feat(render3d): the Vulkan renderer counts as implemented
gpu_feature_implemented(GF_VULKAN) is true: the Vulkan renderer draws the whole game (validation clean, 105 fps at the camp on the RTX 3070 Ti). Ray tracing, DLSS, Reflex, HDR output and mesh-shader grass still report false, so their rows keep saying they take effect later. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -385,9 +385,10 @@ function gpu_caps_probe() -> void {
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print(`r3d: gpu caps: {gpu_cap_device} vulkan {gpu_cap_vulkan} floor {gpu_cap_floor} rt {gpu_cap_rt} mesh {gpu_cap_mesh} rtx {gpu_cap_rtx} reflex {gpu_cap_reflex} hdr {gpu_cap_hdr}`)
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}
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# Whether the renderer actually draws a feature yet. The Vulkan renderer is being built;
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# until a feature lands, choosing it is saved and shown, and says it takes effect later.
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function gpu_feature_implemented(f: int) -> bool { return false }
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# Whether the renderer actually draws a feature yet. Until a feature lands, choosing it is saved and
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# shown, and says it takes effect later. The Vulkan renderer itself draws the whole game now (phase
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# 37-38); ray tracing, DLSS, Reflex, HDR output and mesh-shader grass do not yet.
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function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN }
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# ---- vertex data --------------------------------------------------------------------
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# A Mesh is built through these and records what it is made of - which buffer feeds which
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