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>
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@ -398,6 +398,15 @@ define weak ptr @win_native_instance() {
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entry:
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ret ptr null
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}
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define weak ptr @win_metal_layer() {
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entry:
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ret ptr null
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}
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; the window is always drawn to here (cocoa.ll asks macOS whether it is covered)
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define weak i32 @win_visible() {
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entry:
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ret i32 1
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}
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; the drawable's size, for a graphics API that follows the window without a GL context (render3d's
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; Vulkan resize check); headless there is no window, so 0 x 0. cocoa.ll's real one wins when linked.
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; win_set_title: cocoa.ll's in a windowed build; nothing to retitle headless
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