I don't yet know whether they actually work (not rendering yet), but the
system isn't locking up, and shutdown is clean, so at least resources
are handled correctly.
I think I had gotten lucky with captures not being corrupt due to them
being much bigger than all but the L3 cache (and then they're over 1/2
the size), so the memory was being automatically invalidated by other
activity. Don't want to trust such luck, though.
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
It optionally generates mipmaps, and supports the main texture types
(especially for texture packs), including palettes, but is otherwise
rather unsophisticated code. Needs a lot of work, but testing first.
First pixels! This was a nightmare of little issues that the validation
layers couldn't help with: incorrect input assembly, incorrect vertex
attribute specs. Though the layers did help with getting the queues
working. Still, lots of work to go but this is a major breakthrough as
I now have access to visual debugging for textures and the like.
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
A single graphics-capable queue should be enough for now. However, I'm
not sure I'm happy with a lot of the code: it's a bit difficult to write
flexibly configured code for Vulkan (or seems to be at this stage),
especially in C.