- gpu_select takes Vulkan for a window on Windows; gvk_init asks for VK_KHR_surface,
VK_KHR_win32_surface and VK_KHR_swapchain when the renderer will present. A window elsewhere
stays on OpenGL with the reason.
- gvk_open opens the window without a GL context and makes the screen images at its client area;
gvk_swap_make builds the swapchain on the Win32 surface (FIFO with vsync, mailbox or immediate
without) and rebuilds it when it is out of date, suboptimal or the window changes size.
- gvk_present blits the screen image into the acquired swapchain image, flipped (the screen keeps
OpenGL's bottom-up rows), and presents it.
- Samplers pointed at a texture unit with u_i and then fed by binding units - the actors do this -
read that unit's texture; on Vulkan they drew with the white stand-in (the tent, the log, the
chair, the workbench).
- gl.ll carries a weak win_gl_drawable for headless macOS builds.
On the RTX 3070 Ti the windowed build runs the valley through Vulkan at 3840x2160 with the HUD and
the frame-rate readout (16 fps: every upload still waits on the frame, and buffers are
host-visible). The headless Vulkan frame is unchanged; OpenGL frames byte-identical at the five
viewpoints with 59 self-tests passing. The actor fix is compiled and OpenGL-verified, not yet
seen on the PC; blades at the grass's middle distance still draw black on Vulkan.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
OpenGL links a vertex output to a fragment input by name; SPIR-V links them by location, and
glslang's --auto-map-locations numbered each stage in its own declaration order. The foliage
prepass's depth.frag declares v_wpos then v_uv where model.vert writes v_wpos, v_nrm, v_uv, so
the prepass read a normal as its texture coordinate, its alpha test cut every flower head and
leaf, and the lit pass (depth EQUAL) drew nothing over them. `ludic-dev shaders` now gives both
stages explicit locations: the vertex stage's out order numbers them and the fragment stage looks
each in up by name. All 45 variants checked: every fragment input sits on its vertex output.
Also:
- A clear still waiting for its pass when the framebuffer changes now runs on that framebuffer,
instead of becoming the load op of whichever pass began next.
- R3D_DUMP_ATLAS writes every impostor and card atlas a run bakes (build/atlas_<n>_*.ppm); the
40 baked on Vulkan match OpenGL's.
The PC's Vulkan frame now shows the flowers as OpenGL does, validation-clean. ludic-dev test 140
passed; OpenGL frames byte-identical at the five viewpoints; 59 self-tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
gpu.ludic's calls branch to the Vulkan backend when it was chosen and came up; every OpenGL
statement is unchanged, only guarded. R3D_GFX=vk selects it in a headless run (the window's
swapchain is the next milestone) and falls back to OpenGL, with the reason, when the device or
the SPIR-V manifest is missing.
- Render state is cached as before and turned into pipelines at the draw; u_* and sampler binds
go into the variant's uniform blocks; meshes, buffers and textures are gvk_* objects;
framebuffer binds are dynamic-rendering passes; same-size blits are image copies; the screen,
the photograph read-back, the present and the screenshot go through the frame.
- Work that submits on its own (uploads, read-backs, new or freed images and buffers) flushes the
frame first, so it runs in OpenGL's order. A read may take fewer channels than the image has
(the height field's R from its RGBA32F bake). Pipeline keys name vertex bindings by order, not
buffer handle, so re-pointed instance buffers keep their pipeline.
The valley renders at frame 90 validation-clean on the RTX 3070 Ti and on MoltenVK. OpenGL frames
byte-identical at the five viewpoints; 59 self-tests pass with no GL error.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A game ended its frame with Gl.swap() and shot it with Gl.screenshot, which tied it to OpenGL
and made it name Gl.* only so the parser would splice the GL runtime. gpu_present and
gpu_screenshot carry both (and name Gl.* themselves, so importing render3d is enough), and
r3d_present / r3d_screenshot are what a game calls. The Vulkan backend takes both over.
OpenGL frames byte-identical at the five viewpoints; 59 self-tests pass with no GL error.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The overlay flushed into whatever framebuffer was bound last, which raised GL error 1286 on
every run: ov_flush now binds the screen and its viewport before it draws.
R3D_GLCHECK=1 checks each draw, clear, blit, upload and attachment for a pending error or an
incomplete framebuffer and names the target, and each sampler bind for a texture with no image
or a mipmap filter without mipmaps. Off, it costs one flag test.
Still open: an intermittent 1286 reported at "terrain shadow bake" after the self-tests (about
half the runs), and one macOS "unloadable" texture warning at shutdown while the post targets are
freed. No frame samples a bad texture.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Framebuffers and their attachments, renderbuffers (multisampled too), draw and read buffers,
completeness checks, blits, viewports, clears, the screen framebuffer, the multisample enable,
the wireframe switch and GL error checks now go through gpu_fb_* / gpu_rb_* / gpu_viewport /
gpu_clear / gpu_blit / gpu_check, and no other file names them. Each call is the one GL call it
replaces, in the same order: the fixed viewpoints render bit-identically and the game's
self-tests report exactly what they did.
What is attached to each framebuffer - colour slots, a depth texture or one layer of an array,
renderbuffers and their samples - is recorded as it is attached, for a backend that builds
render passes and image views. gpu_read_screen is the frame read-back a photograph takes.
R3D_GLCHECK=1 checks, around every draw, clear and blit, that the bound framebuffer is complete
and that no error is left behind, naming the framebuffer. It has already narrowed the old
"gl error 1286 at terrain shadow bake": the error is pending before a draw after the map self-
test, so it comes from a call that is not a draw, clear or blit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Texture creation, 2D and array uploads, pixel packing, filters, wraps, comparison, border,
anisotropy, mipmaps, texture units, read-backs and freeing now go through gpu_tex_* and
gpu_bind_sampler, and no other file names them. Each call is the one GL call it replaces,
in the same order, so OpenGL renders bit-identically at the fixed viewpoints and the game's
self-tests report what they did before.
What those calls say about a texture - size, format, layers, min and mag filter, wraps,
comparison, mipmaps, anisotropy - is recorded per handle as it is set: a backend with
immutable images and separate sampler objects creates both from exactly that.
r3d_bind_tex takes a texture kind (GPU_TEX2D / GPU_TEX2D_ARRAY) instead of a GL target.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every vertex array, vertex and index buffer, attribute pointer, instance divisor, stream
upload and draw call now goes through gpu_mesh_* / gpu_buffer_* / gpu_draw_*, and no other
file in the package names them. A Mesh records its layout as it is built - which buffer
feeds which attribute at what stride and offset, per vertex or per instance - so a backend
that bakes vertex input into a pipeline can read it back. On OpenGL each call is the GL it
replaces, in the same order: the five fixed viewpoints render bit-identically and the game's
self-tests report exactly what they did before.
scatter_attach takes the mesh rather than its vertex array; a mesh now frees every vertex
buffer it owns (glTF meshes used to keep all but the first); the two helpers nothing called,
mesh_grid_patches and mesh_instance_buffer, are gone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Render state (depth, blending, culling, colour writes, alpha-to-coverage, depth bias,
scissor) and uniforms go through gpu_* / u_* and nowhere else; OpenGL state is cached and
only changes reach the driver. Frames are bit-identical to before at the fixed viewpoints.
R3D_GFX=gl|vk or gpu_request chooses a backend, falling back to OpenGL with a reason.
gpu_caps_probe() asks Vulkan, on Windows, for the 1.3 floor, ray tracing, mesh shaders, the
NVIDIA RTX generation, Reflex and HDR colour spaces, for a game's settings to grey out what
a machine cannot use; R3D_CAPS pretends to be a given card for tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>