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10 commits

Author SHA1 Message Date
1ab5ca14fb runtime (macOS): MoltenVK opened first, so a process holds one - the SDK's loader in /usr/local/lib loaded its own MoltenVK beside the linked one and the program drew through it; the loader only when a layer is asked for, pinned to ours (VK_DRIVER_FILES, lib/macos-arm64/MoltenVK_icd.json) unless a driver is named. steady's stream round: a 300-cell warm-up, then the least of three 150-cell windows
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:41:27 +03:00
df6ea046c3 render3d: VkAllocationCallbacks counted (R3D_ALLOC_VK), pipeline create infos freed, actor pool at init
Plan 25.1c: vk_mac.ll's @lvk_ac (posix_memalign under a 16-byte header of scope/offset/size, atomic
counters) passed at every render3d create/destroy (49 sites; the caps probe keeps its own null pair);
lvk_ac_bytes/_peak/_allocs/_scope_bytes for the fence, Vk.alloc_bytes. vk_win.ll: null and 0.
MoltenVK 1.4.2 counted 0 live bytes through them in steady. Fence findings: gvk_pipeline freed its 17
create infos (and reuses one bufs list); actor_init fills ac_spare with 512 records (actor_fresh,
m4_new, v3_new at first placement in play). Compiled, not run (the user's call).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:46:19 +03:00
866037a0d7 fix(render3d): nothing allocated in the steady state - the Vulkan allocator reuses its records
gvk_mem_new made a one-slot []pointer per allocation, and turned the requirement's size and
alignment into strings to read them as ints; gvk_list_drop_last rebuilt the spare-record list to
drop its last entry; gvk_mem_id did the string round trip on every free. One slot is kept
(gvk_map_slot), int() truncates a long, the spare list pops. Every Text.to_int(string(x)) in
render3d is int(x) now.

Vk.heap_bytes() (vk_mac.ll: malloc_zone_statistics' size_in_use; 0 on Windows) and
examples/rendering/steady.ludic, in the suite: a buffer released and made again 5000 times and
600 whole frames gain 0 bytes each - the allocator before this, 1,120,000 over the 5000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:14:56 +03:00
9425bdc4e5 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>
2026-09-28 01:16:26 +03:00
80764f85c1 fix(render3d): the Vulkan renderer stops leaking as it loads and draws
- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the
  valley's boot, and again for every model loaded later): the pixels are converted straight
  into the mapped staging buffer
- the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a
  view keeps its Metal texture alive: a released texture takes its views with it, and the cache
  is keyed by numbers instead of a string built on every call
- the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or
  upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp)
- the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass
  cull's dispatch arguments are made once
- macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll)
- R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length
- examples/rendering/smooth presents through render3d, so it runs on Vulkan too

The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading
before). ludic-dev test 305/305, selfhost-test 33/33.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:03:38 +03:00
38d4ea72b1 feat(render3d): Vulkan in a macOS window through MoltenVK; window built-ins take a slice's elements; the NEAR_FADE SPIR-V
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
  with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
  (R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
  every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:52:45 +03:00
a868378b99 feat(vk): call shapes for the acceleration-structure commands the interposer lacks
NVIDIA Streamline's interposer exports none of VK_KHR_acceleration_structure's
commands, so ray tracing looks each up per device with vkGetDeviceProcAddr and
calls it through a pointer: create (four pointers -> result), destroy (device,
handle, allocator), build sizes (device, type, info, counts, sizes), the
command-buffer build (buffer, count, infos, ranges) and the device address
(device, info -> u64). Both runtimes assemble; nothing uses them yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:22:12 +03:00
0224af64ab feat(vk): mesh-shader plumbing - *.mesh variants compile, a pointer call for commands the interposer lacks
ludic-dev shaders: a variant whose first file is *.mesh compiles that stage with
glslang -S mesh for Vulkan 1.3, without the vertex stage's depth-remap wrapper
or invariant gl_Position (a mesh shader writes an array of positions and
remaps depth itself). Its SPIR-V keeps the .vert name, so the manifest and the
loader are unchanged. The 51 existing programs build identical SPIR-V.

runtime: lsl_call_piii(fn, ptr, i32, i32, i32) calls a command-buffer command
through a pointer. NVIDIA Streamline's interposer exports no
vkCmdDrawMeshTasksEXT, so it is to be looked up per device with
vkGetDeviceProcAddr. Both runtimes assemble.

Nothing uses either yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:00:26 +03:00
ad8f44b78a feat(vk): load NVIDIA Streamline's interposer as the Vulkan loader on request
vk_sl_prefer(1) before Vk.open() makes the Windows loader try sl.interposer.dll
beside the executable and fall back to vulkan-1.dll. Thunks for the sl* exports
and for calling feature functions from slGetFeatureFunction; macOS stubs.
Verified on an RTX 3070 Ti: slInit eOk, DLSS, DLSS-RR, Reflex and PCL supported,
DLSS-G reports no supported adapter (needs RTX 40).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 19:05:27 +03:00
208cad7ca1 feat(vk): Vk.* - Vulkan 1.0-1.4 generated from the registry, loaded at run time
ludic-dev vkgen reads vk.xml into runtime/native/vk_api.ludic (constants, every struct's
<Struct>_sizeof and <Struct>_<field> offsets, one extern per command) and vk_thunks.ll.
Every size and offset was compiled against the SDK's C headers; `ludic-dev test` checks the
tracked files against the registry wherever the Vulkan SDK is installed.

vk_win.ll (vulkan-1.dll) and vk_mac.ll (libvulkan.1.dylib, MoltenVK) open the loader at run
time, so a program built with Vk.* starts on a machine without Vulkan. ludicc and ludic
build link both for any program that uses Vk.*. The seeds are regenerated for the new
compiler.

vk_probe reports what a machine's Vulkan can do; vk_compute dispatches a Slang compute
shader and reads the picture back, clean under the validation layer on an RTX 3070 Ti and
on an M4 Pro through MoltenVK.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 09:52:12 +03:00