Docs: note the Vulkan layer needs vk_layer.h (not in Vulkan-Headers)
The opt-in implicit-layer piece requires the loader/layer interface header vk_layer.h, which Vulkan-Headers doesn't ship (it's in Vulkan-Loader / the SDK) -- so it needs a new submodule or hand-declared link structs, confirming it's a separate, higher-risk component rather than a quick add. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -169,8 +169,11 @@ Conventions for every milestone below:
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per-user (HKCU, no admin) and scoped to the target image, with an **opt-in** "Set up Vulkan
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per-user (HKCU, no admin) and scoped to the target image, with an **opt-in** "Set up Vulkan
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layer" Injection-panel checkbox that registers/unregisters it (self-deactivating for non-target
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layer" Injection-panel checkbox that registers/unregisters it (self-deactivating for non-target
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apps so a stale entry after a host crash is harmless). This is a separate component from the
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apps so a stale entry after a host crash is harmless). This is a separate component from the
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inline-hook capture (layer-chain dispatch + manifest/registry + the checkbox + IPC handshake);
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inline-hook capture (layer-chain dispatch + manifest/registry + the checkbox + IPC handshake),
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until it lands, the banner directs immediate-init Vulkan games to WGC.
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and it needs the loader/layer interface header `vk_layer.h` — which is **not** in
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`Vulkan-Headers` (it lives in `Vulkan-Loader` / the SDK), so it requires either a new submodule
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or hand-declared `VkLayer*CreateInfo` link structs. Until it lands, the banner directs
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immediate-init Vulkan games to WGC (which mirrors them fine, just at higher latency).
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Each of 1–3 is its own commit; test the early/layer path against the mock (decode frames) and
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Each of 1–3 is its own commit; test the early/layer path against the mock (decode frames) and
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the too-late path (assert the status + banner fire).
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the too-late path (assert the status + banner fire).
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