Split vulkan_window.cpp by responsibility and render() into phases
VulkanWindow's 3000-line TU becomes sdl_window.cpp (window, events, cursor, screenshot BMP), vk_device.cpp (device, swapchain, MSAA, framebuffers), vk_pipelines.cpp (render passes, pipelines), vk_resources.cpp (buffers, render targets, geometry), vk_textures.cpp (textures, samplers, descriptors), vk_frame.cpp (render) and ui_batches.cpp; vulkan_window.cpp keeps construction and timing stats. Function bodies move verbatim. render() now reads fence/acquire -> prepare_draws -> prepare_ui -> write_draw_states -> record_passes -> record_readbacks -> submit -> finish_readbacks -> present, with FrameDraws / Readback carrying the locals that used to live across 500 lines. Verified: login-screen screenshot byte-identical to HEAD; game-world draw/vertex/index/UI counts identical; ctest, port_gate macos+android, Android build pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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