diff --git a/CHANGELOG.md b/CHANGELOG.md index 60121aeb..246c64ae 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,85 @@ change type. Preview the next one with `ludic dev release --dry-run`. A released section may carry a hand-written summary paragraph above its groups (v0.2.0 has one); the generated bullets below it are not edited by hand. +## v0.16.0 — 2026-09-15 + +### Features + +- **A loading screen can show the renderer's start-up as it happens.** `r3d_open(w, h, title)` opens + the window and the graphics backend with nothing baked, and `r3d_load_count()` / `r3d_load_step(i)` + run the rest - the sky and its light, the terrain, the shadow and screen targets, the scattered cover + and actors, the grass - one step at a time, so a game can draw and present a frame between them. + `r3d_init` is those same calls in a row and is unchanged for everything that uses it. +- **HDR10 output on the Vulkan renderer** — `r3d_hdr(on)` asks for an ST 2084 / BT.2020 swapchain where the + display offers one. + + The tonemap's HDR10 variant keeps the SDR picture up to a 200-nit paper white and rolls highlights on to + 1000 nits; the overlay converts the interface to the same white; HDR metadata is set where the loader has + the command. The screen and LDR images are 10-bit while it is on, and screenshots refuse rather than write + a PQ image as SDR. OpenGL and the Vulkan SDR frame are unchanged. `R3D_HDR` overrides the setting. +- **Mesh-shader grass** — on a card with `VK_EXT_mesh_shader`, `r3d_mesh_grass(on)` draws each grass tile as one + mesh-shader dispatch sized to that tile's blades, and a blade that is culled emits no vertices at all. + + - **`ludic-dev shaders`** — a variant whose first file is `*.mesh` compiles that stage as a Vulkan 1.3 mesh + shader; its SPIR-V keeps the `.vert` name, so the manifest is unchanged. + - **The seam** — `gpu_has_mesh()` and `gpu_draw_mesh_tasks(x, y, z)`; a mesh program's pipeline has no + vertex input and its bindings the mesh stage. The device enables `meshShader` and `maintenance4`. + + Not yet faster: at 4K on an RTX 3070 Ti the grass pass takes 5.0 ms against the chunked path's 1.7, so + `gpu_feature_implemented(GF_MESH_GRASS)` stays false and a game should not offer it as a finished setting. +- **More of the renderer's quality is a switch a game can offer.** + + - `sky_set_quality(width)`: the prefiltered sky light at 256, 512 or 1024 wide (half as tall), + baked again at once. + - `post_set_msaa(samples)`: 1, 2 or 4 samples for the scene on OpenGL, remaking the screen targets in + place (`post_msaa_live()` is false on Vulkan, which has no sample counts yet); `post_free` now + frees the multisampled framebuffer too. + - `STREAM_BUDGET_US` is a variable: the microseconds a frame may spend generating streamed cover. + - `r3d_fog_scale`: a multiplier over the fog density the daylight and the weather set. +- **NVIDIA DLSS super resolution and Reflex on the Vulkan renderer** — through NVIDIA Streamline 2.14.1. + + - **The loader** — on Windows `Vk.open()` takes `sl.interposer.dll` beside the executable in place of + `vulkan-1.dll` when a program asks (`Vk.sl_prefer`), falling back to plain Vulkan without it; the `sl*` + exports and feature functions are reachable from Ludic. + - **render3d** — `r3d_dlss(mode)` upscales the lit HDR frame before bloom and the tonemap, jittered on a + Halton cycle, with preset K in every mode (the default M cost 18 ms a frame at 4K on an RTX 3070 Ti); + `r3d_dlss_render_w/h` give the size to render at. `r3d_reflex(mode)` sleeps each frame and marks + simulation, submit and present. `R3D_DLSS`, `R3D_REFLEX`, `R3D_DLSS_PRESET`, `R3D_SL_LOG` for tests. + - **Commands the interposer lacks** — it exports no `vkSetHdrMetadataEXT`, `vkCmdDrawMeshTasksEXT` or + acceleration-structure command; `Vk.has` checks one and `vkGetDeviceProcAddr` reaches it. +- **Real OS threads behind `Job.*` and `Sync.*`** — `Job.parallel_for` runs work across every core. + + - **`fn name`** — an expression naming a top-level function as a value, for a worker's entry point. + No closures: the data a worker needs is passed in. + - **`Job.parallel_for(count, fn work, ctx)`** — `work(i, ctx)` for every `i` in `[0, count)`, split + into chunks across a worker pool (one thread per core but one, pthreads or Win32) and the calling + thread; returns when all are done. `Job.is_worker()` says whether code is on a pool thread. + - **`Sync.*` is thread-safe** — mutexes are real mutexes, atomics are compare-and-swap, channels are + guarded, and `Sync.cpu_count()` reports the machine's cores. + - **A worker must not change the world** — `spawn` and `despawn` on a pool thread stop the program with + a located message. +- **Texture filtering and shadow resolution as settings a game can change while it runs.** + + - `r3d_set_anisotropy(level)` sets the anisotropic filtering of every mipmapped texture already + loaded, not only of later uploads, on OpenGL and Vulkan. + - `shadow_set_res(size)` remakes the cascades' depth layers at 1024, 2048 or 4096 (`shadow_res` + replaces the `SHADOW_RES` constant); the lighting reads the texel size from the map. +- **`app native ""` in `package.ludic`** — `ludic bundle` on Windows copies that directory's files beside + the executable: native libraries loaded at run time (NVIDIA Streamline's DLLs, say) and their licence texts, + which cannot live in the pack. + +### Fixes + +- **The meadow's grass draws on the Vulkan renderer again** — the chunked grass path uploaded its `vec4` tile + table with `u_fv`, which on Vulkan copies one float per array element, so every tile had no blades. + `u_f4v` uploads arrays of `vec4`. + +### Performance + +- **The sky's light is baked once at start, not twice.** A game that turns the sky at boot sets + `sky_start_yaw` before `r3d_init`, and `sky_load` bakes the image-based light at that yaw; turning to + a yaw the light is already baked at (`sky_set_yaw`) no longer bakes it again. Without it, nothing + changes. ## v0.15.0 — 2026-09-15 ### Features diff --git a/VERSION b/VERSION index a5510516..04a373ef 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -0.15.0 +0.16.0 diff --git a/changes/bundle-app-native.md b/changes/bundle-app-native.md deleted file mode 100644 index 315e30be..00000000 --- a/changes/bundle-app-native.md +++ /dev/null @@ -1,5 +0,0 @@ -bump: minor -type: feat -**`app native ""` in `package.ludic`** — `ludic bundle` on Windows copies that directory's files beside -the executable: native libraries loaded at run time (NVIDIA Streamline's DLLs, say) and their licence texts, -which cannot live in the pack. diff --git a/changes/grass-vulkan-fix.md b/changes/grass-vulkan-fix.md deleted file mode 100644 index 5b402e9a..00000000 --- a/changes/grass-vulkan-fix.md +++ /dev/null @@ -1,5 +0,0 @@ -bump: patch -type: fix -**The meadow's grass draws on the Vulkan renderer again** — the chunked grass path uploaded its `vec4` tile -table with `u_fv`, which on Vulkan copies one float per array element, so every tile had no blades. -`u_f4v` uploads arrays of `vec4`. diff --git a/changes/hdr-output.md b/changes/hdr-output.md deleted file mode 100644 index 3e8c2040..00000000 --- a/changes/hdr-output.md +++ /dev/null @@ -1,9 +0,0 @@ -bump: minor -type: feat -**HDR10 output on the Vulkan renderer** — `r3d_hdr(on)` asks for an ST 2084 / BT.2020 swapchain where the -display offers one. - -The tonemap's HDR10 variant keeps the SDR picture up to a 200-nit paper white and rolls highlights on to -1000 nits; the overlay converts the interface to the same white; HDR metadata is set where the loader has -the command. The screen and LDR images are 10-bit while it is on, and screenshots refuse rather than write -a PQ image as SDR. OpenGL and the Vulkan SDR frame are unchanged. `R3D_HDR` overrides the setting. diff --git a/changes/mesh-grass.md b/changes/mesh-grass.md deleted file mode 100644 index 4bc1c74a..00000000 --- a/changes/mesh-grass.md +++ /dev/null @@ -1,12 +0,0 @@ -bump: minor -type: feat -**Mesh-shader grass** — on a card with `VK_EXT_mesh_shader`, `r3d_mesh_grass(on)` draws each grass tile as one -mesh-shader dispatch sized to that tile's blades, and a blade that is culled emits no vertices at all. - -- **`ludic-dev shaders`** — a variant whose first file is `*.mesh` compiles that stage as a Vulkan 1.3 mesh - shader; its SPIR-V keeps the `.vert` name, so the manifest is unchanged. -- **The seam** — `gpu_has_mesh()` and `gpu_draw_mesh_tasks(x, y, z)`; a mesh program's pipeline has no - vertex input and its bindings the mesh stage. The device enables `meshShader` and `maintenance4`. - -Not yet faster: at 4K on an RTX 3070 Ti the grass pass takes 5.0 ms against the chunked path's 1.7, so -`gpu_feature_implemented(GF_MESH_GRASS)` stays false and a game should not offer it as a finished setting. diff --git a/changes/os-threads.md b/changes/os-threads.md deleted file mode 100644 index c922561e..00000000 --- a/changes/os-threads.md +++ /dev/null @@ -1,13 +0,0 @@ -bump: minor -type: feat -**Real OS threads behind `Job.*` and `Sync.*`** — `Job.parallel_for` runs work across every core. - -- **`fn name`** — an expression naming a top-level function as a value, for a worker's entry point. - No closures: the data a worker needs is passed in. -- **`Job.parallel_for(count, fn work, ctx)`** — `work(i, ctx)` for every `i` in `[0, count)`, split - into chunks across a worker pool (one thread per core but one, pthreads or Win32) and the calling - thread; returns when all are done. `Job.is_worker()` says whether code is on a pool thread. -- **`Sync.*` is thread-safe** — mutexes are real mutexes, atomics are compare-and-swap, channels are - guarded, and `Sync.cpu_count()` reports the machine's cores. -- **A worker must not change the world** — `spawn` and `despawn` on a pool thread stop the program with - a located message. diff --git a/changes/quality-settings-live.md b/changes/quality-settings-live.md deleted file mode 100644 index 9573140d..00000000 --- a/changes/quality-settings-live.md +++ /dev/null @@ -1,8 +0,0 @@ -bump: minor -type: feat -**Texture filtering and shadow resolution as settings a game can change while it runs.** - -- `r3d_set_anisotropy(level)` sets the anisotropic filtering of every mipmapped texture already - loaded, not only of later uploads, on OpenGL and Vulkan. -- `shadow_set_res(size)` remakes the cascades' depth layers at 1024, 2048 or 4096 (`shadow_res` - replaces the `SHADOW_RES` constant); the lighting reads the texel size from the map. diff --git a/changes/quality-switches.md b/changes/quality-switches.md deleted file mode 100644 index ed61304d..00000000 --- a/changes/quality-switches.md +++ /dev/null @@ -1,11 +0,0 @@ -bump: minor -type: feat -**More of the renderer's quality is a switch a game can offer.** - -- `sky_set_quality(width)`: the prefiltered sky light at 256, 512 or 1024 wide (half as tall), - baked again at once. -- `post_set_msaa(samples)`: 1, 2 or 4 samples for the scene on OpenGL, remaking the screen targets in - place (`post_msaa_live()` is false on Vulkan, which has no sample counts yet); `post_free` now - frees the multisampled framebuffer too. -- `STREAM_BUDGET_US` is a variable: the microseconds a frame may spend generating streamed cover. -- `r3d_fog_scale`: a multiplier over the fog density the daylight and the weather set. diff --git a/changes/r3d-load-steps.md b/changes/r3d-load-steps.md deleted file mode 100644 index 92222b42..00000000 --- a/changes/r3d-load-steps.md +++ /dev/null @@ -1,7 +0,0 @@ -bump: minor -type: feat -**A loading screen can show the renderer's start-up as it happens.** `r3d_open(w, h, title)` opens -the window and the graphics backend with nothing baked, and `r3d_load_count()` / `r3d_load_step(i)` -run the rest - the sky and its light, the terrain, the shadow and screen targets, the scattered cover -and actors, the grass - one step at a time, so a game can draw and present a frame between them. -`r3d_init` is those same calls in a row and is unchanged for everything that uses it. diff --git a/changes/sky-start-yaw.md b/changes/sky-start-yaw.md deleted file mode 100644 index ea0845b3..00000000 --- a/changes/sky-start-yaw.md +++ /dev/null @@ -1,6 +0,0 @@ -bump: patch -type: perf -**The sky's light is baked once at start, not twice.** A game that turns the sky at boot sets -`sky_start_yaw` before `r3d_init`, and `sky_load` bakes the image-based light at that yaw; turning to -a yaw the light is already baked at (`sky_set_yaw`) no longer bakes it again. Without it, nothing -changes. diff --git a/changes/streamline-dlss-reflex.md b/changes/streamline-dlss-reflex.md deleted file mode 100644 index 50cc194d..00000000 --- a/changes/streamline-dlss-reflex.md +++ /dev/null @@ -1,13 +0,0 @@ -bump: minor -type: feat -**NVIDIA DLSS super resolution and Reflex on the Vulkan renderer** — through NVIDIA Streamline 2.14.1. - -- **The loader** — on Windows `Vk.open()` takes `sl.interposer.dll` beside the executable in place of - `vulkan-1.dll` when a program asks (`Vk.sl_prefer`), falling back to plain Vulkan without it; the `sl*` - exports and feature functions are reachable from Ludic. -- **render3d** — `r3d_dlss(mode)` upscales the lit HDR frame before bloom and the tonemap, jittered on a - Halton cycle, with preset K in every mode (the default M cost 18 ms a frame at 4K on an RTX 3070 Ti); - `r3d_dlss_render_w/h` give the size to render at. `r3d_reflex(mode)` sleeps each frame and marks - simulation, submit and present. `R3D_DLSS`, `R3D_REFLEX`, `R3D_DLSS_PRESET`, `R3D_SL_LOG` for tests. -- **Commands the interposer lacks** — it exports no `vkSetHdrMetadataEXT`, `vkCmdDrawMeshTasksEXT` or - acceleration-structure command; `Vk.has` checks one and `vkGetDeviceProcAddr` reaches it.