- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked with Vk.*; the drawable measured after the layer sets the backing scale - vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib - a covered window is not presented to (win_visible); one frame in flight on macOS (R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done - win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf): every windowed program died on its first input poll - variants.list and SPIR-V for the three NEAR_FADE foliage programs Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
771 B
bump: minor
type: feature
render3d's Vulkan renderer runs in a macOS window, through MoltenVK. R3D_GFX=vk (or
gpu_request("vulkan")) now presents to a CAMetalLayer on the window (VK_EXT_metal_surface,
the runtime's win_metal_layer()), where it used to fall back to OpenGL. The loader also opens
MoltenVK on its own - Contents/Frameworks/libMoltenVK.dylib in a bundle, beside the executable,
or $VULKAN_SDK/lib - so a game needs no Vulkan SDK to ship it. A covered window is not drawn to
(its layer would hold every frame for a second), and on macOS one frame stays in flight so the CPU
runs the next tick while the GPU draws. OpenGL stays the default: on an M4 Pro the Vulkan frame is
still about a third slower, most of it in the alpha-tested foliage.