Crafter.Graphics/README.md

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# Crafter.Graphics
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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`; `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).
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> **Native RT status:** reading an acceleration structure through
> `VK_EXT_descriptor_heap` currently 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
> engine setup (build, descriptors, SBT) is correct and validation-clean,
> and images/buffers through the same heap work. See
> [examples/VulkanTriangle/README.md](examples/VulkanTriangle/README.md)
> for the full investigation. WebGPU RT is unaffected.
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## What's in here
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- **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](additional/dom-env.js) and
[additional/dom-webgpu.js](additional/dom-webgpu.js).
- **Device** *(Vulkan only)* — single-instance bring-up targeting
`VK_EXT_descriptor_heap`; pipelines are created with
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`VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT` so there are no
descriptor-set layouts and push constants travel via
`vkCmdPushDataEXT`.
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- **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. An
optional Resolve shader tonemaps the linear accumulator. See
[WAVEFRONT-DESIGN.md](WAVEFRONT-DESIGN.md).
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- **ComputeShader / WebGPUComputeShader** — Tier 1 wrapper used by the
UI system. Vulkan loads a `.spv` and dispatches with
`vkCmdPushDataEXT`; 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 ship
as four `.spv` blobs on native and four WGSL strings baked into the
WebGPU dispatcher.
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- **FontAtlas** — single-channel SDF atlas (1024×1024, 32pt base,
shelf-packed, lazy `Ensure` per codepoint, dirty-flush via `Update`).
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Backend-agnostic.
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- **Mesh / RenderingElement3D / Animation** — BLAS/TLAS construction
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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 and WGI on Windows; the DOM
backend exposes the host page DOM (`Dom::HtmlElement`) and a router
for hash-routed wasm apps.
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## UI system (three tiers)
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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](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.
## Build
The repository is built with `crafter-build` (a project-config based
build system; the project description lives in `project.cpp`):
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```bash
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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)
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```
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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](examples/Sponza/raygen.glsl) +
[raygen.wgsl](examples/Sponza/raygen.wgsl)); `project.cpp` selects the
right set per target.
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## Examples
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See [examples/](examples/). Quick map:
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- [HelloWindow](examples/HelloWindow/) — minimal native window, no rendering.
- [HelloDom](examples/HelloDom/) — wasm-only smoke test of the DOM
partition: page-level events, `HtmlElement::CreateInBody`, and
`Router::PushState`-driven SPA navigation. No GPU work.
- [VulkanTriangle](examples/VulkanTriangle/) — ray-traced triangle on
both Vulkan and WebGPU. The smallest test of the bindless + RT path
on each backend.
- [RTStress](examples/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.
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- [Sponza](examples/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](examples/Sponza/README.md)
for asset provenance.
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- [HelloUI](examples/HelloUI/) — UI smoke test using all three tiers
(background quad, slider, progress bar, button with text label,
cursor-tracking circle).
- [CustomShader](examples/CustomShader/) — Tier 1 demo: a user-authored
compute shader inverting RGB under a list of item-circles, dispatched
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alongside the standard `drawQuads`. Shipped as both
[`.comp.glsl`](examples/CustomShader/inverse-circle.comp.glsl) and
[`.comp.wgsl`](examples/CustomShader/inverse-circle.comp.wgsl).
- [Decompression](examples/Decompression/) — `Crafter::Compression`
CPU round-trip smoke test (used by the WebGPU asset path).
- [InputSystem](examples/InputSystem/) — keyboard / mouse / gamepad
event surface check.
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## License
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LGPL 3.0. See per-file headers and `LICENSE`.