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Add the NDK/CMake build, SDL launcher packaging, Android lifecycle and storage integration, touch input, GLES shader and texture compatibility, ARM-safe data access, diagnostics, and gameplay stabilization.
Correct sector traversal, HOM and occlusion behavior, DDS channel handling and texture lifetime. Add bounded scheduler and sector diagnostics, repeatable APK staging, generated launcher versions, and ARM NEON ray traversal checks.
Add GLES frame back-pressure, render quality and resolution profiles, session logging, update manifests, and portable alignment fixes. Implement Vulkan device setup, DDS decoding and upload, plus per-subresource image state tracking for the Android probe.
Fetch Alpine bootstrap archives once with mirror failover, keep the build matrix portable, and publish Windows nightly artifacts from a dedicated job with explicit release permissions.
Align the native minimum API with minSdk 26. Replace speculative build and renderer prose with the actual toolchain inputs, outputs, runtime limits, launcher behavior, Vulkan implementation status, and publishing constraints.
r0shn1ch
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Xottab-DUTY and
vTurbine
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September 29, 2026 00:02
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We already have a new NVRHI based renderer in development. It supports DX11, DX12 and Vulkan. |
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Xottab-DUTY
marked this pull request as draft
October 4, 2026 08:31
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+60k LOC :omg: |
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Summary
xrRenderVKfoundation with device selection, swapchain frames, resize recovery, DDS upload, and image state tracking.ScreenCopyPass: separate image/sampler descriptors, a graphics pipeline, and a fullscreen draw callback.This is a direct Vulkan path. Gameplay still uses the existing OpenGL renderer; no Vulkan gameplay integration or device smoke test is included.
Roadmap
Validation
xrRenderVKsources compile as C++17 with-Wall -Wextra -Werror(-Wno-missing-field-initializersfor Vulkan aggregates).