streamline.ludic: slInit before the Vulkan instance, feature support per adapter, a frame token per frame, Reflex sleep and PCL latency markers, and DLSS super resolution on the lit HDR frame (Halton jitter, depth + zero motion vectors with camera motion from clipToPrevClip, matrices carrying the Vulkan path's y flip and depth remap). Bloom, tonemap and sharpen read the upscaled size. The device asks for privateData and present_id, which Streamline's hooks need. R3D_DLSS / R3D_REFLEX / R3D_SL_LOG for tests. gpu_feature_implemented: DLSS and Reflex. ludic bundle (Windows): app native "<dir>" copies native libraries beside the executable. Verified on an RTX 3070 Ti: DLSS Quality evaluates 1280x720 -> 1920x1080. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
33 lines
963 B
Text
33 lines
963 B
Text
# ============================================================================
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# ludic.render3d — a physically based 3D renderer on Gl.* (OpenGL 4.1 core).
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# Import this one file; the game supplies scene_draw() / scene_draw_casters().
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# ============================================================================
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import "fmath.ludic"
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import "gpu.ludic"
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import "gpu_manifest.ludic"
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import "gpu_vk.ludic"
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import "gpu_vk_res.ludic"
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import "prof.ludic"
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import "drawstats.ludic"
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import "programs.ludic"
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import "texture.ludic"
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import "mesh.ludic"
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import "gpu_vk_draw.ludic"
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import "camera.ludic"
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import "sky.ludic"
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import "daylight.ludic"
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import "terrain.ludic"
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import "collide.ludic"
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import "overlay.ludic"
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import "shadow.ludic"
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import "post.ludic"
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import "quat.ludic"
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import "gltf.ludic"
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import "skin.ludic"
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import "scatter.ludic"
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import "actor.ludic"
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import "stream.ludic"
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import "grass.ludic"
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import "water.ludic"
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import "streamline.ludic"
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import "render.ludic"
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