refactor(render3d): programs, GPU timers and the context behind gpu.ludic
The last of milestone 1: no OpenGL call is left in render3d outside gpu.ludic but the clock and the CPU-side buffer helpers. - gpu_program builds a program and remembers the variant it came from (vertex, fragment and defines as one line - the SPIR-V manifest's key), so a backend that cannot compile at run time finds the pipeline for the same handle. gpu_use_program and gpu_program_free replace 32 uses and 2 frees; the overlay's program is recorded under overlay.vert|overlay.frag. - gpu_query_new / _begin / _end / _result carry R3D_PROF's timers. - gpu_open, gpu_vsync, gpu_renderer_name and gpu_resize_check carry the context. - r3d_program_tess is gone: nothing called it and no tessellation shader exists. - R3D_GLCHECK also checks after framebuffer and renderbuffer changes, viewport, draw buffers, program use, texture parameters, the resize check and between frames. OpenGL frames are byte-identical at the five viewpoints; 59 self-tests pass with and without R3D_GLCHECK, with no GL error; ludic-dev test 140 passed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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12 changed files with 109 additions and 59 deletions
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@ -73,9 +73,9 @@ function r3d_env_flags() -> void {
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function r3d_init(w: int, h: int, title: string) -> bool {
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r3d_env_flags()
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gpu_select()
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if not gl_open(w, h, title) { print("r3d: no OpenGL context"); return false }
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if Os.has_env("R3D_NOVSYNC") { gl_vsync(0) }
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var renderer: string = gl_get_string(GL_RENDERER)
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if not gpu_open(w, h, title) { print("r3d: no OpenGL context"); return false }
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if Os.has_env("R3D_NOVSYNC") { gpu_vsync(0) }
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var renderer: string = gpu_renderer_name()
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print(`r3d: {gl_w}x{gl_h} on {renderer}`)
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prof_init()
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cam_init(fr(gl_w, gl_h))
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@ -102,7 +102,7 @@ function r3d_draw_sky() -> void {
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gpu_depth_write(false)
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gpu_cull(false)
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let p = r3d_sky_prog
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gl_use_program(p)
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gpu_use_program(p)
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r3d_bind_2d(p, "u_sky", 0, sky_tex)
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sky_bind_rot(p)
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sky_bind_lighting(p)
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@ -125,9 +125,10 @@ function r3d_resize() -> void {
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print(`r3d: resized to {gl_w}x{gl_h}`)
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}
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function r3d_frame(time: int) -> void {
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gpu_glcheck_after("the time between frames")
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outline_frame()
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if not r3d_ready { return }
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if gl_resize_check() { r3d_resize() }
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if gpu_resize_check() { r3d_resize() }
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# R3D_RESIZE_AT=<frame>: rebuild every screen-sized buffer mid-run, as a window resize
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# or a fullscreen change does. Headless has no window to resize, and this path is where
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# a stale attachment or a texture freed twice shows up.
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