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2 commits

Author SHA1 Message Date
5b28063b52 feat(render3d): texture filtering and shadow resolution a game can change while it runs
- r3d_set_anisotropy(level) updates every mipmapped texture already loaded (OpenGL parameter,
  Vulkan sampler record), not only later uploads; the game's setting never reached the scanned
  materials, which load before the settings are read.
- shadow_set_res(size) remakes the cascades at 1024 / 2048 / 4096 (shadow_res replaces the
  SHADOW_RES constant); lighting.glsl reads the texel size from the map, so OpenGL frames at
  2048 are unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:25:55 +03:00
3fb1b7cd87 feat(render3d): every shader variant as Vulkan SPIR-V, built ahead of time
Vulkan cannot compile GLSL when the game starts, so the programs render3d builds are listed
(shaders/variants.list, 45 of them, collected with R3D_PROGRAMS_LOG across the self-tests, the
screens, the viewpoints and the debug switches) and `ludic-dev shaders` compiles each into
shaders/spv/<id>.vert.spv and .frag.spv with a manifest of what the backend needs: each
stage's uniform block and member offsets, the samplers' bindings, the vertex inputs.

The GLSL is the renderer's own, assembled as programs.ludic assembles it, through glslang's
relaxed Vulkan mode, so gpu_uniform / u_* can write the same uniforms into a block on Vulkan.
Bindings are assigned by the tool (glslang's own numbering put several samplers of one stage
on binding 0): the vertex block is 0, the fragment block 1, samplers from 2 in name order,
shared across both stages. Every stage passes spirv-val; `ludic-dev test` rebuilds and compares
wherever the Vulkan SDK is installed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:11:31 +03:00