- 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>
61 lines
2.9 KiB
Text
61 lines
2.9 KiB
Text
# variants.list - every program render3d builds: vertex|fragment|defines (one line; newlines
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# in the defines are written as ";"). A backend that cannot compile shaders at run time
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# (Vulkan: SPIR-V is built ahead) must cover all of them. Regenerate by running the game and
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# its self-tests with R3D_PROGRAMS_LOG=<file> and sorting the result.
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fullscreen.vert|adapt.frag|
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fullscreen.vert|bloom_down.frag|
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fullscreen.vert|bloom_up.frag|
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fullscreen.vert|dof.frag|
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fullscreen.vert|heightgen.frag|#define DEM;
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fullscreen.vert|ibl_brdf.frag|
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fullscreen.vert|ibl_irradiance.frag|
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fullscreen.vert|ibl_prefilter.frag|
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fullscreen.vert|sharpen.frag|
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fullscreen.vert|sky.frag|
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fullscreen.vert|ssao_blur.frag|
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fullscreen.vert|ssgi.frag|
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fullscreen.vert|ternormal.frag|
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fullscreen.vert|tershadow.frag|#define NOISE_ONLY;
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fullscreen.vert|tonemap.frag|
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fullscreen.vert|tonemap.frag|#define HDR10;
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fullscreen.vert|volumetric.frag|
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grass.mesh|model.frag|#define FOLIAGE;#define BLADE;#define MESH;
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grass.vert|model.frag|#define FOLIAGE;#define BLADE;
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grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
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impostor.vert|impostor.frag|
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impostor.vert|impostor.frag|#define SHADOW_PASS;
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model.vert|bake.frag|
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model.vert|bake.frag|#define CARD;
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model.vert|bake.frag|#define FLOWER;
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model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
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model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
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model.vert|model.frag|
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model.vert|model.frag|#define CARD;#define CHEAP;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define BLADE;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define CARD;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE;
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model.vert|model.frag|#define FOLIAGE;#define WIND;#define FLOWER;
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model.vert|model.frag|#define SHADOW_PASS;#define WIND;#define CARD;
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model.vert|model.frag|#define WIND;
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model.vert|shadow.frag|#define SHADOW_PASS;
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model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;
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model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;#define ALPHA_TEST;
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overlay.vert|overlay.frag|
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overlay.vert|overlay.frag|#define HDR10;
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skin.vert|model.frag|
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skin.vert|model.frag|#define ALPHA_TEST;
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skin.vert|outline.frag|#define OUTLINE;
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skin.vert|outline.frag|#define OUTLINE;#define ALPHA_TEST;
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skin.vert|shadow.frag|#define SHADOW_PASS;
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skin.vert|shadow.frag|#define SHADOW_PASS;#define ALPHA_TEST;
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terrain.vert|terrain.frag|
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terrain.vert|terrain.frag|#define FAR_ONLY;
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terrain.vert|terrain.frag|#define NEAR_ONLY;
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terrain.vert|terrain.frag|#define SUN_INLINE;
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terrain.vert|terrain.frag|#define SUN_INLINE;#define FAR_ONLY;
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terrain.vert|terrain.frag|#define SUN_INLINE;#define NEAR_ONLY;
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terrain.vert|tersun.frag|
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water.vert|water.frag|
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