ludic/runtime
Orkuncakilkaya 0224af64ab feat(vk): mesh-shader plumbing - *.mesh variants compile, a pointer call for commands the interposer lacks
ludic-dev shaders: a variant whose first file is *.mesh compiles that stage with
glslang -S mesh for Vulkan 1.3, without the vertex stage's depth-remap wrapper
or invariant gl_Position (a mesh shader writes an array of positions and
remaps depth itself). Its SPIR-V keeps the .vert name, so the manifest and the
loader are unchanged. The 51 existing programs build identical SPIR-V.

runtime: lsl_call_piii(fn, ptr, i32, i32, i32) calls a command-buffer command
through a pointer. NVIDIA Streamline's interposer exports no
vkCmdDrawMeshTasksEXT, so it is to be looked up per device with
vkGetDeviceProcAddr. Both runtimes assemble.

Nothing uses either yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:00:26 +03:00
..
native feat(vk): mesh-shader plumbing - *.mesh variants compile, a pointer call for commands the interposer lacks 2026-09-15 20:00:26 +03:00
web feat(input): native gamepad + touch + mouse-position hardware bindings (#51) 2026-08-31 17:37:21 +03:00