- 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>
A reach through Port.member() follows that member's binding (or its default), and Registry[i].field -
or a local holding Registry[i] - follows that field in each entry, so a question asked of a port or a
table that also holds verbs no longer reaches the verbs. In Maroon Lake that took the valley's
'what is this Thing called' from 47 states it could change to 1. examples/state/write_reach.ludic.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A game's exported UiAct collided with ludic.ui's, which nothing outside ludic.ui uses: it is private
to ludic.ui now, and a private record of one spelling in two modules never clashed. A real clash - a
type named like one a package exports - is still refused, and the message names the package and the
way out (`ludic_ui exports it, and exported names are one namespace - rename this one, or declare it
without export inside a module of your own`).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A step list or a registry of fn values takes no state and still reaches every state its steps take.
The compiler now writes `reach <n> <function>` - every state a function can come to by a call, a
`fn f` it writes or a global holding fn values it reads, to a fixed point - and ludic deps reports
widest_reach beside widest_function, with how many of those states the function does not take
(Maroon Lake: app_boot, 72, all 72 through fn values). --widest N lists the N functions that take the
most states with what each reaches; --reach N orders them by reach. A baseline without widest_reach
does not hold it until rewritten.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- the function that calls every reducer (and the action queue) is written in the program's own
file: in the first action's file it belonged to that module, depended on every module with a
reducer, and joined a game's modules into one 69-module cycle (examples/actions/modules and a
ludic deps case hold it); the state instances, the queue and the reducers make no deps edges
- ludicc --check / ludic build --check lower the program too and write nothing, so the code
writer's refusals are in it: a bind to a function that is gone, an unknown name (and the checker
now refuses fn <missing> itself); rejects bind_missing_fn, unknown_name, registry_count_key
- def R count is refused: its constant would be PREFIX_COUNT, the registry's size
- a file's module, package, trust and numbers-float are tables, and from the check on the lookups
of functions, enums, records, globals and externs are too (tagged enums kept as a list): Maroon
Lake's check-only build went from about 20 s to 7 s including lowering, its IR from about 2
minutes to under 10 s; duplicate declarations are found by table, not a pair of loops
- threads.ludic's pool check gives each call a little work, so a busy machine cannot run them all
on the caller before a worker wakes (it failed one run in three under load)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It lowered to an i32 compare of two pointers, which the IR refused. Two strings with the same text
are equal now, a null only to a null, and a failure says expect_eq failed (got "camp", want
"lake"). examples/library/testing_strings.ludic (two tests fail on purpose, and the output is
checked); ludic.base's actions_test uses it again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
widest_function: the most states any function or entry point of the program's own takes, with
which one; --check holds it like the other numbers and --baseline writes it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
action Name { fields } is a typed record; reducer State on Action(s: mut State, a: Action) { ... }
in the module that owns the state takes exactly that state and the action (a second state is
refused); dispatch Action { fields } queues one from anywhere, the queue supplied by the runtime.
The queue is drained at the end of every phase of the frame loop, after every phase of ludic.base's
core_tick_all, and by drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind, a queue still growing after 64
rounds stopped with the action named. Examples actions/pack, phases, runaway; rejects for a second
state, a reducer on a non-action and an unknown dispatch; ludic.base's actions_test; LANGUAGE.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- component Name (a: mut A, b: B) { ... }: every getter, default, function and event takes the
header's states before the instance; a member's call to another passes them on; the glue is
supplied them; the template never sees them; a read-only one is read-only in every member
- ludic migrate state: a component's members' needs go into its header (added to an existing one,
mut added where now changed); a field read or a member call inside a component is the compiler's,
so nothing is written inside a name and no ', )' is left; an entry point that declares states
already gets the rest after them
- a program's module named like a package gets <Name>AppState; a program's own file its own state;
a friend module's files go by directory; a package's settable var stays state
- it writes only under the programs and directories given (and runtime/ with --runtime), and
refuses the whole run naming any other file that would have to change
- a name a package already moved into its state is rewritten through it; a read of the runtime's
var through the runtime function that answers it (gl_w: gl_width())
- a state's instance supplied by the runtime is not a uses reference
- tests: state/component, rejected/state_component_ro, rendering/ui_render3d, migrate component
and foreign cases
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A local bound straight from another module's global (let t =
thing_cur), or from such a local, is followed within its function, and
a write through its field or element is listed as a warning after the
counted writes. A reference from a function's result is not followed.
Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The modules of one layer use each other freely and may go round;
anything outside the layer is held to the module's uses, and a layered
module with no uses reaches nothing outside it. The cycle check walks
the graph with each layer as one node, so a cycle leaving a layer is
refused. ludic deps shows the layers and counts the largest cycle
without their own edges. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With LUDIC_DEPS=<file> the compiler records every reference the
visibility pass resolves (from module, to module) and every assignment
to another module's global. ludic deps prints the modules,
dependencies, largest cycle, cross writes and globals written from
outside, with --graph, --dot, --writes, --uses MOD, --check FILE and
--baseline FILE. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A template literal nested in a {...} hole crashed the parser: the outer
literal ended at the inner backtick. The lexer (and ludic-fmt's) now
reads a hole as code, taking strings, chars and templates in it whole.
A decimal literal past 2147483647, or a hex one of more than eight
digits, was wrapped into a negative int; it is a long with its value
now, and giving one to an int is refused. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A scene is an entry in the open registry LabScenes, shown on a plate: a
flat lit disc, the package's own small sky with the sun at one hour, and
a frame clock. Headless each camera (lab_shot, lab_shot_at) settles and
is written as build/lab/<scene>/<shot>.png (a stored PNG, written here);
in a window N and P step through them. tools/lab/run.sh and sheet.py
make the contact sheet; tools/lab/plate_build.py makes plate/.
ludic.render3d gains r3d_plate_mode (no terrain, grass or water is made)
and r3d_sky_path. quit() in a program with no frame loop links. The
example takes ~120 MB resident, 417 MiB peak footprint. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A module that says uses must name every package module it reaches; a
package with no module line is named for its directory (ludic_render3d)
for this rule, so a mechanic reaching into the renderer is caught. Only
the engine's runtime needs no naming. 'module x uses' with nothing after
it reaches no other module. A port whose every member has a default
answers with its defaults when unbound, and 'new' of a port says to bind
it. ludic-dev test runs 'ludic test packages'. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a float or double they emitted an i32 compare and clang refused the
IR; they compare as the wider float kind now and a failure prints the
numbers with %g. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A directory stands for its *_test.ludic files and the files straight
inside any tests/ under it. The runner answers --list and runs one test
by name, and ludic test runs every block in a child process, so tests
no longer share globals. A failed expect names the file it is written
in (the path the compiler was given) and its line. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A def from another module into a registry that is not open is refused,
and defs go through visibility (the registry exported, its module in the
definer's uses). Index order: the declaring module's entries, then the
other modules' by module name, each in reading order. A registry entry
is emitted as its own file's code, so what it names is seen from its
own module. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A port is a record of function values a module calls through
(Clock.now()) without naming the module that answers. A port used and
never bound, a bind missing a required member or naming one the port
lacks, and a second bind are refused; the binder must see the port, and
what it binds is checked from its own file. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A reference from a module that declares uses into a module it does not
name is refused, exported or not, naming the use and the fix. A module
with no uses clause keeps the old rule; a package's module is always
usable; a friend is not held to it; a cycle in the declared graph is
refused; LUDIC_VIS_REPORT=1 lists the violations as uses: lines. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.
ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).
Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
:first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.
Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
registry NAME of RECORD [as PREFIX] is a global table; def NAME key { ... } in
any file is one entry, collected in source order and filled before any code
runs. Each entry gets an index constant (PREFIX_KEY), the table PREFIX_COUNT,
and a record with a key field gets it filled and a NAME_find(key). A record
literal naming a field its record lacks is now an error everywhere; a global's
initializer is lowered as its own file's code (its errors, and what its module
may see, were whichever statement came last).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`alias meth(labels) = target` in a namespace block makes Ns.meth a call to
target with those labels (the target's own parameter names without a list). The
engine's 41 table-driven namespaces - 438 methods: Http, Udp, Process, Json,
Value, Screen, Input, Audio, World, Tiled, ... - leave emit_ns_call for
runtime/native/namespaces.ludic, spliced into every program; 532 lines of
compiler go and the seed shrinks by 23k lines of IR. The game's IR is byte
identical. The checker checks an alias call's arguments against its target.
Still built in: the inline namespaces (Math, Text, List, Vector, Color, Time,
Date, ...) and the methods that pick a target by argument type.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
property Pool<T> { ... }, function first<T>(xs: []T) -> T, map<T, U> over fn
types; a type writes an instance as Pool<Thing>, nested as deep as needed. The
parser names an instance Pool$Thing and remembers its generic and arguments; the
checker takes the generic declarations out, infers a call's type arguments from
its arguments or its result's declared slot, and makes each instance once as an
ordinary record or function, checked like any other. Errors print Pool<Thing>.
An instance keeps its generic's module and export (L3). ludic-fmt keeps type
arguments together while spacing comparisons and shifts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
selfhost/check/ walks every function, the entry, tests, globals' initializers and
@On listeners with real scopes, and refuses mixed number kinds, text and numbers,
two record types, mismatched slices and fn types, wrong argument counts, wrong
returns and wrong push elements - every mix-up at once, each at its line.
LUDIC_CHECK_REPORT=1 lists them by category. pointer stays untyped (L7's).
What it found is fixed: render3d's HDR scan calling the float-bits extern f_lt
with floats; ludic.shooter's right-stick aim overflowing past half a push;
prof.ludic storing longs in []int; extern arguments now coerced to their
parameters. Text-returning runtime functions say string; Assets.ready says bool.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A barrel's 'module NAME' makes its directory a module; a declaration other modules
use says 'export'. Private use from another module is an error naming the module
and where to mark it; 'friend module' sees everything (a test harness); a file in
no module is public and a package keeps its own module. LUDIC_VIS_REPORT=1 lists
every violation instead of stopping, so a codebase can be given its exports first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.
render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
L1. Two vars, consts, enums, properties or events of one name in a program are an error naming
both places (functions already were); the first used to win silently. A let / var of a name its
own block already declared is an error (it used to shadow). A function with a result type whose
body can reach its end without a return is an error, asked structurally of the body - a return,
an if/else or a match with a default arm whose every branch ends - rather than handing back
whatever the result slot held. The game, the lab and every package example pass all three;
the lab had one harmless shadow, and the game's split screens had two real bugs of the kind.
examples/rejected/ holds the four refusals, checked by the test runner's new reject_case.
Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Text.to_float reads a leading decimal number (strtod), the twin of Text.to_int, for data files.
A return with a value in a function that returns nothing now says so where it is, instead of
reaching clang as 'store void'. Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Listeners are compiled into one @ev_<E> function and return branched to its exit, so every
listener declared after one that returned early - and every foreign listener - never heard
the event. The per-kind listener shape (return unless it is my kind) answered only the
first-declared kind. examples/events/answer.ludic holds it; seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.
render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Input.text, App.monitor_count / window_to_monitor / window_fixed,
gl_sleep_us, and the grass and collide changes, uncommitted on main and
depended on by the game; carried here so the language work starts from
what the game actually uses. main's working tree is untouched.
A slice has carried { ptr, len, cap } since it existed and nothing ever read
the len: every index emitted a bare getelementptr. Running off the end of one
wrote into whatever the allocator had put next, and the program died somewhere
else entirely - a maroon-lake crash took a day to find because the stack named
a texture upload and the write was in a telemetry buffer five frames earlier.
Now each index loads the length and compares unsigned, which rejects a negative
index in the same instruction, and a failure aborts with the location the other
located errors use:
oob.ludic:9: index out of range: 7, len 3
`words` and the other raw buffers are unchanged - they are a bare malloc with no
length to check, which is the argument for moving off them.
The SPIR-V variants are regenerated in the same commit: shaders --check was
failing against the edited GLSL.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The platform gave these keys no code at all, so a game's rebinding screen could not take
one and nothing said why. Windows asked the active layout what they type and got nothing
(w_vk_char answers 0 for a key with no character); macOS let them fall through to
charactersIgnoringModifiers, which reports NSF1FunctionKey and its neighbours at 0xF704
and up - outside the 256-bit held set either way.
w_keyval and ev_keyval now name them, with the same codes on both: 132-143 F1-F12,
144-149 Home / End / PageUp / PageDown / Insert / Delete, 150 Caps Lock, 152-161 the
numpad digits, 162-166 its * + - . and /. The numpad's Enter is Enter.
Key.F1, Key.Home, Key.Numpad0 and the rest fold at compile time, and Input.key_label
names them without asking the layout - a key that types nothing is called the same thing
on every layout.
examples/library/input_typeless_keys.ludic covers the codes, the names, the held set and
the press edge; 150 passed in ludic-dev test, 33 in selfhost-test.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Crypto.random_* and Uuid.* read /dev/urandom, which Windows lacks, so every
byte was zero; the Windows target now calls RtlGenRandom (advapi32).
ludicc takes --title, which ludic build/run/bundle pass from package.ludic's
app name, so rt_init opens the window under that name instead of the
program name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on
macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on
Windows (process_win.ll), linked only when a program uses Process.*.
Http.save_to streams a response body into a file (NSURLSession with a run-time delegate
class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report
progress while it is pending. Freeing a pending request cancels it and parks the slot
until the worker has finished.
App.window_hide / App.window_show take the game's window off the screen and back without
closing it; the run goes on while hidden. Docs, examples, tests and a changeset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Udp.open/port/send/recv/from_ip/from_port/close/resolve/local_ip/ip/ip_text, native
BSD sockets (udp.ll) and Winsock (udp_win.ll, -lws2_32), linked only when a program
uses Udp.*; example, docs and tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
emit_bin_vals lowered every pointer-typed ==/!= to @lp_str_eq, so two
distinct records compared their bytes up to the first zero byte. Content
compare now needs both sides to be text (string, or the untyped
pointer/ptr runtime code carries text in); other references use
icmp eq ptr, and string vs a non-text reference is a compile error.
Adds selfhost/tests/identity.ludic; both seeds regenerated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`float` (32-bit) and `double` (64-bit) with + - * / %, comparisons and unary minus.
Decimal literals take their type from context and stay `fixed` elsewhere; int and long
promote implicitly (LUDIC_WARN_FLOAT_PROMOTE=1 lists every promotion). float(), double(),
int(), long() and fixed() convert; floats(n)/doubles(n) buffers; float fields, globals,
constants and parameters; Math.* computes in float for float arguments; string/print
write the shortest round-tripping decimal; float_bits/float_from_bits expose the bits.
@deterministic code may not use floats. The f_* runtime helpers stay as they are.
Editors know the new type words; the JetBrains plugin is 1.5.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- JetBrains plugin 1.4.0: semantic colours (builtin / vendor / own), template strings,
brace handling, run configurations and a test console, package.ludic and
package.lock.ludic editing (completion, docs, app preview, colour previews, asset
navigation), External Libraries for the runtime and packages, doc pages for built-ins
- ludic-lsp: go to definition for imports, document links, hover with inferred types,
type definition, signature help with parameters, docs from docs/language
- `import "dir"` resolves a barrel `dir/index.ludic`
- package.ludic `entry`, `script` and `hook before|after <command>`; `ludic <script>`,
`ludic script`, `ludic scripts`
- `ludic test --verbose` and `--test NAME`; the test runner filters by name
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Windows runtime keyed the held set by the character MapVirtualKeyA gave a
virtual key, so a game's WASD belonged to whatever the active layout put there,
and with an input method on every letter arrived as VK_PROCESSKEY. The typing
block is now read from the scancode (the arrows, numpad and F-keys still by
virtual key); macOS reads keyCode the same way. Input.key_label(key) names a key
in the player's own layout (Windows) or as its US character elsewhere.
Verified on Windows with SendInput into a live window: VK_Z carrying W's scancode
holds 'w', VK_PROCESSKEY carrying A's holds 'a', Caps Lock changes nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `fn name` names a top-level function as a value (E_FNREF, lowers to @fn_<name>); the worker
entry point for Job.parallel_for, which checks it takes (int, pointer-like) and returns void.
- runtime/native/threads.ll (pthreads) and threads_win.ll (Win32 SRWLOCK/CONDITION_VARIABLE): a
pool of one worker per core but one, parked between batches; every thread claims chunks by
compare-and-swap. Linked only into programs that use Job/Promise/Sync, by `ludicc -o`,
`ludic build` and the test suite's build helper.
- Sync.* is real: native mutexes, atomics as cmpxchg retry loops (neither clang takes atomicrw,
the PC's rejects seq_consistent), mutex-guarded channels, Sync.cpu_count from the OS.
- spawn/despawn on a pool thread stop the program with a located panic.
- examples/library/threads.ludic and its test; docs for fn, Job.parallel_for, Job.is_worker.
- Reseeded (bootstrap-cfree: out.ll == seed.ll). 141/141 on macOS; jobs, threads and the guard
pass on Windows from the reseeded Windows seed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>