Merge branch 'r3d/moltenvk' into lang/foundations

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 01:17:39 +03:00
commit 6c663cc87b
9 changed files with 254 additions and 23 deletions

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@ -0,0 +1,10 @@
bump: minor
type: feature
**ludic.render3d carries MoltenVK, so a Mac program has its Vulkan driver without the SDK.**
`native/build.sh` builds MoltenVK from a pinned tag (v1.4.2, its SHA-256 checked; its own
dependencies at the commits its ExternalRevisions pins), thinned to arm64 and signed, into
`lib/macos-arm64/libMoltenVK.dylib`, with its licence in `native/LICENSE-MoltenVK`. Every program
that imports render3d links it through its rpath - the package's lib/ while developing,
`Contents/Frameworks` in a bundle, where `ludic bundle` puts and signs it - and the loader
(`vk_mac.ll`) now also looks for `@rpath/libMoltenVK.dylib`. An SDK loader found first still wins,
so the validation layer can be stacked in development. `gpu_is_gl()` is gone.

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@ -46,8 +46,6 @@ function gpu_select(render3d_st: mut Render3dState) -> int {
return render3d_st.gpu_kind
}
function gpu_backend(render3d_st: Render3dState) -> string { return "vulkan" }
# always false now; kept until the game stops asking (maroon-lake src/app/boot_load.ludic)
function gpu_is_gl(render3d_st: Render3dState) -> bool { return false }
# ---- render state ----------------------------------------------------------------
# -1 = not known yet: the first set always reaches the driver, so the cache never

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packages/ludic.render3d/lib/macos-arm64/libMoltenVK.dylib (Stored with Git LFS) Executable file

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@ -0,0 +1,202 @@
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@ -0,0 +1,25 @@
#!/bin/sh
# builds lib/macos-arm64/libMoltenVK.dylib: Vulkan over Metal, which render3d draws with on a Mac.
# MoltenVK at a pinned tag, its SHA-256 checked; its dependencies (SPIRV-Cross, SPIRV-Tools,
# Vulkan-Headers, ...) come at the commits its own ExternalRevisions pins. Needs Xcode (not only the
# command line tools); about fifteen minutes. Windows needs nothing: its drivers install the loader.
set -eu
PKG="$(cd "$(dirname "$0")/.." && pwd)"
. "$PKG/../../tools/native/lib.sh"
case "$(native_target)" in macos-*) ;; *) echo "ludic.render3d: nothing to build for $(native_target)"; exit 0 ;; esac
MVK_TAG=v1.4.2
MVK_SHA=6864db532f1dbbdb621a8d0ec13f24edae318fd9269dd3dd0cdff791334bb1cb
SRC="$PKG/build/src/moltenvk-$MVK_TAG"
native_fetch "$SRC" "https://github.com/KhronosGroup/MoltenVK/archive/refs/tags/$MVK_TAG.tar.gz" "$MVK_SHA"
XCODE="${DEVELOPER_DIR:-/Applications/Xcode.app/Contents/Developer}"
( cd "$SRC" && DEVELOPER_DIR="$XCODE" ./fetchDependencies --macos && DEVELOPER_DIR="$XCODE" make macos )
OUT="$PKG/lib/$(native_target)"
mkdir -p "$OUT"
# the release is Apple silicon only: the arm64 slice, found by the executable's rpath
lipo "$SRC/Package/Release/MoltenVK/dynamic/dylib/macOS/libMoltenVK.dylib" -thin arm64 -output "$OUT/libMoltenVK.dylib"
install_name_tool -id @rpath/libMoltenVK.dylib "$OUT/libMoltenVK.dylib" 2>/dev/null
# the id change breaks the signature, and Apple silicon loads no unsigned code: signed ad hoc here,
# with the Developer ID by ludic bundle / vpk for a release
codesign -f -s - "$OUT/libMoltenVK.dylib"
cp "$SRC/LICENSE" "$PKG/native/LICENSE-MoltenVK"
echo "$OUT/libMoltenVK.dylib"

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@ -1,7 +1,8 @@
# ludic.render3d — a physically based 3D renderer over Gl.* (OpenGL 4.1 core):
# HDRI sky + image-based lighting, a GPU-generated terrain with scanned PBR
# materials, cascaded shadow maps, an HDR pipeline with bloom and ACES.
# ludic.render3d — a physically based 3D renderer over Vulkan (MoltenVK on a Mac, carried here,
# built from a pinned tag by native/build.sh): HDRI sky + image-based lighting, a GPU-generated
# terrain with scanned PBR materials, cascaded shadow maps, an HDR pipeline with bloom and ACES.
package "ludic.render3d"
version "0.1.0"
kind source
provides "R3d"
native "macos-arm64" "lib/macos-arm64/libMoltenVK.dylib"

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@ -39,7 +39,7 @@ function post_free(render3d_st: mut Render3dState) -> void {
# Multisampled scene: 1 (temporal AA alone), 2 or 4, remade at once. Vulkan draws it into
# multisampled renderbuffers and resolves them in a pass; a device that cannot take the count asked
# for gets the most it can (gpu_msaa_max).
function post_msaa_live(render3d_st: Render3dState) -> bool { return gpu_is_gl(render3d_st) or gpu_msaa_max(render3d_st) > 1 }
function post_msaa_live(render3d_st: Render3dState) -> bool { return gpu_msaa_max(render3d_st) > 1 }
function post_set_msaa(render3d_st: mut Render3dState, n: int) -> void {
var want = n
if want < 1 { want = 1 }

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@ -27,6 +27,7 @@ declare i32 @lvk_bind()
@.lvk_fmt = private unnamed_addr constant [25 x i8] c"%s/lib/libvulkan.1.dylib\00"
@.lvk_fmtm = private unnamed_addr constant [25 x i8] c"%s/lib/libMoltenVK.dylib\00"
@.lvk_m0 = private unnamed_addr constant [49 x i8] c"@executable_path/../Frameworks/libMoltenVK.dylib\00"
@.lvk_mr = private unnamed_addr constant [25 x i8] c"@rpath/libMoltenVK.dylib\00"
@.lvk_m1 = private unnamed_addr constant [35 x i8] c"@executable_path/libMoltenVK.dylib\00"
@.lvk_m2 = private unnamed_addr constant [18 x i8] c"libMoltenVK.dylib\00"
@lvk_lib = internal global ptr null
@ -40,8 +41,9 @@ entry:
; the candidates in order: a Vulkan loader first (the SDK's, so the validation layer can be
; stacked in development), then MoltenVK itself, which exports every vk* entry point and is what
; a bundle ships in Contents/Frameworks - no loader, no ICD json.
@lvk_paths = internal constant [7 x ptr] [ptr @.lvk_c0, ptr @.lvk_c1, ptr @.lvk_c2, ptr @.lvk_c3, ptr @.lvk_m0, ptr @.lvk_m1, ptr @.lvk_m2]
; a bundle ships in Contents/Frameworks - no loader, no ICD json - or, found through the
; executable's rpath, what ludic.render3d carries (lib/macos-arm64) for every other build.
@lvk_paths = internal constant [8 x ptr] [ptr @.lvk_c0, ptr @.lvk_c1, ptr @.lvk_c2, ptr @.lvk_c3, ptr @.lvk_m0, ptr @.lvk_mr, ptr @.lvk_m1, ptr @.lvk_m2]
define i32 @lvk_open() {
entry:
@ -50,14 +52,14 @@ entry:
br i1 %open, label %ok, label %loop
loop:
%i = phi i32 [ 0, %entry ], [ %i1, %next ]
%slot = getelementptr [7 x ptr], ptr @lvk_paths, i32 0, i32 %i
%slot = getelementptr [8 x ptr], ptr @lvk_paths, i32 0, i32 %i
%path = load ptr, ptr %slot
%h = call ptr @lvk_try(ptr %path)
%miss = icmp eq ptr %h, null
br i1 %miss, label %next, label %got
next:
%i1 = add i32 %i, 1
%more = icmp slt i32 %i1, 7
%more = icmp slt i32 %i1, 8
br i1 %more, label %loop, label %sdk
got:
store ptr %h, ptr @lvk_lib

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@ -455,7 +455,7 @@ function lab_plate_case() -> void {
# from the checkout's root, where the renderer's shaders and the plate are found beside it
let work = `{tmp_dir()}/labrun`
shell(`rm -rf {work} build/lab/probe && mkdir -p {work}`)
if not shq(`yes '' | head -300 | {vk_env()}/usr/bin/time -l {bin} > {work}/run.out 2> {work}/time.out`) { bad2(lbl, capture_line(`tail -1 {work}/run.out`)); return }
if not shq(`yes '' | head -300 | /usr/bin/time -l {bin} > {work}/run.out 2> {work}/time.out`) { bad2(lbl, capture_line(`tail -1 {work}/run.out`)); return }
var n = 0
let names = ["front", "side", "above"]
for i in 0 .. 3 {
@ -608,22 +608,12 @@ function headless_case(path: pointer, exp: pointer, label: pointer) -> void {
let got = capture_line(`{out} < /dev/null`)
if got == exp { ok(label) } else { bad2(label, `got [{got}] want [{exp}]`) }
}
# render3d draws with Vulkan only: on a Mac with no loader beside the binary, a run finds MoltenVK
# through the SDK - VULKAN_SDK as set, else the newest ~/VulkanSDK/<version>/macOS
function vk_env() -> string {
let set = Os.env("VULKAN_SDK")
if set != null and set != "" { return "" }
let found = capture_line("ls -d $HOME/VulkanSDK/*/macOS 2>/dev/null | tail -1")
if len(found) == 0 { return "" }
# the SDK's loader finds MoltenVK only through its driver manifest
return `VULKAN_SDK={found} VK_ICD_FILENAMES={found}/share/vulkan/icd.d/MoltenVK_icd.json `
}
# a program built headless whose verdict is one of its lines (the renderer logs before it)
function headless_line_case(path: pointer, exp: pointer, label: pointer) -> void {
let out = `{tmp_dir()}/h_{flat(path)}`
if not shq(`bin/ludicc --headless examples/{path}.ludic -o {out} > {out}.log 2>&1`) { bad2(label, capture_line(`grep -i error {out}.log | head -1`)); return }
let got = capture_line(`{vk_env()}{out} < /dev/null 2>&1 | grep -c '^{exp}$'`)
if got == "1" { ok(label) } else { bad2(label, capture_line(`{vk_env()}{out} < /dev/null 2>&1 | grep -i -E 'fail|cannot' | head -1`)) }
let got = capture_line(`{out} < /dev/null 2>&1 | grep -c '^{exp}$'`)
if got == "1" { ok(label) } else { bad2(label, capture_line(`{out} < /dev/null 2>&1 | grep -i -E 'fail|cannot' | head -1`)) }
}
# ludic migrate state and components: the header names what every member needs, a field read in a
# member is not edited, a module named like a package keeps a state of its own, and the program