ludic/packages/ludic.render3d
Orkuncakilkaya bda53f759e render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass
gpu_rb_storage makes the image with the samples asked for; a pass takes its attachments' count and
every pipeline in it matches; a blit from a multisampled source resolves on the end of an empty
dynamic-rendering pass (colour averaged, depth from sample zero - vkCmdResolveImage cannot do depth).
gpu_msaa_max reads the device's colour-and-depth sample limits, and post_set_msaa clamps to it, so
the Anti-aliasing setting is live on Vulkan. The pipeline cache's pass key no longer packs samples
into three bits.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 16:21:52 +03:00
..
shaders feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
actor.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
collide.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
daylight.ludic feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
drawstats.ludic feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +03:00
FEATURES.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
fmath.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
gltf.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
gpu.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
gpu_manifest.ludic feat(render3d): read the SPIR-V manifest the way a Vulkan backend will 2026-09-15 10:41:43 +03:00
gpu_vk.ludic perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it 2026-09-15 15:44:21 +03:00
gpu_vk_draw.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
gpu_vk_res.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
grass.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
mesh.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
overlay.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
prof.ludic feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +03:00
programs.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
quat.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
r3d.ludic feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +03:00
render.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
scatter.ludic feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in) 2026-09-15 14:19:43 +03:00
shadow.ludic perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it 2026-09-15 15:44:21 +03:00
skin.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
sky.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
stream.ludic feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
terrain.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
texture.ludic feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
water.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00