C++ graphics library using Wayland and Vulkan.
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Filename Latest commit message Latest commit date
Jorijn van der Graaf 079b6b0e1f
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data
Window
- updateInterval runs Update on the window's own clock while the
  compositor sends no frame callbacks (hidden, minimized): the Wayland loop
  is a poll() loop, and the Win32 loop sleeps until the next update. Both
  read the interval each pass.
- SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or
  whose swapchain has other than numFrames images (Mesa's Mailbox has four),
  falls back to FIFO until the mode is set again.
- AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors.
- The swapchain has TRANSFER_DST where the surface allows it.
- CaptureNextFrame replaces SaveFrame: it records the copy in the frame,
  before the present, where SaveFrame read an image already presented. A
  frame unwound past before the write still frees the readback buffer.
- Inter-pass barriers on the swapchain image carry the access masks of the
  stages the passes use.

Deferred deletion (issue #101)
- VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand
  their handles to the deletion queue from their destructors and moves, as
  a frame in flight may still use them; a static owner goes after the
  driver has torn down. VulkanShader and PipelineRTVulkan move and can't be
  copied; re-Load and re-Init queue the old pipeline.
- The queue and its mutex are never destroyed, and the queue takes handles
  from any thread; Device::frameCounter is atomic. Both the queue and the
  staging rings count frames as one window renders them (documented).
- DrainDeletions also lets every buffer's staging ring start over: without
  a Window nothing else reclaims either, so an app without one calls it
  after waiting for its work.

Meshes and buffers
- A Mesh rebuild queues the old acceleration structure and builds into the
  same storage after a barrier, so the BLAS address stays put when it fits.
  The refit and rebuild barriers cover compute ray queries too.
- RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque,
  and the refit and rebuild fallbacks keep the flags.
- A re-upload into a buffer a frame in flight may read (UploadDeviceLocal
  of the same size, UploadDeviceLocalRange) copies on the GPU, after those
  reads, through a per-frame staging ring; on ReBAR it used to write the
  buffer in place. Empty uploads record nothing.
- A compressed Mesh::Build that keeps its buffers decompresses into them
  after the reads of frames in flight, and the hit shaders and ray queries
  wait for the decompress as well as the BLAS build. Its vertex buffer
  takes a ranged refit's copies.
- Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced
  in place or erased from a vector.
- VulkanBuffer::Create asks for a device address only for buffers with
  SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the
  others have address 0. UIRenderer::RegisterBuffer refuses those.
- Build inputs are synchronized as shader reads.

Other
- RTPass pushes the app's own push data and traces at an explicit size.
- DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and
  keeps its free lists sorted.
- ImageVulkan's mip chain clamps each level to 1 texel: a non-square
  image's shorter side went to 0.
- VulkanShader throws on a missing file instead of failing in bad_alloc.
- CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct
  GPUs Vulkan lists; anything but such a number is an error.
- The debug messenger prints info messages only with
  CRAFTER_GRAPHICS_VALIDATION set.
- Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT
  headers don't compile as C++), -lcombase dropped, a reference leak fixed.
- project.cpp honours --local for Crafter.Event, Math and Asset, as Asset
  does for Math, and builds every test through one helper, projectArgs
  included.
- Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection,
  HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime,
  RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress,
  VulkanShaderLifetime, WindowUpdateClock; others extended.

Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a
buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is
std::atomic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 20:20:29 +02:00
additional wasm improvements 2026-08-05 04:08:13 +02:00
examples feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data 2026-10-20 20:20:29 +02:00
implementations feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data 2026-10-20 20:20:29 +02:00
interfaces feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data 2026-10-20 20:20:29 +02:00
lib fix(gamepad): build libevdev from a vendored copy 2026-10-19 03:03:16 +02:00
shaders refactor(ui): remove the unused per-member item loaders 2026-10-19 03:03:16 +02:00
tests feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data 2026-10-20 20:20:29 +02:00
.gitignore test(pipeline): cover pipeline-cache header validation (#69) 2026-06-16 18:23:25 +00:00
LICENSE SPDX license update 2026-07-22 18:09:06 +02:00
LICENSE.GPL SPDX license update 2026-07-22 18:09:06 +02:00
project.cpp feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data 2026-10-20 20:20:29 +02:00
README.md docs: where the NVIDIA descriptor-heap faults stand on 615.78.08 2026-10-19 03:03:17 +02:00

Crafter.Graphics

Vulkan + WebGPU graphics library built around C++20 modules and bindless heaps. Provides window management, ray tracing, and a compute-shader-driven UI on a single, opinionated stack. Native builds use Vulkan with VK_EXT_descriptor_heap (the compute/UI path also runs without it, see below); wasm32-* builds target the browser via WebGPU and a DOM window backend.

Backends

Backends are chosen at build time by the target triple:

Target Window Renderer Shaders
native Linux Wayland Vulkan (heap-bound) GLSL → SPIR-V
native Windows Win32 Vulkan (heap-bound) GLSL → SPIR-V
wasm32-* (any) DOM (canvas + JS env) WebGPU WGSL (loaded at runtime)

The two backends share the same C++ surface for the high-level pieces (UIRenderer, Mesh, RenderingElement3D, RTPass, item structs, FontAtlas, Image2D, ComputeShader). Backend-typed pieces (*Vulkan vs *WebGPU) live behind #ifdef CRAFTER_GRAPHICS_WINDOW_DOM. Vulkan ray tracing is hardware (VK_KHR_ray_tracing_pipeline); WebGPU ray tracing is a library-built software path (BVH + traceRay in a compute pipeline composed from user-supplied WGSL stages). The WebGPU path supports triangle and AABB (procedural, VK_GEOMETRY_TYPE_AABBS_KHR) geometry, closest-hit / miss / any-hit / intersection shaders — see examples/RTVolume for procedural spheres shaded through an intersection shader with an any-hit cut-out.

Native RT status: reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA driver 610.43.02 — a driver-side fault in the brand-new descriptor-heap acceleration-structure path, not an engine bug (the setup is correct and validation-clean; images/buffers through the same heap work). The engine works around it transparently (issue #15): on the NVIDIA driver only, VulkanShader rewrites the compiled SPIR-V so heap AS reads become a TLAS-device-address + OpConvertUToAccelerationStructureKHR path (which reads no descriptor), and RTPass supplies the address as push data. Shaders and example code are unchanged, and it's a single fenced block gated on Device::workaroundDescriptorHeapAS, removable once a fixed driver ships. Still present on 615.78.08: with the rewrite off, traceRayEXT still loses the device and an inline ray query renders nothing. tests/HeapASRead covers the engine path; run HeapASRead --no-workaround to check a newer driver (it tries both paths with the rewrite off). Any app runs with the rewrite off while CRAFTER_GRAPHICS_NO_AS_WORKAROUND is set, to any value. See examples/VulkanTriangle/README.md for the full investigation. WebGPU RT is unaffected.

Native RT limitation (fixed in NVIDIA 615.78.08) — dynamic descriptor_heap indexing in hit shaders: on NVIDIA 610.43.02, indexing a descriptor_heap array with a runtime (non-constant) index inside a ray-tracing hit shader also device-losts (VK_ERROR_DEVICE_LOST), for plain SSBO and sampled-image descriptors. On 615.78.08 it works: tests/HeapDynamicIndexHit picks a buffer and a texture by a runtime index in a closest-hit, including different descriptors in neighbouring lanes of a wave. The rest of this note applies to the older drivers. A constant / spec-constant index is fine (that's why Sponza's closest-hit reads albedo[albedoSlot] through a spec constant), and the identical dynamic pattern works in fragment shaders (the UI renderer indexes uiTextures[] by per-item runtime slots) — so this is RT-stage-specific, not a general heap problem. Unlike the AS-read fault above this cannot be worked around transparently: sampled images have no device-address escape hatch the way an acceleration structure does (OpConvertUToAccelerationStructureKHR). The recommended pattern for bindless per-mesh geometry/material is to bind one resource and index within it dynamically rather than selecting a descriptor dynamically: pack geometry into a single SSBO (or reach it via buffer_reference) at a spec-constant slot and index by element offset, and put materials in one texture2DArray indexed by layer. Dynamic addressing inside a bound resource is ordinary memory/layer addressing and is unaffected; only dynamic selection of a descriptor faults. This is exactly what the WebGPU path already does (bucketed texture arrays + a single buffer). Full investigation and GLSL in examples/Sponza/README.md (issue #23). WebGPU RT is unaffected.

What's in here

  • Window — Wayland, Win32, and DOM backends, swapchain ring / canvas framing, input events. Pick a backend at build time via the target triple. The DOM backend routes every dynamic symbol through additional/dom-env.js and additional/dom-webgpu.js.
  • Device (Vulkan only) — single-instance bring-up targeting VK_EXT_descriptor_heap; pipelines are created with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT so there are no descriptor-set layouts and push constants travel via vkCmdPushDataEXT. The heap, ray tracing and device-fault extensions are optional groups, detected at start-up (Device::descriptorHeapSupported, rayTracingSupported, deviceFaultSupported).
  • DescriptorHeapVulkan / DescriptorHeapWebGPU — bindless slot allocators. Vulkan side allocates image/buffer/sampler slots in a VK_EXT_descriptor_heap; WebGPU side resolves slots to JS-side handle-table cookies that the dispatch bridge binds per pass.
  • VulkanBuffer<T, Mapped> / WebGPUBuffer<T> — typed buffer. Vulkan variant has optional host mapping and a FlushDevice that issues the right host-write barrier; WebGPU variant goes through queue.writeBuffer over the JS bridge.
  • ImageVulkan<Pixel> / Image2D<Pixel> / Image2DArray<Pixel> — image + staging buffer with mip-chain support on Vulkan; on WebGPU, rgba8unorm 2D / 2D-array textures created and written via the bridge. Atlas (r8unorm, sub-region writes) is a separate path.
  • PipelineRTVulkan / PipelineRTWebGPU / ShaderBindingTableVulkan / ShaderBindingTableWebGPU / RTPass — ray-tracing pipelines. Vulkan uses native RT pipelines + SBTs; WebGPU compiles a wavefront / streaming software tracer — five @compute kernels (GENERATE → PREP → TRACE → SHADE → RESOLVE) sharing one module, connected by GPU ray/hit/payload buffers and a GPU-driven indirect bounce loop (dispatchWorkgroupsIndirect). TRACE carries zero user code (traversal + intersection only); user raygen calls rtEmitPrimaryRay, and closesthit / miss run in SHADE where they rtEmitRay continuation/shadow rays and rtAccumulate radiance (atomic — any number of rays per pixel per bounce, e.g. one shadow ray per light). An optional Resolve shader tonemaps the linear accumulator. See WAVEFRONT-DESIGN.md.
  • ComputeShader / WebGPUComputeShader — Tier 1 wrapper used by the UI system. Vulkan loads a .spv and dispatches with vkCmdPushDataEXT (or the .sets.spv build and vkCmdPushConstants without the heap); WebGPU loads a user-supplied .wgsl blob at runtime via wgpuLoadCustomShader. Use it directly for any custom compute.
  • UI — three-tier UI system; see below. The standard shaders (four kernels plus the fused one) ship as .spv / .sets.spv pairs on native and as WGSL strings baked into the WebGPU dispatcher.
  • FontAtlas — single-channel SDF atlas (1024×1024, 32pt base, shelf-packed, lazy Ensure per codepoint, dirty-flush via Update). Backend-agnostic.
  • Mesh / RenderingElement3D / Animation — BLAS/TLAS construction and 3D scene plumbing. Vulkan calls vkCmdBuildAccelerationStructures; WebGPU registers BLAS data (verts, idx, BVH nodes, primRemap, optional per-vertex attribs) into global mesh heaps and builds the TLAS in a library compute pass.
  • Clipboard / Input / Gamepad / Router / Dom — input plumbing. Gamepad uses libudev+libevdev on Linux (libevdev is vendored in lib/libevdev) and WGI on Windows; the DOM backend exposes the host page DOM (Dom::HtmlElement) and a router for hash-routed wasm apps.

UI system (three tiers)

The UI is deliberately layered to balance no-boilerplate against no-lock-in:

  • Tier 1 — ComputeShader. Load any .spv, dispatch with push constants, library inserts inter-dispatch barriers. The escape hatch: if the standard shaders don't fit, write your own compute and dispatch it next to them.
  • Tier 2 — UIRenderer + standard shaders. Four shipped compute shaders (drawQuads, drawCircles, drawImages, drawText), POD item structs (QuadItem, CircleItem, ImageItem, GlyphItem), a shared GLSL contract in shaders/ui-shared.glsl, and helpers (RegisterBuffer, RegisterImage, RegisterSampler, FillHeader, Dispatch*, ShapeText). You build your own per-shader SSBOs (manual batching) and call one Dispatch* per shader type per frame. Item array order = draw order.
  • Tier 3 — stateless presentation functions. DrawButton, DrawCheckbox, DrawSlider, DrawProgressBar. Each is a small function that appends items to your buffers — they don't dispatch. Colors come in as small inline *Colors aggregates, no library Theme type. The source is the customization API: if a component doesn't fit, copy its body and edit it. No virtual hooks, no extension points.

What's not in the UI: widget tree, layout engine (just a Rect::SubRect carving helper), theming, hit-testing, focus management. State for interactive components (hover, drag, focus) lives in user-owned POD structs, not the library.

UI dispatch model

Standard shaders dispatch one workgroup per 8×8 screen tile — each thread iterates every item in the SSBO in array order, accumulating into a local dst, and stores once. Total cost is O(W·H·N); works well up to a few hundred items at 1080p. Splitting one buffer into multiple dispatches doesn't help — the same total work plus barrier overhead. If you need to render thousands of UI items, you want a different shader (tile binning, per-item-list resolve), not more dispatches.

Drivers without VK_EXT_descriptor_heap

The compute/UI path also runs on Vulkan drivers that lack VK_EXT_descriptor_heap (Mesa Turnip on Qualcomm Adreno, for one). Device::Initialize detects this and sets Device::descriptorHeapSupported = false. The same slots then live in one bindless descriptor set per frame instead of the heap, and push constants go through vkCmdPushConstants. Slot handles, item structs, UIDispatchHeader and the UIRenderer API are unchanged, so application code does not branch on it. Ray tracing is heap-only: on such a driver Device::rayTracingSupported is false and the RT entry points throw.

Each compute shader is shipped in two builds of the same source: <name>.spv for the heap and <name>.sets.spv for descriptor sets. ComputeShader::Load(path, heap) takes the .spv path and picks the right file itself. For a custom shader that means three things:

  • Declare bindless resources with the UI_HEAP_* macros from shaders/ui-shared.glsl, not with a literal descriptor_heap:

    layout(UI_HEAP_BUFFERS, std430) readonly buffer MyBuf { MyItem items[]; } myHeap[];
    
  • Register the shader twice in project.cpp, the second time with the define and the variant name:

    cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
    Shader& sets = cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
    sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"};
    sets.variant = "sets";
    
  • Keep the push-constant block within the device's maxPushConstantsSize (256 bytes on common drivers). Without the heap a larger payload throws in ComputeShader::Dispatch.

Set the environment variable CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP to force the descriptor-set path on a driver that does have the heap; the UIFallbackParity test uses it to compare the two paths frame for frame.

Build

The repository is built with crafter-build (a project-config based build system; the project description lives in project.cpp):

crafter-build                        # native: Wayland on Linux, Win32 on Windows
crafter-build --target=wasm32-wasip1 # browser: DOM window + WebGPU renderer
crafter-build -r                     # build and run (in an example directory)

The build picks the window + renderer pair automatically from the target triple: any wasm32-* triple flips to DOM + WebGPU (no Vulkan loader linked), everything else stays on the native Vulkan path. Each example with both backends ships GLSL and WGSL copies of its shaders side-by-side (e.g. raygen.glsl + raygen.wgsl); project.cpp selects the right set per target.

Examples

See examples/. Quick map:

  • HelloWindow — minimal native window, no rendering.
  • HelloDom — wasm-only smoke test of the DOM partition: page-level events, HtmlElement::CreateInBody, and Router::PushState-driven SPA navigation. No GPU work.
  • VulkanTriangle — ray-traced triangle on both Vulkan and WebGPU. The smallest test of the bindless + RT path on each backend.
  • RTStress — wavefront RT benchmark: an N×N×N grid of a cube mesh (instance-count knob kGrid, 512 → 8000) shaded with primary + shadow rays. Prints a GPU timestamp-query per-pass breakdown each second. WebGPU/DOM only.
  • Sponza — ray-traced Sponza atrium on both backends. Exercises .cmesh / .ctex decompression (GPU VK_EXT_memory_decompression on Vulkan, CPU on WebGPU) and a textured closest-hit. See its README for asset provenance.
  • HelloUI — UI smoke test using all three tiers (background quad, slider, progress bar, button with text label, cursor-tracking circle).
  • CustomShader — Tier 1 demo: a user-authored compute shader inverting RGB under a list of item-circles, dispatched alongside the standard drawQuads. Shipped as both .comp.glsl and .comp.wgsl.
  • Decompression — Crafter::Compression CPU round-trip smoke test (used by the WebGPU asset path).
  • InputSystem — keyboard / mouse / gamepad event surface check.

License

This library is licensed under the GNU Lesser General Public License, version 3 only (LGPL-3.0-only). See LICENSE for the license text. The LGPL supplements the GNU General Public License version 3, a copy of which is included as LICENSE.GPL.

The example code under examples/ is licensed under the MIT license (see examples/LICENSE), so it can be freely copied into your own projects.

The lib/ directory contains vendored third-party code (stb, Wayland protocol bindings) that remains under its own permissive licenses; see the headers of those files.

Copyright (C) 2026 Catcrafts® catcrafts.net