Crafter.Graphics/AGENTS.consumer.md

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## Crafter.Graphics
The Crafter engine's graphics library: a C++ module, `import Crafter.Graphics;`, that opens a window, drives a Vulkan 1.3+ device through `VK_EXT_descriptor_heap` (bindless: no descriptor-set layouts, push data through `vkCmdPushDataEXT`), traces rays through `VK_KHR_ray_tracing_pipeline`, draws UI from compute shaders, and reads keyboards, mice, touch, gamepads and the clipboard. A `wasm32-*` build of the same surface runs in the browser on WebGPU with a software ray tracer. Everything is in `namespace Crafter`. The vectors and matrices are Crafter.Math's (`import Crafter.Math;`) and the compressed asset formats Crafter.Asset's (`import Crafter.Asset;`); both ship notes of their own. Window callbacks are `Crafter::Event<T>` from Crafter.Event (`import Crafter.Event;`): `EventListener<void> sub(&window.onMouseMove, [&] { ... });` subscribes, and the listener's destructor unsubscribes. Source, examples and issues: https://forgejo.catcrafts.net/Catcrafts/Crafter.Graphics (LGPL-3.0-only; the examples under `examples/` are MIT and meant to be copied). These notes are its `AGENTS.consumer.md`: a fix to them goes there, not into the copy crafter-build writes.
### Building against it
- The target picks the backend, in the library and in your code. Any `wasm32-*` target builds the DOM + WebGPU library; everything else builds Vulkan, with Wayland on Linux (there is no X11 backend) or Win32 on `x86_64-w64-mingw32`. The library defines `CRAFTER_GRAPHICS_WINDOW_WAYLAND`, `_WIN32` or `_DOM` for its own units only, so a wasm consumer sets `cfg.target = "wasm32-wasip1"`, `cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""})`, `cfg.compileFlags.push_back("-msimd128")` (the dependency PCMs were compiled with it) and `EnableWasiBrowserRuntime(cfg)`, as `examples/HelloUI/project.cpp` does. Portable code `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM`s at the few sites where the backends differ; the library has no shared signatures that are no-ops on one side.
- The library's link flags (the Vulkan loader, `wayland-client`, `xkbcommon`, `udev`, or the Win32 libraries) come with the dependency. Its shaders (`ui-*.comp.spv` and `ui-*.comp.sets.spv`) and, for wasm, `dom-env.js` and `dom-webgpu.js` are copied into your executable's bin directory, as are your `cfg.shaders` outputs (`<name>.spv` from `<name>.glsl`) and `cfg.files`. Paths are resolved against the working directory at runtime, so run from the bin directory, as `crafter-build -r` does.
- Your own shaders: `cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen)`, with `Compute`, `RayGen`, `Miss`, `ClosestHit`, `AnyHit`, `Intersect` and `Callable`. A compute shader for the UI heap is registered twice, see "Custom compute shaders". WGSL for the DOM build ships through `cfg.files` and is loaded at runtime.
- Project args the library understands, passed through your `args`: `--local` (sibling checkouts of Crafter.Event, Crafter.Math and Crafter.Asset instead of clones), `--timing` (meant to add frame timing counters; the build does not compile with it at the moment, issue #178), `--no-webgpu` (wasm: a DOM-only page without the WebGPU bridge, which otherwise requests a GPU adapter on every load and replaces the page body with an error where WebGPU is missing).
- Needs at runtime: Vulkan 1.3 (1.4 is used where the GPU has it), a presentable surface, and the features the library's own shaders use. `VK_EXT_descriptor_heap` and ray tracing are optional groups, see "Device and features". Mesa's llvmpipe runs the compute/UI path, and recent Mesa advertises the heap.
### A program, and what the loop does
```cpp
Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}}); // the features your shaders use; on the DOM build Initialize() takes none
Window window(1280, 720, "Title"); // `static` on the DOM build
VkCommandBuffer init = window.StartInit(); // a one-time setup command buffer
DescriptorHeapVulkan heap;
heap.Initialize(/*images*/ 16, /*buffers*/ 16, /*samplers*/ 4);
window.descriptorHeap = &heap; // bound at the start of every frame
// create buffers, images, meshes, pipelines and passes, recording into `init` ...
window.passes.push_back(&pass); // RenderPass*: a UIRenderer, an RTPass, your own
window.FinishInit(); // submits `init` and waits for it
window.Render(); // one frame
window.StartUpdate(); // frames on the compositor's clock from here
window.StartSync(); // the event loop; never returns
```
- Include `vulkan/vulkan.h` yourself, before the imports (the examples wrap it in `#ifndef CRAFTER_GRAPHICS_WINDOW_DOM`): the library includes it only in its own global module fragments, and neither Vulkan's types nor its macros (`VK_TRUE`, the `VK_*` flags) cross an `import`. On the DOM build `Device::Initialize()` takes no arguments and `DeviceFeatures` does not exist, which is why the dual-target examples keep a separate DOM `main`.
- `StartSync` runs the platform loop until `open` is false (`onClose` fires first). Each pass of the loop dispatches platform events into the `Window` events, runs `Gamepad::Tick()` and `onBeforeUpdate`, and runs `Update()` for a window that is due. On Wayland a window on the compositor's clock updates from its frame callback during that event dispatch, before the pass's `onBeforeUpdate`, and the loop wakes for every event, so `onBeforeUpdate` fires several times per frame; on Win32 and in the browser `onBeforeUpdate` precedes the same pass's `Update`. `updateInterval`, set before `StartUpdate`, makes a window update every so often whether visible or not; pair it with `SetPresentMode(PresentMode::Mailbox)` so a present never waits for the display. `AddPollFd(fd, callback)` (Wayland) wakes the loop for a socket or an eventfd.
- `Update()` computes `mouseDelta` and calls `Render()`, which acquires a swapchain image, waits for that image's fence (three frames in flight, `Window::numFrames`), reclaims deferred deletions, begins `drawCmdBuffers[currentBuffer]`, binds the heap (or the descriptor set), fires `onUpdate(FrameTime)`, records every pass in `passes` in order with a barrier on the swapchain image between them, transitions the image to present, submits and presents. Per-frame GPU work of your own (a TLAS rebuild, a physics dispatch) is recorded from `onUpdate` into `window.drawCmdBuffers[window.currentBuffer]`; the heaps are bound by then and the passes come after. `onResize` fires after a swapchain rebuild; anything holding descriptors of `window.imageViews[]` rewrites them there.
- A `RenderPass` is `Record(cmd, frameIdx, window)` plus `SwapchainStage()`, which must return the stage that touches the swapchain image (`COMPUTE_SHADER`, `RAY_TRACING_SHADER` or `TRANSFER`): the frame's barriers take their stage and access masks from it. The image stays in `VK_IMAGE_LAYOUT_GENERAL` through the whole pass list, with `STORAGE | TRANSFER_SRC` usage and `TRANSFER_DST` where the surface allows it (`window.swapchainUsage`). Nothing clears it: draw a background quad, or clear from a transfer pass where `TRANSFER_DST` is there.
- `window.width` and `height` are physical pixels, as is `currentMousePos`. `CaptureNextFrame(path)` saves the next frame as a PNG. `SetTitle`, `SetAppId`, `SetCursorImage`, `SetDefaultCursor`; `SetTextInput(active, x, y, w, h, purpose)` tells the compositor's input method a text field has focus, which opens an on-screen keyboard on a phone.
- Several windows can exist (on Wayland `Device::windows` lists them; the other backends keep no list), but they share one frame clock: one rendering window is the assumption behind the deletion queue and the staging rings.
### Device and features
- `Device::Initialize(required = {}, optional = {})` creates the instance, weighs every GPU and creates the device. `DeviceFeatures` holds the five core feature structs, `vulkan10` to `vulkan14`; only their `VkBool32`s are read, so `{.vulkan12 = {.shaderFloat16 = VK_TRUE}}` is a complete argument. The library enables what its own shaders use and nothing more: a `uint16_t` spec constant needs `.vulkan10.shaderInt16`, fp16 arithmetic `.vulkan12.shaderFloat16`, 16-bit storage `.vulkan11.storageBuffer16BitAccess`, scalar layout `.vulkan12.scalarBlockLayout`. A GPU lacking a required feature is skipped; when none is left the call throws naming each GPU's gaps, and may be called again asking for less. Optional features are enabled where the GPU has them; `Device::enabledFeatures` says which, `supportedFeatures` what the GPU has, `apiVersion` the version in use (`vulkan14` features need a 1.4 GPU; `maintenance5` is always on). `CRAFTER_GRAPHICS_DEVICE=<n>` picks GPU `n`.
- `VulkanShader` checks every module's SPIR-V capabilities against what was enabled and throws naming the file and the field to pass (`vulkan10.shaderInt16`), or saying the GPU lacks it. Most drivers accept such a module silently, so this is the error you get here instead of a wrong frame on another machine.
- Optional groups, decided once at `Initialize`: `Device::descriptorHeapSupported` (`VK_EXT_descriptor_heap`), `rayTracingSupported` (needs the heap too), `memoryDecompressionSupported` (`VK_EXT_memory_decompression`: `.cmesh` and `.ctex` decompress on the GPU; otherwise the library decodes them on the CPU), `deviceFaultSupported`. The RT entry points throw through `Device::RequireRayTracing` without ray tracing; the compute/UI path runs everywhere.
- `Device::device`, `queue`, `commandPool`, `physDevice`, `instance`, `memoryProperties`, `deviceProperties`, `rayTracingProperties` and `descriptorHeapProperties` are public statics for raw Vulkan. `Device::GetMemoryType(typeBits, required, preferred = 0)` and `PreferDirectDeviceWrite(bytes)` are the allocation helpers.
- `Device::pipelineCache` is shared by every pipeline and written to `Device::pipelineCachePath` (`pipeline_cache.bin` in the working directory) at exit. Set the path before `Initialize`, and gitignore the file.
### Lifetimes
Frames are pipelined three deep and nothing waits for the GPU at steady state, so:
- Every library object that owns a Vulkan handle (`VulkanBuffer`, `Mesh`, `TlasWithBuffer`, `VulkanShader`, `ComputeShader`, `PipelineRTVulkan`, and `ImageVulkan`'s staging buffer) is move-only and releases the handle through `Device::EnqueueDeletion`; the render loop frees it `Device::framesInFlight` frames later. Destroying one mid-frame is safe, and so is destroying it from another thread. `VulkanBuffer::Clear()` frees at once and is only for a GPU known to be idle; `DeferredClear()` is the queued form. A program with no `Window` reclaims nothing on its own: call `Device::DrainDeletions()` after `vkQueueWaitIdle(Device::queue)`.
- Static owners (a `static Mesh`, a `static VulkanBuffer`) are fine: their destructors run after the driver has unloaded, and the queue allows for that by never being destroyed itself. `RenderingElement3D::tlases` is leaked for the same reason.
- `Window` is neither movable nor copyable, and its destructor waits for the device, so a window can be closed and another opened.
- `ImageVulkan` has no destructor: call `Destroy()` once the GPU is done with it. `FontAtlas` waits for the queue and destroys its own image.
- Heap slots (`ImageSlot`, `BufferSlot`, `SamplerSlot`) are RAII handles that return the slot on destruction, and a returned slot is handed out again at once. Free a slot only when no frame in flight reads it (after a `vkQueueWaitIdle`, or at a scene switch), and before its heap goes. In descriptor-set mode a slot write destroys the previous view immediately: same rule.
- `RenderingElement3D::elements` holds raw pointers: `Add`/`Remove` elements whose storage does not move (reserve the vector, or make them `static`). `UIRenderer::ShapeText` and `FontAtlas` cache by `Font*`: call `ui.InvalidateFont(font)` before destroying a `Font`.
### The bindless heap
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero DescriptorHeapVulkan - The buffer region started at images * imageDescriptorSize / bufferDescriptorSize, rounded down. A descriptor_heap array indexes the heap from byte 0 in strides of its descriptor size, so buffer slot 0 has to sit on a whole buffer descriptor past the images. Where the image descriptors were not a whole number of buffer descriptors, the first buffer descriptors overwrote the last image descriptors. Where they were less than one, the start was bumped to descriptor 1, but the heap was still sized as if the buffers began right after the images, so the last buffer descriptors went into the implementation's reserved range. Every descriptor size is a power of two, so both cases need image descriptors smaller than buffer descriptors, which NVIDIA (32 and 16 bytes) and llvmpipe (64 and 16) do not have. The start now rounds up and the heap is sized from it (#163). - The reserved range sat at a multiple of imageDescriptorAlignment only, where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment (VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now starts on a multiple of the larger. The buffer descriptors need no more than the rounding: each alignment is at most its descriptor size, so a whole number of descriptors is aligned. - bufferStartElement is 16 bits and took the division unchecked, so an image region past 65535 buffer descriptors (16384 images on llvmpipe) wrapped the buffer region around onto the images. Slot counts whose buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now throw, naming the counts. A heap without buffer slots has no buffer region, which starts at 0 as in descriptor-set mode, so image-only heaps have no index to fit. - On a driver that reserves nothing (llvmpipe), a heap without sampler slots was a zero-size buffer, which every Initialize(1, 1, 0) made, and Window::Render bound its address each frame. Each heap now holds at least one descriptor, as each binding does in descriptor-set mode. That grows NVIDIA's sampler heap by one descriptor when no sampler slots are asked for; the resource heaps of the slot counts in the tree keep their layouts byte for byte. - ComputeLayout holds the arithmetic, pure over the descriptor-heap properties, and Initialize goes through it. GetBufferOffset and GetBufferOffsetElement, which had their own copies of the old arithmetic and never had a caller, are gone. - Bind(cmd, frame) binds a frame's heaps with the reserved ranges Initialize stored, or in descriptor-set mode the frame's descriptor set. Window::Render and the RTVolume example worked the reserved-range offset out from the heap's size with the image-alignment mask, and call Bind now. The window's per-heap cache of bind structs goes with it: keyed on the heap pointer, it kept binding the old buffers after a re-Initialize that reallocated them. The heap still ends with its reserved range, so code that derives the offset from the size keeps getting the right one. Tests - DescriptorHeapLayout: the issue's two layouts, the reserved range where buffer descriptors are aligned more strictly than image ones, every legal combination of descriptor sizes and alignments up to 256 bytes, no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and image-only heaps. Pure CPU, no device. Against the old arithmetic it fails 12 of its 18 checks. Docs - README.md's heap bullet and AGENTS.consumer.md say how to bind the heap outside the frame loop, and the consumer notes that Initialize throws when buffer indices would pass 16 bits. AGENTS.md lists ComputeLayout among the functions the pure-logic tests drive. Closes #163. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
`DescriptorHeapVulkan::Initialize(images, buffers, samplers)` sizes one resource heap and one sampler heap per frame (`resourceHeap[Window::numFrames]`, `samplerHeap[...]`, mapped `VulkanBuffer`s) and the slot allocators. `AllocateImageSlots(n)`, `AllocateBufferSlots(n)` and `AllocateSamplerSlots(n)` return `{firstElement, count}` ranges (contiguous; freed runs are reused), `Free*Slots` returns them, and running out throws naming the pool and the counts. `Initialize` throws too when its buffer slots would need shader-visible indices past 16 bits.
- **Buffer slot indices are relative.** `AllocateBufferSlots` indexes the heap's buffer region, which starts after the image region, while a GLSL `descriptor_heap` SSBO array indexes buffer descriptors from heap byte 0. The shader-visible index is `heap.bufferStartElement + raw`. The RAII `BufferSlot` converts to exactly that (its `operator std::uint16_t()`), `UIRenderer::RegisterBuffer` returns one, and raw code passes `heap.bufferStartElement` as a spec constant: the RT examples declare `layout(constant_id = 0) const uint16_t bufferStart = 0us;` and index `topLevelAS[bufferStart]`, which is why they ask for `shaderInt16`. Image slots index the heap as they are, in image-descriptor units; samplers live in their own heap. A wrong buffer index reads zeros, which looks like every field of every item being zero. In descriptor-set mode `bufferStartElement` is 0, so code that goes through the conversion is right in both.
- Writing a descriptor by hand: `Device::vkWriteResourceDescriptorsEXT` into `heap.resourceHeap[f].value + heap.ImageByteOffset(imageRange.firstElement)` or `heap.BufferByteOffset(bufferRange.firstElement)`, `Device::descriptorHeapProperties.imageDescriptorSize` or `bufferDescriptorSize` bytes long, for each frame `f`, then `heap.resourceHeap[f].FlushDevice()`. `BufferByteOffset` takes the raw index `AllocateBufferSlots` returned and adds the region start itself; handing it a `BufferSlot`, which converts to the absolute index, adds the start twice and puts the descriptor in the wrong place. `ImageByteOffset` takes an image slot as it is. Per-frame resources (the swapchain image `window.imageViews[f]`, `tlases[f]`) are written into frame `f`'s heap; a shared resource into every frame's. `examples/VulkanTriangle/main.cpp` is the pattern. The `UIRenderer::Register*` helpers do this for you in both binding models.
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero DescriptorHeapVulkan - The buffer region started at images * imageDescriptorSize / bufferDescriptorSize, rounded down. A descriptor_heap array indexes the heap from byte 0 in strides of its descriptor size, so buffer slot 0 has to sit on a whole buffer descriptor past the images. Where the image descriptors were not a whole number of buffer descriptors, the first buffer descriptors overwrote the last image descriptors. Where they were less than one, the start was bumped to descriptor 1, but the heap was still sized as if the buffers began right after the images, so the last buffer descriptors went into the implementation's reserved range. Every descriptor size is a power of two, so both cases need image descriptors smaller than buffer descriptors, which NVIDIA (32 and 16 bytes) and llvmpipe (64 and 16) do not have. The start now rounds up and the heap is sized from it (#163). - The reserved range sat at a multiple of imageDescriptorAlignment only, where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment (VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now starts on a multiple of the larger. The buffer descriptors need no more than the rounding: each alignment is at most its descriptor size, so a whole number of descriptors is aligned. - bufferStartElement is 16 bits and took the division unchecked, so an image region past 65535 buffer descriptors (16384 images on llvmpipe) wrapped the buffer region around onto the images. Slot counts whose buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now throw, naming the counts. A heap without buffer slots has no buffer region, which starts at 0 as in descriptor-set mode, so image-only heaps have no index to fit. - On a driver that reserves nothing (llvmpipe), a heap without sampler slots was a zero-size buffer, which every Initialize(1, 1, 0) made, and Window::Render bound its address each frame. Each heap now holds at least one descriptor, as each binding does in descriptor-set mode. That grows NVIDIA's sampler heap by one descriptor when no sampler slots are asked for; the resource heaps of the slot counts in the tree keep their layouts byte for byte. - ComputeLayout holds the arithmetic, pure over the descriptor-heap properties, and Initialize goes through it. GetBufferOffset and GetBufferOffsetElement, which had their own copies of the old arithmetic and never had a caller, are gone. - Bind(cmd, frame) binds a frame's heaps with the reserved ranges Initialize stored, or in descriptor-set mode the frame's descriptor set. Window::Render and the RTVolume example worked the reserved-range offset out from the heap's size with the image-alignment mask, and call Bind now. The window's per-heap cache of bind structs goes with it: keyed on the heap pointer, it kept binding the old buffers after a re-Initialize that reallocated them. The heap still ends with its reserved range, so code that derives the offset from the size keeps getting the right one. Tests - DescriptorHeapLayout: the issue's two layouts, the reserved range where buffer descriptors are aligned more strictly than image ones, every legal combination of descriptor sizes and alignments up to 256 bytes, no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and image-only heaps. Pure CPU, no device. Against the old arithmetic it fails 12 of its 18 checks. Docs - README.md's heap bullet and AGENTS.consumer.md say how to bind the heap outside the frame loop, and the consumer notes that Initialize throws when buffer indices would pass 16 bits. AGENTS.md lists ComputeLayout among the functions the pure-logic tests drive. Closes #163. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
- Binding the heap outside the frame loop: `Window::Render` binds `window.descriptorHeap` in every frame it records. A command buffer it does not record that dispatches against the heap (`window.StartInit()`'s, say) calls `heap.Bind(cmd, frame)`, which binds that frame's heaps with their reserved ranges, or in descriptor-set mode its descriptor set. Don't build the `VkBindHeapInfoEXT` by hand: where the reserved range sits is the heap's to decide.
- **Descriptor-set fallback.** On a driver without `VK_EXT_descriptor_heap` (Mesa Turnip on Adreno) `Device::descriptorHeapSupported` is false and the same slots live in one bindless descriptor set per frame; slot handles, item structs, `UIDispatchHeader` and the `UIRenderer` API are unchanged, so application code does not branch. Ray tracing is unavailable there. `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` forces this path on a driver that has the heap, to test it. Raw `vkWriteResourceDescriptorsEXT` code is heap-only; a consumer that must run on such a driver stays on the `UIRenderer::Register*` helpers.
### Buffers, images, samplers
- `VulkanBuffer<T, Mapped>`: `Create(usage, memoryFlags, count, preferredFlags = 0)`; `Resize(...)` reuses the allocation when the request fits and the usage matches, otherwise queues the old one and creates; `size` (bytes), `buffer`, `address` (non-zero only with `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT`), `memoryPropertyFlagsChosen`. With `Mapped`, `value` is the `T*` of a persistent map: after writing, call `FlushDevice()` (whole buffer), `FlushDevice(offset, bytes)` (a range, rounded to `nonCoherentAtomSize`) or `FlushDevice(cmd, dstAccess, dstStage)`, which flushes and records the host-write barrier; all three are no-ops on coherent memory. `FlushHost()` is the invalidate for readback. A UI item buffer is `GraphicsBuffer<QuadItem, true>` with `STORAGE_BUFFER | SHADER_DEVICE_ADDRESS` usage and `HOST_VISIBLE` memory with `DEVICE_LOCAL` as the preferred fourth argument (the examples pass both as required, which throws on a GPU without a host-visible device-local type), flushed each frame before the dispatch that reads it.
- Static geometry: `VulkanBuffer<T, false>::UploadDeviceLocal(usage, src, count, cmd, dstAccess, dstStage)` places the buffer in device memory, written directly on ReBAR and UMA and staged through a per-frame staging ring on a small BAR, and records the barrier to `dstStage`. `UploadDeviceLocalRange(src, offset, count, cmd, dstAccess, dstStage)` re-uploads the dirty window `[offset, offset + count)`; `src` points at the first dirty element (`vertices.data() + offset`), not at the array's start. A re-upload into a buffer a frame may still read is ordered after those reads on the GPU.
- `ImageVulkan<Pixel>` (`Image2D<Pixel>` is the portable alias): `Create(width, height, mipLevels, cmd, format, usage, layout, consumerStage = RAY_TRACING_SHADER, streamed = false)` makes the image and a mapped staging buffer `image.buffer`; fill `image.buffer.value` and `Update(cmd, layout)` copies it in, builds the mip chain by blits and transitions to `layout` for `consumerStage`. `Update(const CompressedTextureAsset&, cmd, layout)` decompresses a `.ctex` on the GPU, or the CPU. A static image releases its staging after the first upload; `streamed = true` keeps it (the font atlas, through `UpdateRegion`). Pass `VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT` as `consumerStage` for an image a compute shader samples; the RT default is corrected to compute on a device without ray tracing. `image`, `imageView` and `descriptor` are public for raw descriptor writes; `Destroy()` releases.
- `SamplerVulkan<Pixel>` makes one linear, repeat, 16x anisotropic sampler at construction (`textureSampler`). The UI has `UIRenderer::RegisterSampler(const VkSamplerCreateInfo&)` and `RegisterLinearClampSampler()`.
### UI
Three tiers, on purpose: Tier 1 is any compute shader you write (`ComputeShader`, `UIRenderer::Dispatch`); Tier 2 the four standard kernels, their item structs and the `UIRenderer` helpers; Tier 3 stateless functions that append items to your buffers. The library has no widget tree, layout engine, theme, hit-testing or focus management: state lives in your PODs, hit-testing is `Rect::Contains` against the rects you drew, and a Tier 3 component that does not fit is copied out of `implementations/Crafter.Graphics-UIComponents.cpp` and edited, not subclassed.
Setup: `FontAtlas atlas; atlas.Initialize(init);` then `UIRenderer ui; ui.fontAtlas = &atlas; ui.Initialize(window, heap, init); window.passes.push_back(&ui);`. `Initialize` loads the five kernels by file name from the working directory (`ui-quads.comp.spv` and so on; the `.sets.spv` builds must sit beside them) and registers the swapchain images and the atlas. Then, per item buffer, `auto slot = ui.RegisterBuffer(buf);` gives a `BufferSlot` ready for a shader.
Per frame, in an `EventListener<UIBuildArgs>` on `ui.onBuild` (fired from the pass's `Record` with `{cmd, frameIdx}`):
1. Rebuild the item arrays in your mapped buffers, in draw order: later items overdraw earlier ones. Lay out with `Rect::FromWindow(window)`, `SubRect(size, Anchor)` and `Inset(...)`.
2. `buf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)` for each buffer with items.
3. Dispatch: `ui.DispatchQuads(cmd, slot, count, clipRectPx = {0, 0, 1e9, 1e9})`, `DispatchCircles`, `DispatchImages`, `DispatchText`, or `ui.DispatchFused(cmd, {quadsSlot, qc}, {circlesSlot, cc}, {imagesSlot, ic}, {glyphsSlot, gc})`, which composites the four categories in that fixed order (quads, circles, images, text) with one load and one store; an empty category costs nothing. The two forms mix; a custom `ui.Dispatch` between two `DispatchFused` calls is the flush point.
- The item structs are `std430` PODs mirrored byte for byte in `shaders/ui-shared.glsl`, and frozen: `QuadItem` (64 bytes: `x, y, w, h`, `r, g, b, a`, corner radii `cTL, cTR, cBR, cBL`, `outline, oR, oG, oB`), `CircleItem` (48: `cx, cy, radius, _p0`, colour, outline), `ImageItem` (64: rect, `u0, v0, u1, v1`, tint, `texSlot, sampSlot, _p1, _p2`), `GlyphItem` (48: rect, atlas uv, colour). Colours are straight alpha, blended source-over; coordinates are window pixels.
- Cost: every kernel dispatches one workgroup per 8x8 screen tile and each pixel walks every item (behind a per-tile cull), so a dispatch is `O(W*H*N)`, fine up to a few hundred items at 1080p. Splitting one buffer into several dispatches does not help. Thousands of items want a different shader (tile binning), which is Tier 1.
- Text: `Font font("font.ttf")` (TrueType through stb_truetype); `font.GetLineWidth(text, px)`, `LineHeight(px)`, `AscentPx(px)`, `NearestCursorByte(text, px, x)`. The atlas is a 1024 by 1024 SDF atlas at a 32 px base size, filled lazily per codepoint and re-uploaded by dirty rectangle; glyphs scale from it, so very large text goes soft. `ui.ShapeText(font, px, x, baselineY, utf8, color, out, capacity, &advance, TextAlign::Left)` writes `GlyphItem`s: single line, no kerning, no wrapping, a shaped-run cache behind it.
- Tier 3: fill a `UIBuffer` (`quads`, `quadCount`, `quadCap`; `glyphs`, `glyphCount`, `glyphCap`; `images`, `imageCount`, `imageCap`; `atlas`; `renderer`; a null pointer makes the components that need it no-ops) and call `DrawButton(buf, rect, label, hovered, pressed, font, px, ButtonColors)`, `DrawCheckbox(buf, rect, checked, hovered, CheckboxColors)`, `DrawSlider(buf, rect, t01, dragging, SliderColors)`, `DrawProgressBar(buf, rect, t01, ProgressColors)`, `DrawText(buf, text, x, baselineY, font, px, color, align)` (returns the advance) and `DrawImage(buf, rect, textureSlot, samplerSlot, tint, uv)`. Colours are small `*Colors` aggregates you hold; there is no `Theme`.
- `InputField` is the model for a stateful component: a POD (`value`, `type`, `focused`, `cursorPos`), free functions you call from your own listeners (`InputField_OnText(field, utf8)` from `onTextInput`, `InputField_OnKey(field, code)` from `onRawKeyDown`, `InputField_HitTestCursor(field, rect, clickX, font, px, colors)`), `InputField_TryParse<T>(field)`, and `DrawInputField(buf, field, rect, font, px, colors, caretVisible)`; the blink is yours.
- Images in the UI: `auto tex = ui.RegisterImage(image, VK_FORMAT_R8G8B8A8_UNORM);` (an `ImageSlot`; the layout defaults to `SHADER_READ_ONLY_OPTIMAL`), `auto samp = ui.RegisterLinearClampSampler();`, then both go into `ImageItem::texSlot` and `sampSlot`. `ui.OutImageSlot()`, `FontAtlasImageSlot()` and `FontAtlasSamplerSlot()` expose the renderer's own slots.
### Custom compute shaders (Tier 1)
A GLSL compute shader that dispatches beside the standard kernels follows `shaders/ui-shared.glsl`, which the build puts on the include path:
```glsl
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
struct MyItem { vec4 a; }; // mirrored in C++ with a static_assert on its size
layout(UI_HEAP_BUFFERS, std430) readonly buffer MyBuf { MyItem items[]; } myHeap[];
layout(push_constant) uniform PC { UIDispatchHeader hdr; /* your fields after it */ } pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 px;
if (!uiResolveScreenPixel(pc.hdr, px)) return;
// read myHeap[pc.hdr.itemBuffer].items[i]; imageLoad/imageStore uiImages[pc.hdr.outImage]
}
```
- Declare bindless resources with `UI_HEAP_IMAGES`, `UI_HEAP_TEXTURES`, `UI_HEAP_SAMPLERS` and `UI_HEAP_BUFFERS`, never a literal `descriptor_heap` or a set and binding, and register the source twice in `project.cpp`: once plain, once with `sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"}; sets.variant = "sets";`, which yields `<name>.spv` and `<name>.sets.spv`. `ComputeShader::Load("<name>.spv", heap)` picks the build the device needs and throws naming a missing file. `examples/CustomShader/project.cpp` has the lines.
- `UIDispatchHeader` (48 bytes; in C++ `outImage, itemBuffer, surfaceWidth, surfaceHeight, clipX, clipY, clipW, clipH, itemCount, frameIdx, flags, _pad`, and in GLSL the same bytes as `uint outImage, itemBuffer; uvec2 surfaceSize; vec4 clipRectPx; uint itemCount, frameIdx, flags, _pad`) must be the first member of the push block; `ui.FillHeader(slot, count, clipRectPx, flags)` fills it. The high bit of `flags` (`kUIFlagClip`) is the renderer's, the rest are yours. Keep the push block a multiple of 4 bytes and within 256; the descriptor-set path throws past the device's `maxPushConstantsSize`.
- `ui.Dispatch(cmd, shader, &pc, sizeof(pc), ceil(W / 8), ceil(H / 8))` binds, pushes and dispatches, with a `SHADER_WRITE -> SHADER_READ | SHADER_WRITE` barrier on the swapchain image before every dispatch but the frame's first, so a custom shader sees what the dispatch before it drew. `ComputeShader::Dispatch(cmd, push, bytes, gx, gy, gz, tlasAddress = 0)` is the same without the barrier; a compute shader that ray-queries the TLAS passes `RenderingElement3D::tlases[frameIdx].address`, for the NVIDIA workaround below.
- Keep the one-workgroup-per-screen-tile shape for anything that composites. A workgroup per item races on overlapping pixels: Vulkan orders nothing between the workgroups of one dispatch.
- A `ComputeShader` can also run outside the UI pass, dispatched from `onUpdate` into the frame's command buffer with barriers of your own.
### Ray tracing (Vulkan)
Heap-only: check `Device::rayTracingSupported`, or expect `std::runtime_error` from the first RT call. `examples/VulkanTriangle/main.cpp` is the whole setup.
- Shaders: `VulkanShader shader("raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &specInfo);` (`nullptr` for no specialisation); `ShaderBindingTableVulkan table; table.Init(shaders);`; `PipelineRTVulkan pipeline; pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, table, maxRecursionDepth = 1);` with spans of `VkRayTracingShaderGroupCreateInfoKHR` indexing the shader array. **`maxRecursionDepth` counts the raygen as 1**: a closest-hit that traces a shadow ray needs 2, and tracing past the pipeline's depth loses the device.
- Geometry: `Mesh mesh; mesh.Build(std::span<Vector<float, 3, 3>> vertices, std::span<std::uint32_t> indices, cmd, RTBuildOptions{});` builds a BLAS and sets `mesh.blasAddr`; `Build(const CompressedMeshAsset&, cmd)` builds from a `.cmesh`, decompressed on the GPU where supported; `BuildProcedural(aabbs, opaque, cmd)` builds from `RTAabb` boxes for a `VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR` with an intersection shader, and has an overload taking a device address a compute pass wrote. `RTBuildOptions` is `.preference` (`FastTrace`, `FastBuild`), `.allowUpdate` and `.noDuplicateAnyHit`; with `allowUpdate`, `Refit(vertices, indices, cmd)` and its dirty-range overload update in place and keep `blasAddr`. A rebuild into storage that still fits keeps `blasAddr` too; read it again after a rebuild that grows.
- Instances: a `RenderingElement3D` holds a `VkAccelerationStructureInstanceKHR instance` (`transform`, `mask`, `instanceCustomIndex`, `instanceShaderBindingTableRecordOffset`, `flags`, `accelerationStructureReference = mesh.blasAddr`; Crafter.Math's `MatrixRowMajor<float, 4, 3, 1>::Store(reinterpret_cast<float*>(instance.transform.matrix))` writes the transform), `userMetadata` (copied per instance id into `tlases[f].metadataBuffer`) and `transformOwnedByGpu`. `RenderingElement3D::Add(&e)` and `Remove(&e)` register it. `RenderingElement3D::BuildTLAS(cmd, frameIndex, preference = FastTrace)` builds or refits `tlases[frameIndex]` from every registered element: once per frame slot at setup (`0`, `1`, `2`), and per frame from `onUpdate` for `window.currentBuffer` when instances move. `e.MarkHostDataDirty()` after a change to an element's host fields lets the per-frame copy skip unchanged slots. `tlases[f].address` goes into a `VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR` descriptor of frame `f` (see "The bindless heap") and changes only when the TLAS outgrows its storage.
- The pass: `RTPass rtPass(&pipeline); rtPass.pushPtr = &camera; rtPass.pushBytes = sizeof(camera);` pushes your data at offset 0 of the shaders' push block before every trace (the bytes are read at record time, so updating `camera` before the frame is enough); `width` and `height` trace at a size other than the window's. `window.passes.push_back(&rtPass);`.
- In GLSL, with the extensions the examples enable (`GL_EXT_ray_tracing`, `GL_EXT_descriptor_heap`, `GL_EXT_nonuniform_qualifier` for a non-constant heap index, `GL_EXT_shader_explicit_arithmetic_types_int16` for a `uint16_t` spec constant, and `GL_EXT_shader_image_load_formatted` or a `writeonly` image): `layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];`, `layout(descriptor_heap) uniform writeonly image2D image[];`, indices from spec constants or push data. The output image is the swapchain image at its image slot, in `VK_IMAGE_LAYOUT_GENERAL`. Start from `examples/VulkanTriangle/raygen.glsl`.
- **NVIDIA.** On the proprietary driver (still on `615.78.08`) reading an acceleration structure through the heap loses the device. The library works around it transparently: `VulkanShader` rewrites the SPIR-V so the heap AS read becomes a TLAS-address load from the push block plus `OpConvertUToAccelerationStructureKHR`, and `RTPass` and `ComputeShader` push the address. Nothing changes in your shaders or code, except that the rewrite appends an 8-byte member after your push block, and that it turns `shaderInt64` on for itself only: a shader of yours that declares `Int64` still has to ask for `shaderInt64`, or it runs on NVIDIA alone. `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` disables the rewrite, to probe a new driver. Second note: on `610.43.02`, indexing a `descriptor_heap` array with a runtime value inside a hit shader faulted (fixed in `615.78.08`). The portable pattern, which the Sponza example uses, is one descriptor at a spec-constant slot and dynamic indexing inside it: all geometry in one SSBO indexed by element offset, materials in one `texture2DArray` indexed by layer. `examples/Sponza/README.md` has the GLSL.
### Input
- `Window` events, `Event<void>` unless noted: `onMouseMove` (then `currentMousePos`, `lastMousePos`, `mouseDelta`), `onMouseEnter` and `onMouseLeave` with `mouseInside` (native only: the DOM build declares the two events but never fires them, and has no `mouseInside`), `onMouseLeftClick`, `onMouseLeftHold`, `onMouseLeftRelease` and the right-button trio (`mouseLeftHeld`, `mouseRightHeld`), `onMouseScroll` (`Event<std::uint32_t>`: whole detents, reinterpret the payload as `int32`, positive is wheel down, every backend normalised to one per notch), `onRawKeyDown`, `onRawKeyHold`, `onRawKeyUp` (`Event<KeyCode>`, raw platform codes; `heldKeys`), `onTextInput` (`Event<const std::string_view>`, UTF-8; repeats are synthesised on Wayland), `onPreedit` and `onTextInputDelete` (input methods), `onTouchDown`, `onTouchMove`, `onTouchUp` (`Event<TouchPoint>`; the first finger also drives the pointer events), `onClose`, `onResize`, `onBeforeUpdate`, `onUpdate` (`Event<FrameTime>`: `now`, `delta`).
- Keys: `Key(CrafterKeys::Space)` is `consteval` and folds to the platform's raw code (a Win32 scancode, a Linux keycode), so bindings stay portable in source and compare against `onRawKeyDown`'s `KeyCode` at runtime. Bindings serialised with `Input::BindingToString` are platform-specific.
- `Input::Map`: `auto& jump = map.AddAction("Jump", Input::ActionType::Button);` (`Button`, `Axis1D`, `Vector2`), `jump.bindings = { Input::KeyBind{Key(CrafterKeys::Space)}, Input::GamepadButtonBind{id, Gamepad::Button::South} };` (also `MouseButtonBind`, `MouseScrollBind`, `MouseDeltaBind{scale}`, `GamepadAxisBind`, `GamepadStickBind{id, Gamepad::Stick::Left}`, `WASDBind{up, down, left, right}`), `map.Attach(window);`, and `map.Tick();` once per frame, after `Gamepad::Tick()`, which the loop runs before `onBeforeUpdate`. Every `Tick` recomputes the mouse delta and drains the scroll accumulator, and on Wayland `onBeforeUpdate` fires on every loop wake, so either tick from `onUpdate`, or tick in `onBeforeUpdate` and consume the delta and scroll actions in that same listener, as the Sponza example does. Read `action.pressed`, `value` or `vector2`, or subscribe to `onPerformed`, `onCanceled`, `onValueChanged`, `onVector2Changed`. `StartRebind(action, CaptureMask, callback)` captures the next input.
- `Gamepad::connected`, `onConnected`, `onDisconnected`, per-device `buttons[]`, `axes[]` and events, `Rumble(dev, low, high, duration)`, `FindById(id)`; buttons are named by position (`South`, `East`, `West`, `North`). `Clipboard::SetText(text)` and `GetText()` (`std::optional<std::string>`).
### WebGPU and the DOM build
The same C++ surface, with these differences:
- The `Window` is the page, and `Device::Initialize()` takes no arguments. Make the window `static`: `StartSync` hands control to `requestAnimationFrame` and `_Exit(0)`s without running static destructors, so nothing after it runs on any target. `StayAlive` is `StartSync` without the animation loop, for pages that only touch the DOM, and is `StartSync` natively. `Window::numFrames` is 1, so `tlases[0]` and `BuildTLAS(cmd, 0)`. `GraphicsCommandBuffer` is an opaque `std::uint32_t`.
- `GraphicsBuffer<T, true>::Create(count)`, `FlushDevice()` without a command buffer (`queue.writeBuffer`), `FlushDeviceRange`, `FlushDeviceSlot`, and `EnqueueReadback` with `PollReadback` for GPU to CPU. `Image2D<T>::Create(w, h)` is `rgba8unorm`, `Update(const CompressedTextureAsset&)` decompresses on the CPU, `AllocateSlot(heap)` registers it; `Image2DArray<T>` stacks layers with a CPU mip chain; `StorageImage2D` is a GPU-written float texture. `AllocateLinearClampSampler(heap)` and `AllocateLinearRepeatSampler(heap)`.
- `DispatchImages` has a six-argument overload with one texture and one sampler for the whole dispatch (WebGPU bind groups); the four-argument overload binds the font atlas instead. `DispatchFused` issues the four kernels in order through the four-argument overloads, so quads, circles and text match the Vulkan result but an images category does not: draw images with the six-argument `DispatchImages` on this backend.
- Custom compute in the UI pass: `WebGPUComputeShader::Load(wgslPath, bindings, rayQuery = false)`, where each `UICustomBinding` is `{group >= 2, binding, kind, format, pushOffset}` with `kind` one of `Buffer`, `SampledTexture`, `Sampler`, `SampledTextureArray`, `BufferReadWrite`, `StorageTexture`; the renderer reads the slot at `pushOffset` out of your push data and binds that handle. Group 0 binding 0 is the header uniform and group 1 the ping-pong images, both declared by your WGSL; with `rayQuery` true the library injects its own group 1 (the RT heap and the `rayQuery*` API) and your shader must not declare one. Standalone compute: `PlainComputeShader::Load(wgsl, pushUniformSize, bindings, rayQuery)` and `Dispatch(push, bytes, handles, gx, gy, gz)` run anywhere in the frame, `handles` parallel to `bindings`. It has no library bind groups: group 0 binding 0 is your optional push uniform (`pushUniformSize` bytes, 0 for none) and your bindings start at group 1, or at group 2 with `rayQuery`, which reserves group 1 the same way.
- Ray tracing is a library-built wavefront tracer composed from your WGSL stages: `WebGPUShader(fs::path("raygen.wgsl"), entryFn, WebGPURTStage::Raygen | Miss | ClosestHit | AnyHit | Intersection | Resolve)` (wrap the path: a bare string literal is ambiguous with the constructor that takes the source itself), with the entry signatures documented in `interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm`; `ShaderBindingTableWebGPU::Init`, `RTShaderGroup{.type = RTShaderGroupType::General | TrianglesHitGroup | ProceduralHitGroup, ...}`, `PipelineRTWebGPU::Init(cmd, raygen, miss, hit, sbt, bindings, hdrOutputFormat)`. Raygen calls `rtEmitPrimaryRay`; closest-hit and miss run in the SHADE stage and call `rtEmitRay` (continuation and shadow rays) and `rtAccumulate` (atomic, any number of rays per pixel). `RTPass` adds `maxDepth` (bounces), `raysPerPixel` (the ray buffer budget), `handlesPtr` and `handlesCount` (your bindings' handles) and `outTexHandle` (HDR output). `Mesh::Build`, `BuildProcedural` and `RenderingElement3D` keep their API, but `Refit` and the host-span `RefitProcedural` rebuild the host BVH under a new `blasAddr`: set `instance.accelerationStructureReference` again before the next `BuildTLAS`, or portable deforming-mesh code keeps tracing the old geometry here. Only the device-buffer `RefitProcedural` keeps the handle.
- `Crafter::Dom::HtmlElement` and `HtmlElementPtr` (move-only DOM handles with typed listeners), `Crafter::Router` (history, location, query parsing) and `Crafter::Dom::*Event` exist only here. `WebGPU::SetCanvasMount(elementId)` renders into an element instead of the page.
- Examples with a DOM build ship `.glsl` and `.wgsl` side by side; `RTStress`, `RayQueryPick`, `HDRBloom` and `RTMultiShadow` are WebGPU-only.
### Environment variables
All are "set to any value", read once at `Device::Initialize` or swapchain creation.
| Variable | Effect |
|---|---|
| `CRAFTER_GRAPHICS_VALIDATION` | The Khronos validation layer with GPU-assisted validation, plus info messages; off by default. `Device::validationErrorCount` counts the errors. |
| `CRAFTER_GRAPHICS_DEVICE=<n>` | Use GPU number `n` as Vulkan lists them, never another; an error when it can't run the application. |
| `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` | Take the descriptor-set path on a driver that has the heap (and lose ray tracing), as a heap-less driver would. |
| `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` | Turn the NVIDIA SPIR-V rewrite off, to check a new driver. |
| `CRAFTER_GRAPHICS_NO_VULKAN_1_4` | Create a Vulkan 1.3 instance on a 1.4 GPU. |
| `CRAFTER_PRESENT_IMMEDIATE` | Present immediately, uncapped, for benchmarks. |
### Testing a consumer
`Device::Initialize` on Linux connects to Wayland right after creating the instance, so even a windowless test needs a compositor (`WAYLAND_DISPLAY`). `Window::CaptureNextFrame(png)` followed by `Render()` writes a frame to read back and compare; decode it with a private copy of `stb_image.h` (`STB_IMAGE_STATIC`), since the library compiles only the writer. Assert `Device::validationErrorCount == 0` only when `CRAFTER_GRAPHICS_VALIDATION` is set, as the count stays zero without the layer. Return 77 (crafter-build's skip) when `!Device::rayTracingSupported` and the test needs it. A test with GPU work and no `Window` calls `vkQueueWaitIdle(Device::queue)` and `Device::DrainDeletions()` before it ends. The library's own `tests/` has one of each kind to copy.
### Examples to copy from
`HelloWindow` (a window), `HelloUI` (all three UI tiers, text, hit-testing), `CustomShader` (a Tier 1 shader in GLSL and WGSL, registered twice), `VulkanTriangle` (the smallest RT setup, raw descriptor writes), `Sponza` (`.cmesh` and `.ctex` through `Mesh::Build` and `Image2D`, texture arrays, a free camera on `Input::Map`), `RTVolume` (procedural geometry with intersection and any-hit shaders), `InputSystem` (actions, rebinding, gamepads), `HelloDom` (DOM and router, no GPU), `Decompression` (the asset round trip). All MIT.