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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@ -358,6 +358,8 @@ entry {
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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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# the CAMetalLayer a macOS window presents through, found by name in cocoa.ll
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if not g_target_win { cmd = `{cmd} -Wl,-needed_framework,QuartzCore` }
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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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