feat(render3d): 23.3 - a .dds beside a .png is uploaded BC-compressed with its whole mip chain
The device's textureCompressionBC is asked for and remembered (gvk_has_bc). tex_load_ex prefers a DX10 .dds with the full chain beside the .png (not for an edge-padded cut-out atlas): texture_dds.ludic reads BC7 / BC5 / BC4, gpu_tex_compressed makes the image with every level and no colour-attachment use (a compressed image is only sampled and copied into), and gvk_tex_upload_blocks copies each level's blocks from one staging buffer. A colour map is BC7 sampled as sRGB, a data map BC7 read as it is. examples/rendering/bc.ludic holds it, in the suite; ludic.lab's plate carries its .dds (its three shots render at 56-60 dB against the .png's). ludic-dev test 307/307, no Vulkan SDK in the environment. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -200,6 +200,7 @@ export state Render3dState {
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gvk_labels: bool = false # R3D_VK_LABELS: each profiled pass is a debug label (Metal System Trace)
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gvk_inflight: int = -1
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gvk_nopool: bool = false
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gvk_has_bc: bool = false # textureCompressionBC: .dds textures are uploaded compressed
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# R3D_VK_PROF: Vulkan objects made and destroyed, reported every 120 frames
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gvk_mk_img: int = 0
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gvk_mk_view: int = 0
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