C++ graphics library using Wayland and Vulkan.
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Filename Latest commit message Latest commit date
Jorijn van der Graaf 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
additional wasm improvements 2026-08-05 04:08:13 +02:00
examples fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
implementations fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
interfaces fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
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 fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
.gitignore test(pipeline): cover pipeline-cache header validation (#69) 2026-06-16 18:23:25 +00:00
AGENTS.consumer.md fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
AGENTS.md fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
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 fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00
README.md fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image 2026-10-31 18:14:18 +01:00

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 textures[albedoSlot] and samplers[samplerSlot] through spec constants), 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. On Wayland the window needs wl_compositor, wl_shm and xdg_wm_base, and uses xdg-decoration, wp_viewporter and wp_fractional_scale_v1 where the compositor has them. Without xdg-decoration (GNOME) the window has no title bar, as the library draws no client-side decorations; when either of the other two is missing it draws at scale 1, and the compositor scales it up on a HiDPI output. Natively the frame loop keeps three frames in flight (Window::numFrames) over however many images the swapchain has: as many as its present mode needs. Where the instance has surface_maintenance1 and the device swapchain_maintenance1, that is the mode's own count, which on Mesa's Wayland is below the surface's count for all modes (FIFO three, Mailbox four); without, the stricter of the two. window.currentFrame picks what lives per frame in flight (the command buffer, the descriptor-heap copy, RenderingElement3D::tlases, the frameIdx a pass is recorded with); window.currentImage is the swapchain image the frame draws into, window.images[window.currentImage]. A shader reads that image from a heap slot listed with heap.AddSwapchainSlot(slot, window), which the window rewrites with the acquired image every frame, so nothing is rewritten after a resize, and two windows can share a heap. A Resize or SetPresentMode from a listener of the frame being recorded takes effect after that frame's present.
  • 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. Needs Vulkan 1.3. The heap, ray tracing, device-fault and swapchain-maintenance extensions are optional groups, detected at start-up (Device::descriptorHeapSupported, rayTracingSupported, deviceFaultSupported, swapchainMaintenance1Supported), as is the instance's surface_maintenance1 (surfaceMaintenance1Supported). Device features split by who uses them: the ones the binding model and the library's own shaders need are the library's to enable; arithmetic, storage and layout features an application's shaders use (shaderInt16 for a uint16_t spec constant, scalarBlockLayout, fp16, 16-bit storage) are the application's to ask for, as core feature structs: Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}}). A second argument takes features to use where the GPU has them, and Device::enabledFeatures says which it got. A GPU that can't run the application is skipped. VulkanShader refuses a module that declares, directly or implicitly, a capability whose core feature, subgroup operation or optional group (ray tracing, the descriptor heap) is off, naming the field to pass or saying the GPU lacks it. Capabilities only an extension the library never enables could allow are left to the driver and the validation layer, as are layout rules (scalarBlockLayout), which have no capability.
  • 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. The window binds the Vulkan heap in every frame it records; a command buffer recorded outside the frame loop that dispatches against it calls heap.Bind(cmd, frame), which binds the frame's heaps, or its descriptor set on a driver without VK_EXT_descriptor_heap.
  • 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