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2 commits

Author SHA1 Message Date
c660ac881c feat(render3d): Vulkan textures, samplers and buffers
gpu_vk_res.ludic gains what gpu.ludic's texture and buffer handles stand for on Vulkan:

- gvk_tex_storage / _upload / _mips / _read / _release: an image and view per handle, a full mip
  chain when pixels come with it (the renderer asks for mipmaps after the upload) and one level
  for a target, every level in SHADER_READ_ONLY between uses. Uploads are converted to what the
  image stores: a missing alpha filled opaque (three-channel formats are stored with four), 16-bit
  PNG samples byte-swapped when the unpack state says so, 32-bit float HDR halved into half
  floats. Mips are blitted down level by level; a read-back brings level 0 home.
- gvk_sampler: one VkSampler per filter / wrap / compare / anisotropy combination, made when first
  asked for, with GL's defaults where the renderer set nothing.
- gvk_buf_*: vertex, index and instance buffers behind one handle, kept when an upload fits.
  Host-visible while the backend comes up.

gpu_vk.ludic switches on anisotropic sampling where the device has it and reads its limit.

examples/rendering/vk_resources.ludic checks it all: VKRES OK, validation-clean, every allocation
freed, on the RTX 3070 Ti (16x anisotropy) and on MoltenVK. One run on the Mac crashed while a
headless game run was using the GPU and did not come back in two reruns. OpenGL frames
byte-identical at the five viewpoints; 59 self-tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 11:57:28 +03:00
7d93f44e53 feat(render3d): gpu_vk.ludic - the Vulkan backend's device, memory and one-shot commands
The first part of the Vulkan side of gpu.ludic, not yet reached from the renderer: gvk_init
brings up the instance (portability enumeration where offered), the first discrete GPU, a
graphics queue and a device with the Tier 1 floor switched on (dynamic rendering,
synchronization2, descriptor indexing, timeline semaphores), and says why when it cannot so
the caller stays on OpenGL. gvk_mem_type / gvk_alloc pick and allocate memory (one allocation
per resource while the backend comes up), and gvk_once_begin / gvk_once_end carry uploads,
bakes and read-backs through submit and wait.

examples/rendering/vk_device.ludic runs it alone: VKDEVICE OK and validation-clean on the RTX
3070 Ti and on MoltenVK.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 11:46:50 +03:00