- 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>
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>
The chunked grass path draws each chunk as one mesh-shader dispatch when the
setting asks and the card has VK_EXT_mesh_shader: work group y is a tile, x a
batch of 16 of its blades, and a blade the placement, density, frustum, water
or slope tests reject emits nothing - the instanced path still runs its eight
vertices to a degenerate position. grass.mesh generates the same blades as
grass.vert (grass_blade_mesh(4)'s rows, the same hashes, sway and lighting
normal), capped at the instanced path's 65535 a tile.
Vulkan: VK_EXT_mesh_shader with meshShader, and maintenance4 (glslang's mesh
stages declare LocalSizeId); vkCmdDrawMeshTasksEXT looked up per device, as the
Streamline interposer exports none; a *.mesh program's pipeline takes the mesh
stage and no vertex input, its bindings the mesh stage bit. gpu_has_mesh,
gpu_draw_mesh_tasks; r3d_mesh_grass and R3D_MESH_GRASS / R3D_NO_MESH.
bin/ludic-dev rebuilt: the committed binary predated the shader tool's mesh
support and compiled grass.mesh as a vertex stage.
PC (RTX 3070 Ti): the camp matches the chunked path; validation only the
no-window present-id message.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>