diff --git a/packages/ludic.render3d/gpu.ludic b/packages/ludic.render3d/gpu.ludic index 5bebae59..6015b0fe 100644 --- a/packages/ludic.render3d/gpu.ludic +++ b/packages/ludic.render3d/gpu.ludic @@ -385,9 +385,10 @@ function gpu_caps_probe() -> void { 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}`) } -# Whether the renderer actually draws a feature yet. The Vulkan renderer is being built; -# until a feature lands, choosing it is saved and shown, and says it takes effect later. -function gpu_feature_implemented(f: int) -> bool { return false } +# Whether the renderer actually draws a feature yet. Until a feature lands, choosing it is saved and +# shown, and says it takes effect later. The Vulkan renderer itself draws the whole game now (phase +# 37-38); ray tracing, DLSS, Reflex, HDR output and mesh-shader grass do not yet. +function gpu_feature_implemented(f: int) -> bool { return f == GF_VULKAN } # ---- vertex data -------------------------------------------------------------------- # A Mesh is built through these and records what it is made of - which buffer feeds which