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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
7 lines
159 B
C
7 lines
159 B
C
#pragma once
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#include <stddef.h>
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void VulkanSubmitIggyOverlayBGRA(int width, int height, const void *pixels,
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size_t bytes);
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