Wire up every Develop/debug tool that is dead or GL-only under Vulkan #684

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opened 2026-10-11 14:29:06 +00:00 by sky_line · 1 comment
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Many Develop-menu debug tools still exist but do nothing under Vulkan, because they were drawn by the retired GL pipeline. Others still work but report GL-era state that no longer matches what the Vulkan renderer actually does. Found while triaging a "blurry texture" report.

Known examples

  • Develop > Render Metadata > Texture Density: the menu toggle exists (RENDER_DEBUG_TEXEL_DENSITY) but nothing draws it under Vulkan.
  • Texture Console (Ctrl+Shift+3): shows the classic fetch/decode state only. It has no knowledge of Vulkan texture residency (the resident mip level, demand bias, pressure bias, compression format).
  • Texture Priority / Texture Area: show the legacy priority hover text, not what the Vulkan path requests or uses.

Scope

  1. Audit. Go through every entry under Develop > Render Metadata, Develop > Render Types, Develop > Rendering and the Texture/Console windows, plus the related RENDER_DEBUG_* / RENDER_TYPE_* masks. Classify each entry as one of:

    • works under Vulkan,
    • works but shows GL-era or wrong data,
    • dead (no output),
    • obsolete (no Vulkan meaning).

    Post the table here.

  2. Fix by class.

    • Dead entries: wire them into the Vulkan renderer as debug views or overlays.
    • Wrong-data entries: switch them to read Vulkan state.
    • Obsolete entries: remove them from the menu, or show "not available on Vulkan" instead of failing silently.
  3. Texture Console: add Vulkan residency columns (resident level, requested level, bias source, format), or replace it with a Vulkan-native texture list.

  4. Rule: follow the GPU-driven design. Overlays are debug views or compute passes, not per-face CPU draws.

The texture mip/resolution debug view and hover inspector is #685.

Many Develop-menu debug tools still exist but do nothing under Vulkan, because they were drawn by the retired GL pipeline. Others still work but report GL-era state that no longer matches what the Vulkan renderer actually does. Found while triaging a "blurry texture" report. **Known examples** - **Develop > Render Metadata > Texture Density:** the menu toggle exists (`RENDER_DEBUG_TEXEL_DENSITY`) but nothing draws it under Vulkan. - **Texture Console (Ctrl+Shift+3):** shows the classic fetch/decode state only. It has no knowledge of Vulkan texture residency (the resident mip level, demand bias, pressure bias, compression format). - **Texture Priority / Texture Area:** show the legacy priority hover text, not what the Vulkan path requests or uses. **Scope** 1. **Audit.** Go through every entry under Develop > Render Metadata, Develop > Render Types, Develop > Rendering and the Texture/Console windows, plus the related `RENDER_DEBUG_*` / `RENDER_TYPE_*` masks. Classify each entry as one of: - works under Vulkan, - works but shows GL-era or wrong data, - dead (no output), - obsolete (no Vulkan meaning). Post the table here. 2. **Fix by class.** - **Dead entries:** wire them into the Vulkan renderer as debug views or overlays. - **Wrong-data entries:** switch them to read Vulkan state. - **Obsolete entries:** remove them from the menu, or show "not available on Vulkan" instead of failing silently. 3. **Texture Console:** add Vulkan residency columns (resident level, requested level, bias source, format), or replace it with a Vulkan-native texture list. 4. **Rule:** follow the GPU-driven design. Overlays are debug views or compute passes, not per-face CPU draws. The texture mip/resolution debug view and hover inspector is #685.
sky_line added this to the Slipstream project 2026-10-11 14:29:06 +00:00
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Folded in from the old builder-views ticket (#29): the remaining Render Metadata overlays to wire up under Vulkan as part of this audit:

Split from #29. Physics Shapes and Bounding Boxes work under Vulkan (1.3.0 Beta 2). Still missing under Vulkan: normals, lights, joints / collision volumes, raycast, shadow frusta, texel density, probes, update type, texture animations, wind, impostors, batch size, occlusion, points.

Overlaps with the audit in #684, which classifies every Develop-menu debug tool. Do the audit there first; this ticket is for wiring the entries it marks as dead. Keep to the GPU-driven rule (debug views and compute passes, within a vertex budget like RenderVKDebugOverlayMaxVerts).

Folded in from the old builder-views ticket (#29): the remaining Render Metadata overlays to wire up under Vulkan as part of this audit: Split from #29. Physics Shapes and Bounding Boxes work under Vulkan (1.3.0 Beta 2). Still missing under Vulkan: normals, lights, joints / collision volumes, raycast, shadow frusta, texel density, probes, update type, texture animations, wind, impostors, batch size, occlusion, points. Overlaps with the audit in #684, which classifies every Develop-menu debug tool. Do the audit there first; this ticket is for wiring the entries it marks as dead. Keep to the GPU-driven rule (debug views and compute passes, within a vertex budget like RenderVKDebugOverlayMaxVerts).
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