Commit graph Crafter.Graphics/AGENTS.consumer.md
Author SHA1 Message Date
781d95ae75
fix(ui): decode the font atlas's SDF in atlas pixels, so text edges ramp over one screen pixel
Shaders
- ui-text and ui-fused turned a sample of the R8_UNORM atlas into a
  distance with (128/255 - sdf) * 32. stb_truetype writes kOnEdgeValue +
  kPixelDistScale * distance into each byte, so an atlas pixel is
  kPixelDistScale / 255 of a sample; 32 made every distance 1024/255
  (about 4) times too large, and the coverage ramp, meant to span one
  screen pixel, spanned a quarter of one: nearly every edge pixel came out
  fully on or fully off, and text looked pixelated at every size. On an
  RTX 4090, UIFallbackParity's 22 px label had 98 partly covered pixels
  where stb_truetype's own rasterizer has 415. Wrong since the v3 UI
  (1f56973), and copied into the fused kernel (574242d).
- The decode now lives once, in ui-shared.glsl: UI_SDF_ON_EDGE and
  UI_SDF_PIXEL_DIST_SCALE are FontAtlas's two constants in the encoder's
  own units, uiSdfDistance decodes a sample, uiGlyphRamp works out a
  glyph's ramp when it is loaded and uiGlyphCoverage the coverage per
  pixel. Both kernels call them, and a copy of either should; the UI_
  prefix keeps them clear of a copied kernel's own names.
- stb_truetype truncates, so a byte b stands for [b, b + 1) of the encoded
  value and the decode takes its middle: decoding b pulled every outline
  1/64 atlas pixel inwards.
- The ramp is capped at what a byte holds, about 4 atlas pixels each way
  of the outline. With the corrected decode a wider one left every glyph
  quad's padding translucent below 4 px.
- The UV span is taken with abs(): a glyph turned by swapping its UVs got
  a negative scale, a ramp of 0.0001 and hard edges.
- A glyph scaled differently along x and y ramps along the distance's
  gradient, from two one-texel differences. With the corrected decode, one
  width for both axes, the more minified one's, would leave a row stretched
  three times with stems three pixels soft. Glyphs scaled alike, as
  ShapeText's are, keep one multiply-add per pixel, the ramp's reciprocal
  worked out with the glyph.
- The atlas size is queried rather than FontAtlas::kAtlasSize hard-coded
  as 1024.

WebGPU
- The WGSL text kernel decoded the distance right but ramped over one
  atlas pixel whatever the size: half a screen pixel at 16 px, two at
  64 px. It now repeats ui-shared.glsl's decode, cap, abs and gradient
  path, and renders TextAntialiasing's scene as Vulkan does (run through
  Deno's WebGPU: 1.02, 1.07 and 1.09 times the reference's edge pixels,
  where the old kernel gave 0.55, 2.19 and 0.89).

FontAtlas
- kOnEdgeValue and kPixelDistScale say the kernels carry copies of them.

Tests
- TextAntialiasing draws one string at 14 px, 64 px and 14 px stretched
  three times, a 'g' turned by its UVs and empty atlas texels shrunk to
  12.8 atlas pixels per screen pixel, through DispatchText and again
  through DispatchFused, and holds them to stb_truetype's antialiased
  rasterizer, to the mirror image and to nothing. On master the two plain
  rows have 0.31 and 0.21 times the reference's edge pixels; with the
  decode fixed alone the stretched row had 1.62 times, the turned 'g' was
  127 codes off its mirror and the empty texels drew 48. Now: 1.02, 1.07
  and 1.09 times, 0 and 0, on the 4090, on llvmpipe and on descriptor
  sets. It skips a swapchain that isn't 8-bit, which the capture can't
  read, and captures the first frame.
- FontAtlasDecode reads ui-shared.glsl and dom-webgpu.js and holds their
  copies of the two constants to FontAtlas's. No GPU.

Docs
- AGENTS.consumer.md has a custom text shader decode through the helpers
  and gives the encoding; README says so in a line; AGENTS.md lists the
  tests and where the decode lives.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:23:40 +01:00
a4be6f1a9c
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn
The atlas packed glyphs onto shelves and never gave a place back (#55).
Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each
new glyph before caching anything, so every new string holding one
rasterised it again, and ShapeText dropped it together with its advance:
the rest of the line closed up over the gap, and stayed that way.

FontAtlas
- A glyph is measured, not rasterised, until it gets a cell. One that
  finds no free room keeps its advance and box and draws blank for a
  frame. EnsureAndGet always returns the glyph, now a reference;
  Glyph::Resident() says whether it has a cell, Glyph::handle which one
  (slot and generation).
- Evictions wait for the next frame: its first EnsureAndGet, Touch or
  Update places the glyphs that waited, once every glyph the frame before
  drew has been marked. Evicting while a frame is still asking for glyphs
  took ones it drew further down, which then took others in turn: a page
  switched back to could rasterise most of itself again rather than what
  it was missing, and on the DOM backend an over-full view could do so
  every frame.
- A glyph keeps its cell for framesInFlight + 1 frames after it was drawn.
  The frame loop waits frame u's fence at the start of frame
  u + framesInFlight, but Device::frameCounter reads that from the end of
  the frame before, and input callbacks and onBeforeUpdate run in between.
- FontAtlas::Packer places glyphs. Until the rows run out it fills shelves
  exactly as before. Then a glyph takes the same columns of one shelf at
  least as tall, or of several in a row as tall together, the free rows
  below the last shelf counting as one more: free texels, and, when the
  frame begins, glyphs nothing in flight draws, the least recently drawn
  first. A glyph spanning shelves lets in one taller than every shelf, and
  a few glyphs drawn every frame pin only their columns. Merging whole
  shelves instead, tried first, left a random workload without room for a
  glyph while a median 43% of the atlas was in flight; spanning, at 65%.
- A box that found no room in a frame is remembered, with every box at
  least as big, as a small set per mode, until the frame ends or (without
  eviction) something is evicted: a saturated atlas no longer searches
  every shelf for each of its missing glyphs.
- An evicted glyph is forgotten, and its texels are zeroed and uploaded
  with the glyph that takes its place: a neighbour's filtering at its edge
  must read padding or zero, not a stale glyph.
- Touch(handles) marks every glyph whose handle still holds its cell, and
  says whether all did. InvalidateFont(font) forgets the font's glyphs and
  those waiting for a cell, whose Font* the next frame would read. The
  glyph index is looked up at rasterisation, so a Font replaced in place
  never gets one past its glyphs. GlyphsRasterized() counts, for tests.

UIRenderer
- A shaped run keeps a handle per glyph it draws. A hit touches them all,
  so the atlas keeps what is drawn every frame, and shapes the run again
  when one was evicted or one had no room. A glyph without room draws
  blank but advances the pen.
- InvalidateFont clears the atlas's glyphs of the font too, as its comment
  and AGENTS.md always said it did.
- Record calls the atlas's Update before onBuild, every frame, so the
  waiting glyphs are placed and uploaded first. Dispatch uploads the atlas
  before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included:
  a glyph placed earlier in onBuild can sit in a cell another glyph had.
  DispatchText and DispatchFused no longer do it themselves.

Device, Window (DOM)
- Device::frameCounter and Device::framesInFlight exist on the DOM backend
  too, the counter bumped at the end of Window::Render, with one frame in
  flight: a frame's writeTexture lands before that frame's submit but after
  every earlier one.

HelloUI
- One set of item buffers and slots per frame in flight, by frameIdx. A
  frame still on the GPU read the items the next frame's onBuild was
  rewriting; with cells changing hands, those can name cells it drew other
  glyphs in.

Tests
- FontAtlasPacker: the packer with made-up boxes and no device: the fill
  order, least recently drawn first, framesInFlight + 1 frames held,
  nothing without evict, wide glyphs, tall glyphs spanning shelves and the
  free rows, Touch past a stale handle, stale handles, dirty spans, and the
  invariants over a random workload placed the way the atlas places.
- FontAtlasEviction: fills the atlas through ShapeText frame by frame. The
  line that no longer fits keeps its advance and its glyphs' places; its
  missing glyphs aren't rasterised while nothing can go; when only line 0
  is cold, only its glyphs give way; a frame's own misses evict nothing in
  it; a frame later the line and twenty more are whole, pixel for pixel,
  line 0 losing a larger share than the glyphs drawn after it; a stale
  cached run is shaped again; no stale texel is left; InvalidateFont
  reaches the atlas. Against master, with its two calls to the new API
  stubbed out, an earlier version failed ten checks.
- UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the
  atlas uploaded. Needs a compositor.
- ShapeTextCache: a hit rasterises nothing; after InvalidateFont the
  re-shaped run draws the same, from new cells.

Docs
- README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph
  waits, shaping text every frame into per-frame item buffers,
  InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that
  the atlas, like the deletion queue, assumes one rendering window and
  evicts nothing without one.
- AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction
  without a Window, and InvalidateFont.

Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails;
check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is
no longer noexcept. A GlyphItem is good for the frame it was shaped for,
once the atlas has filled up, and item buffers must be per frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:43:58 +01:00
234fcce099
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image
Window
- CreateSwapchain asked for exactly numFrames (3) images whatever the
  surface said, read them into a three-element array, and keyed the
  command buffers, the fences and the descriptor-heap copy holding "its"
  swapchain image by the acquired image index. A swapchain of another
  size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a
  surface whose minimum is above three got a create info below it
  (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on
  any Wayland compositor.
- The present mode is picked first, then the swapchain is sized by
  SwapchainCapabilities: the surface's counts for that mode where the
  instance has surface_maintenance1. With swapchain_maintenance1 the
  swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which
  is what makes the mode's own count the one that applies, at creation and
  to the forward progress of a UINT64_MAX acquire; without it the stricter
  of the mode's and the surface's counts for all modes. It asks for
  numFrames or that minimum where more, never past the maximum
  (SwapchainMinImageCount). Turnip's FIFO keeps its three images and
  MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone.
- images, imageViewInfos (was imageViews: they are create-infos), the made
  imageViews that descriptor sets take, imageInitialised and the
  render-finished semaphores are per image, as many as the driver made.
  The views are made once per swapchain. The semaphores only grow, since
  a present of the old swapchain may still wait on one.
- Frames in flight stay numFrames, keyed by currentFrame, frameCounter %
  numFrames: the command buffer, the fence, the acquire semaphore, the
  heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is
  recorded with. currentImage is the acquired image. currentBuffer is
  gone, so code that used it stops compiling instead of picking the wrong
  one; RenderPass::Record's frameIdx keeps its name and is now the frame
  slot, as RenderPass.cppm says.
- The frame's fence is waited before the acquire. The acquire semaphores
  need no spare then, and a frame waits for exactly the one numFrames
  before it, which the deletion queue and the staging rings count on and
  fences keyed by image did not promise once images come back out of
  order. The swapchain slots are written before the fence is reset.
- From the acquire to the present the window is recording: a Resize or
  SetPresentMode from a listener (a VSync key ticked in onUpdate) takes
  effect after the present, through RebuildSwapchain, together with a
  present that found the swapchain out of date. Rebuilding mid-frame used
  to destroy the image the frame was drawing into; with images sized per
  swapchain it would also index past the new one's end.

DescriptorHeapVulkan
- Frames and images pair up differently from frame to frame, so no heap
  copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists
  an image slot as that window's swapchain image, and Window::Render
  writes the image a frame acquired into its window's listed slots in that
  frame's copy, or its set, before onUpdate, skipping a slot that holds it
  already. A slot is one window's, so two windows can share a heap without
  writing each other's slots under each other's frames in flight. A slot
  listed during a frame its window records is written at once. A slot past
  the heap's image slots, an empty ImageSlot's 0xFFFF among them, is
  refused. Freeing a slot unlists it, as does initialising the heap in
  either binding model. WriteImageSet, the one use of which this
  replaces, is gone, and with it the per-frame dimension of setImageViews.

Device
- VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2
  are enabled where the loader has them (surfaceMaintenance1Supported,
  vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching
  swapchain_maintenance1 with its feature where the device has it
  (swapchainMaintenance1Supported).
- DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE
  numbers them, for ChooseGpu and tests.

UI
- UIRenderer lists its output slot instead of writing every copy itself,
  and again on every resize; the resize listener is gone on both
  backends. The headers' frameIdx is currentFrame.

Examples
- VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot
  and write only the per-frame TLASes. They wrote imageViews[f] into copy
  f once, which a resize left pointing at destroyed images.

Tests
- SwapchainImageCount: SwapchainMinImageCount on the numbers drivers
  report; every offered mode keeps its mode and gets what the window asks
  for; every frame presents the colour it drew, read back a texel per
  frame; a switch and a resize asked for during a frame wait for its
  present; a slot listed during a frame holds its image at once; two
  windows on one heap draw their own colours. The frame checks run again
  in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose
  swapchains have more images than frames (this one, else llvmpipe), in
  each binding model the parent didn't cover; a child skips only for a GPU
  that can't run the library, and checks it runs the model it was asked
  for.
- FrameLoopSync checks the frame slot follows the frame counter and counts
  the swapchain's own images. HeapASRead, HeapDynamicIndexHit and
  RTPassPushData list their swapchain slot and drop their resize rewrites.

Docs
- README, AGENTS.md and AGENTS.consumer.md: frames and images, the
  swapchain slots, rebuilds held to the present, the new optional groups.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:14:18 +01:00
852ae8abe3
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 16:06:44 +01:00
576977bf35
docs: AGENTS.md for working on the library, AGENTS.consumer.md for its consumers
AGENTS.md
- Guidance for agents and contributors working on Crafter.Graphics: the
  layout and the partitions by backend, the dev environment and the
  targets, the build and test commands, how tests are declared and what
  each group needs, code style, the design rules the code embodies,
  commit conventions, security notes and gotchas. It carries the
  dependency-notes section crafter-build 3.0.0 writes, holding
  Crafter.Math's notes.

AGENTS.consumer.md
- What an agent working in a consumer needs: depending on the library,
  the program shape and the frame order, device features, lifetimes, the
  heap and its descriptor-set fallback, buffers and images, the UI tiers,
  custom compute shaders, ray tracing, input, the DOM build, the
  environment variables, testing a consumer, and which example to copy.
  crafter-build injects it into consumers' AGENTS.md on their builds.

Both were reviewed against the code. The review found that --timing no
longer compiles (#178), which both files note.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-31 16:02:25 +01:00