Introduce a Windows64 Vulkan renderer implementation under C4JRender with the core runtime path for init, frame recording, and present.
Includes Vulkan swapchain/device setup, triangle pipeline state management, command-list draw replay, dynamic vertex streaming, texture object APIs, descriptor binding, alpha-test path, and UI overlay bridge integration.
Add Vulkan shader blobs for world geometry/UI and bridge header used by the Windows64 path.
Chunk rendering updates for Vulkan stability:
- keep compact/compressed chunk vertices disabled on Windows until the compact decode path is fully ported
- decode legacy no-mipmap U encoding (u + 1.0f flag) in the Vulkan vertex expansion path
- fix command-list replay so texture/alpha state is only restored when it was explicitly recorded, preserving runtime texture binds for chunk lists