ludic/packages/ludic.render3d/shaders/variants.list
Orkuncakilkaya 750d13779d feat(render3d): mesh-shader grass
The chunked grass path draws each chunk as one mesh-shader dispatch when the
setting asks and the card has VK_EXT_mesh_shader: work group y is a tile, x a
batch of 16 of its blades, and a blade the placement, density, frustum, water
or slope tests reject emits nothing - the instanced path still runs its eight
vertices to a degenerate position. grass.mesh generates the same blades as
grass.vert (grass_blade_mesh(4)'s rows, the same hashes, sway and lighting
normal), capped at the instanced path's 65535 a tile.

Vulkan: VK_EXT_mesh_shader with meshShader, and maintenance4 (glslang's mesh
stages declare LocalSizeId); vkCmdDrawMeshTasksEXT looked up per device, as the
Streamline interposer exports none; a *.mesh program's pipeline takes the mesh
stage and no vertex input, its bindings the mesh stage bit. gpu_has_mesh,
gpu_draw_mesh_tasks; r3d_mesh_grass and R3D_MESH_GRASS / R3D_NO_MESH.
bin/ludic-dev rebuilt: the committed binary predated the shader tool's mesh
support and compiled grass.mesh as a vertex stage.

PC (RTX 3070 Ti): the camp matches the chunked path; validation only the
no-window present-id message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:20:42 +03:00

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