feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do
Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias, scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints. R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason. gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what a machine cannot use; R3D_CAPS pretends to be a given card for tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -204,9 +204,9 @@ function skin_pose(sk: Skin) -> void {
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# the joint matrices onto a program's u_bones[]
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function skin_bind(sk: Skin, prog: int) -> void {
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var loc = gl_uniform(prog, "u_bones[0]")
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if loc < 0 { loc = gl_uniform(prog, "u_bones") }
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gl_uniform_matrix4fv(loc, sk.n_joints, 0, sk.bones)
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var loc = gpu_uniform(prog, "u_bones[0]")
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if loc < 0 { loc = gpu_uniform(prog, "u_bones") }
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u_mat4n(loc, sk.n_joints, sk.bones)
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}
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# the same skeleton posed on its own: shares the rest data, owns the pose and the matrices
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