merge lang/foundations into lang/native-jolt (seeds regenerated)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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commit
b247603b7e
62 changed files with 41302 additions and 40864 deletions
4
changes/near-fade-spirv.md
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changes/near-fade-spirv.md
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bump: patch
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type: fix
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**The foliage's near-fade programs have SPIR-V.** The three `NEAR_FADE` variants were missing
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from `variants.list`, so on Vulkan the trees' and cards' programs failed to build.
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changes/vulkan-on-macos.md
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changes/vulkan-on-macos.md
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bump: minor
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type: feature
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**render3d's Vulkan renderer runs in a macOS window, through MoltenVK.** `R3D_GFX=vk` (or
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`gpu_request("vulkan")`) now presents to a `CAMetalLayer` on the window (`VK_EXT_metal_surface`,
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the runtime's `win_metal_layer()`), where it used to fall back to OpenGL. The loader also opens
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MoltenVK on its own - `Contents/Frameworks/libMoltenVK.dylib` in a bundle, beside the executable,
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or `$VULKAN_SDK/lib` - so a game needs no Vulkan SDK to ship it. A covered window is not drawn to
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(its layer would hold every frame for a second), and on macOS one frame stays in flight so the CPU
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runs the next tick while the GPU draws. OpenGL stays the default: on an M4 Pro the Vulkan frame is
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still about a third slower, most of it in the alpha-tested foliage.
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changes/window-buffers.md
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changes/window-buffers.md
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bump: patch
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type: fix
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**A windowed program's input no longer stops it on the first frame.** Since slices carry their
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length, the window's built-ins (`win_held`, `win_mouse`, `win_pad`, `win_touch`, `win_text`,
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`win_present`) were handed the slice's header instead of its elements, so the platform wrote the
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mouse position over the length and the next read failed its bounds check. They take the elements,
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as an `extern` call already did.
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