feat(render3d): 22.10 - ludic.render3d carries MoltenVK, so a Mac program has its Vulkan driver
native/build.sh builds MoltenVK v1.4.2 from its pinned, checksummed tag (its dependencies at the commits its ExternalRevisions pins), thinned to arm64, id @rpath/libMoltenVK.dylib, signed ad hoc; its licence goes in native/LICENSE-MoltenVK. Every render3d program links it through its rpath - the package's lib/ while developing, Contents/Frameworks in a bundle, where ludic bundle puts and signs it - and vk_mac.ll also looks for @rpath/libMoltenVK.dylib (after an SDK loader, so the validation layer still stacks in development). The suite's SDK stand-in (vk_env) is gone: the render checks draw on the MoltenVK the package carries. gpu_is_gl() removed; nothing calls it. ludic-dev test 306/306 with no Vulkan SDK in the environment. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -46,8 +46,6 @@ function gpu_select(render3d_st: mut Render3dState) -> int {
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return render3d_st.gpu_kind
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}
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function gpu_backend(render3d_st: Render3dState) -> string { return "vulkan" }
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# always false now; kept until the game stops asking (maroon-lake src/app/boot_load.ludic)
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function gpu_is_gl(render3d_st: Render3dState) -> bool { return false }
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# ---- render state ----------------------------------------------------------------
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# -1 = not known yet: the first set always reaches the driver, so the cache never
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