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v0.15.0
Pre-releaseSome checks failedreleased this
2026-09-15 08:55:37 +02:00 | 920 commits to main since this releasev0.15.0 — 2026-09-15
Features
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Vulkan for Ludic, and the start of a second renderer beside OpenGL.
Vk.*: every command of Vulkan 1.0-1.4 and of the extensions a modern renderer is
built around (swapchain, HDR colour spaces, ray query and acceleration structures, opacity
micromaps, mesh shaders, variable rate shading, memory budget, pipeline libraries, NVIDIA
low latency, portability for MoltenVK), with every constant and every struct's size
(<Struct>_sizeof) and field offsets (<Struct>_<field>). Generated from the Vulkan
registry byludic-dev vkgenintoruntime/native/vk_api.ludicandvk_thunks.ll;
structs are plain memory filled by name withVk.put_i32/put_i64/put_ptr. Every
size and offset was checked against the SDK's C headers (3128 facts). A C float is float
bits in an int; 64-bit values and non-dispatchable handles arelong.- The loader is opened at run time, never linked:
vk_win.ll(vulkan-1.dll) and
vk_mac.ll(libvulkan.1.dylib, MoltenVK).Vk.open()returning 0 means no Vulkan, and
the program carries on.ludiccandludic buildlink both files for any program that
usesVk.*. examples/rendering/vk_probe.ludicreports what a machine's Vulkan can do;
vk_compute.ludicruns a Slang compute shader (vk_compute.slang) and reads the picture
back - on an RTX 3070 Ti and on an M4 Pro through MoltenVK, clean under the validation layer.- render3d
gpu.ludic: the seam between the renderer and a graphics API. Render state
and uniforms go throughgpu_*/u_*and nowhere else (OpenGL frames unchanged);
R3D_GFX=gl|vkorgpu_requestchooses a backend, falling back to OpenGL with a reason;
gpu_caps_probe()detects, on Windows, the Vulkan 1.3 floor, ray tracing, mesh shaders,
the NVIDIA RTX generation, Reflex and HDR, for a settings screen to grey out what a machine
cannot use (R3D_CAPS=rtx50|rtx40|rtx30|amd|intel|nonepretends, for tests).
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