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Vulkan: switch to Vulkan 1.3 and use dynamic rendering - #3336

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xen2 wants to merge 4 commits into
stride3d:masterfrom
xen2:feature/vulkan-1-3
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Vulkan: switch to Vulkan 1.3 and use dynamic rendering#3336
xen2 wants to merge 4 commits into
stride3d:masterfrom
xen2:feature/vulkan-1-3

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@xen2

@xen2 xen2 commented Aug 8, 2026

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PR Details

Moves the Vulkan backend to Vulkan 1.3 core:

  • Require Vulkan 1.3: clear error at device creation otherwise. Excludes almost nothing in practice: timeline semaphores already made 1.2 the effective floor, and Android drivers jumped from 1.1 straight to 1.3.
    Note that we could have emulated timeline semaphore on 1.1 using https://github.com/KhronosGroup/Vulkan-ExtensionLayer but we're talking about pre-2022 devices. Let's drop support and if some game/user really need such old devices for a large scale game, we could reconsider.
  • Dynamic rendering: vkCmdBeginRendering replaces render pass objects, deleting the VkRenderPass/VkFramebuffer machinery. Pipelines only declare attachment formats, and the render pass instance now stays open across pipeline changes. Also unblocks the upcoming explicit resource transition work.
  • Aggregate feature structs (VkPhysicalDeviceVulkan11/12/13Features) instead of many individual structs.
  • vkQueueSubmit2: simpler submits, and fixes wait stage masks that were too weak.

Net ~200 lines removed.

Related Issue

Types of changes

  • Docs change / refactoring / dependency upgrade
  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)

Checklist

  • My change requires a change to the documentation.
  • I have added tests to cover my changes.
  • All new and existing tests passed.
  • I have built and run the editor to try this change out.

@xen2

xen2 commented Aug 8, 2026

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Recreated as #3337 (to try stacked PR, needs to be on origin rather than fork)

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