Commit afe456c
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Add Vulkan rendering backend
Implement a Vulkan 1.1 renderer that replaces the previous stub with a
fully functional backend, mostly matching the OpenGL backend's rendering
capabilities.
Core rendering infrastructure:
- `VulkanMemory`: Custom allocator with sub-allocation from device-local and
host-visible memory pools
- `VulkanBuffer`: Per-frame bump allocator for streaming uniform/vertex/index
data (persistently mapped, double-buffered, auto-growing)
- `VulkanTexture`: Full texture management including 2D, 2D-array, 3D, and
cubemap types with automatic mipmap generation and sampler caching
- `VulkanPipeline`: Lazy pipeline creation from hashed render state, with
persistent VkPipelineCache for cross-session reuse
- `VulkanShader`: SPIR-V shader loading (main, deferred,
effects, post-processing, shadows, decals, fog, MSAA resolve, etc.)
- `VulkanDescriptorManager`: 3-set descriptor layout (Global/Material/PerDraw)
with per-frame pool allocation, auto-grow, and batched updates
- `VulkanDeletionQueue`: Deferred resource destruction synchronized to
frame-in-flight fences
Design choices:
- Two frames in flight with fence-based synchronization
- Asynchronous texture upload, no `waitIdle` in hot path
- Single command buffer per frame; render passes begun/ended as needed
for the multi-pass deferred pipeline
- Per-frame descriptor pools
- All descriptor bindings pre-initialized with fallback resources (zero
UBO + 1x1 white texture) so partial updates never leave undefined state
- Streaming data uses a bump allocator (one large VkBuffer per frame)
- Pipeline cache persisted to disk for fast startup on subsequent runs
Some notable Vulkan vs OpenGL differences are:
- Depth range is [0,1] not [-1,1]: shadow projection matrices adjusted,
shaders that linearize depth need isinf/zero guards at depth boundaries
where OpenGL gives finite values
- gl_ClipDistance is always evaluated: must write 1.0 when clipping is
disabled (OpenGL allows leaving it uninitialized)
- Swap chain is B8G8R8A8: screenshot/save_screen paths swizzle to RGBA
- Vulkan render target is "upside down", y-flip for render target is
handled through negative viewport height, as is common
- Texture addressing for AABITMAP/INTERFACE/CUBEMAP forced to clamp
(OpenGL's sampler state happens to do this implicitly)
- Render pass architecture requires explicit transitions between G-buffer,
shadow, decal, light accumulation, fog, and post-processing passes
(OpenGL just switches FBO bindings)1 parent 1108a18 commit afe456c
137 files changed
Lines changed: 23526 additions & 705 deletions
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