Checkpoint 3: deliver playable samples and complete native authoring workflows
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@@ -79,11 +79,16 @@ struct Snapshot {
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std::vector<Quad> ui_quads;
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std::vector<Text> ui_text;
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};
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// CPU-only validation used before publishing a game or creating Vulkan pipelines.
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void validate_shader_bundle(const std::filesystem::path& directory);
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struct RendererConfig {
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std::uint32_t width{1280}, height{720};
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std::string title{"Faset Engine"};
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bool headless{false};
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bool validation{true};
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// Optional isolated shader bundle, useful for editor preview and shader reload tests.
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std::filesystem::path shader_directory;
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};
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struct Event {
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enum class Type {
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@@ -110,8 +115,12 @@ struct Event {
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};
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struct FrameStats {
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std::uint64_t frame{};
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bool validation_enabled{};
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// Live VkDeviceMemory allocation sizes, including alignment; excludes driver internals.
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std::uint64_t gpu_allocated_bytes{};
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std::uint32_t texture_count{};
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std::uint32_t vertices{}, draw_calls{}, culled_meshes{}, validation_errors{};
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double cpu_ms{}, gpu_ms{};
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double cpu_ms{}, gpu_ms{}, readback_cpu_ms{};
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std::string device;
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};
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class Renderer {
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