feat: rebuild Vulkan renderer from scratch — pure P/Invoke triangle (Vulkan 1.3)
- Complete rewrite of Engine.Graphics.Vulkan with pure P/Invoke (no wrapper libs) - Vulkan 1.3: dynamic rendering (vkCmdBeginRendering/vkCmdEndRendering), synchronization2 (vkQueueSubmit2, vkCmdPipelineBarrier2) - Split types into VulkanHandles.cs, VulkanEnums.cs, VulkanStructs.cs - Staging buffer → device-local vertex buffer pattern - Correct swapchain semaphore indexing (per-image, not per-frame-in-flight) - VK_EXT_debug_utils debug messenger with validation layer fallback - Dynamic viewport/scissor (no pipeline recreation on resize) - Simplified Program.cs to triangle-only rendering - Removed old Silk.NET renderer, ImGui, PBR shaders, screenshot code - Updated VULKAN_IMPLEMENTATION_PLAN.md with full architecture decisions
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