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feat: log GPU vendor/name at init, add PLAY_SOUND diagnostics
Log GPU name and vendor ID during VkContext initialization for easier debugging of GPU-specific issues (FSR3, driver compat, etc.). Add isAmdGpu()/isNvidiaGpu() accessors. Temporarily log SMSG_PLAY_SOUND and SMSG_PLAY_OBJECT_SOUND at WARN level (sound ID, name, file path) to diagnose unidentified ambient NPC sounds reported by the user.
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3 changed files with 16 additions and 0 deletions
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@ -70,6 +70,10 @@ public:
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VkInstance getInstance() const { return instance; }
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VkPhysicalDevice getPhysicalDevice() const { return physicalDevice; }
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VkDevice getDevice() const { return device; }
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uint32_t getGpuVendorId() const { return gpuVendorId_; }
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const char* getGpuName() const { return gpuName_; }
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bool isAmdGpu() const { return gpuVendorId_ == 0x1002; }
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bool isNvidiaGpu() const { return gpuVendorId_ == 0x10DE; }
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VkQueue getGraphicsQueue() const { return graphicsQueue; }
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uint32_t getGraphicsQueueFamily() const { return graphicsQueueFamily; }
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VmaAllocator getAllocator() const { return allocator; }
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@ -149,6 +153,8 @@ private:
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// Pipeline cache (persisted to disk for faster startup)
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VkPipelineCache pipelineCache_ = VK_NULL_HANDLE;
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uint32_t gpuVendorId_ = 0;
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char gpuName_[256] = {};
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VkQueue graphicsQueue = VK_NULL_HANDLE;
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VkQueue presentQueue = VK_NULL_HANDLE;
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