over and then destroyed.
function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
if not gvk_surface_make(render3d_st) { return false }
gvk_frame_wait(render3d_st)
Vk.device_wait_idle(render3d_st.gvk_dev)
let caps = bytes(VkSurfaceCapabilitiesKHR_sizeof)
Vk.get_physical_device_surface_capabilities_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, caps)
@ -1641,6 +1669,14 @@ function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
function gvk_present_window(render3d_st: mut Render3dState) -> void {
let cb = gvk_frame_cb(render3d_st)
gvk_pass_end(render3d_st)
# a covered window is not drawn to: its layer would hold the frame for a drawable the compositor
# hands back once a second. The frame still runs, paced at about 60 Hz, so the game keeps time.
if win_visible() == 0 {
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
render3d_st.gvk_cb = null
Time.sleep_us(16000)
return
}
if render3d_st.gvk_swap_stale { gvk_once_end(render3d_st, cb); render3d_st.gvk_cb = null; gvk_swap_make(render3d_st, render3d_st.gvk_swap_w, render3d_st.gvk_swap_h); return }
let idx = bytes(4)
Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_acq_fence)
@ -1670,7 +1706,7 @@ function gvk_present_window(render3d_st: mut Render3dState) -> void {
Vk.cmd_blit_image(cb, src, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, blit, VK_FILTER_LINEAR)
gvk_barrier(cb, src, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
gvk_barrier(cb, dst, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR)
gvk_once_end(render3d_st, cb)
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
render3d_st.gvk_cb = null
let pi = bytes(VkPresentInfoKHR_sizeof)
Vk.zero(pi, VkPresentInfoKHR_sizeof)