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>
338 lines
18 KiB
Markdown
338 lines
18 KiB
Markdown
# Crafter.Graphics
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Vulkan + WebGPU graphics library built around C++20 modules and
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bindless heaps. Provides window management, ray tracing, and a
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compute-shader-driven UI on a single, opinionated stack. Native
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builds use Vulkan with `VK_EXT_descriptor_heap` (the compute/UI path
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also runs without it, see
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[below](#drivers-without-vk_ext_descriptor_heap)); `wasm32-*` builds
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target the browser via WebGPU and a DOM window backend.
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## Backends
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Backends are chosen at build time by the target triple:
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| Target | Window | Renderer | Shaders |
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|---------------------|------------------------|---------------------|---------|
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| native Linux | Wayland | Vulkan (heap-bound) | GLSL → SPIR-V |
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| native Windows | Win32 | Vulkan (heap-bound) | GLSL → SPIR-V |
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| `wasm32-*` (any) | DOM (canvas + JS env) | WebGPU | WGSL (loaded at runtime) |
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The two backends share the same C++ surface for the high-level pieces
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(`UIRenderer`, `Mesh`, `RenderingElement3D`, `RTPass`, item structs,
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`FontAtlas`, `Image2D`, `ComputeShader`). Backend-typed pieces
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(`*Vulkan` vs `*WebGPU`) live behind `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM`.
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Vulkan ray tracing is hardware (`VK_KHR_ray_tracing_pipeline`); WebGPU
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ray tracing is a library-built software path (BVH + traceRay in a
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compute pipeline composed from user-supplied WGSL stages). The WebGPU
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path supports triangle and AABB (procedural, `VK_GEOMETRY_TYPE_AABBS_KHR`)
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geometry, closest-hit / miss / any-hit / intersection shaders — see
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[examples/RTVolume](examples/RTVolume/README.md) for procedural spheres
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shaded through an intersection shader with an any-hit cut-out.
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> **Native RT status:** reading an acceleration structure through
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> `VK_EXT_descriptor_heap` aborts with `VK_ERROR_DEVICE_LOST` on NVIDIA
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> driver `610.43.02` — a driver-side fault in the brand-new descriptor-heap
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> acceleration-structure path, not an engine bug (the setup is correct and
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> validation-clean; images/buffers through the same heap work). The engine
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> **works around it transparently** (issue #15): on the NVIDIA driver only,
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> `VulkanShader` rewrites the compiled SPIR-V so heap AS reads become a
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> TLAS-device-address + `OpConvertUToAccelerationStructureKHR` path (which
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> reads no descriptor), and `RTPass` supplies the address as push data.
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> Shaders and example code are unchanged, and it's a single fenced block
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> gated on `Device::workaroundDescriptorHeapAS`, removable once a fixed
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> driver ships. **Still present on `615.78.08`**: with the rewrite off,
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> `traceRayEXT` still loses the device and an inline ray query renders
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> nothing. `tests/HeapASRead` covers the engine path; run
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> `HeapASRead --no-workaround` to check a newer driver (it tries both paths
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> with the rewrite off). Any app runs with the rewrite off while
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> `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` is set, to any value. See
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> [examples/VulkanTriangle/README.md](examples/VulkanTriangle/README.md)
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> for the full investigation. WebGPU RT is unaffected.
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> **Native RT limitation (fixed in NVIDIA `615.78.08`) — dynamic
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> `descriptor_heap` indexing in hit shaders:** on NVIDIA `610.43.02`, indexing
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> a `descriptor_heap` array with a **runtime (non-constant)** index inside a
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> ray-tracing **hit** shader also device-losts (`VK_ERROR_DEVICE_LOST`), for
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> plain SSBO **and** sampled-image descriptors. On `615.78.08` it works:
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> `tests/HeapDynamicIndexHit` picks a buffer and a texture by a runtime index
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> in a closest-hit, including different descriptors in neighbouring lanes of
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> a wave. The rest of this note applies to the older drivers. A **constant / spec-constant**
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> index is fine (that's why [Sponza](examples/Sponza/README.md)'s
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> closest-hit reads `textures[albedoSlot]` and `samplers[samplerSlot]`
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> through spec constants), and
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> the identical dynamic pattern works in fragment shaders (the UI
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> renderer indexes `uiTextures[]` by per-item runtime slots) — so this
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> is **RT-stage-specific**, not a general heap problem. Unlike the
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> AS-read fault above this **cannot** be worked around transparently:
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> sampled images have no device-address escape hatch the way an
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> acceleration structure does (`OpConvertUToAccelerationStructureKHR`).
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> The recommended pattern for bindless per-mesh geometry/material is to
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> **bind one resource and index *within* it dynamically** rather than
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> selecting a descriptor dynamically: pack geometry into a single SSBO
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> (or reach it via `buffer_reference`) at a spec-constant slot and index
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> by element offset, and put materials in one `texture2DArray` indexed
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> by layer. Dynamic addressing *inside* a bound resource is ordinary
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> memory/layer addressing and is unaffected; only dynamic selection of a
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> *descriptor* faults. This is exactly what the WebGPU path already does
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> (bucketed texture arrays + a single buffer). Full investigation and
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> GLSL in [examples/Sponza/README.md](examples/Sponza/README.md) (issue
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> #23). WebGPU RT is unaffected.
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## What's in here
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- **Window** — Wayland, Win32, and DOM backends, swapchain ring / canvas
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framing, input events. Pick a backend at build time via the target
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triple. The DOM backend routes every dynamic symbol through
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[additional/dom-env.js](additional/dom-env.js) and
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[additional/dom-webgpu.js](additional/dom-webgpu.js). On Wayland the
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window needs `wl_compositor`, `wl_shm` and `xdg_wm_base`, and uses
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`xdg-decoration`, `wp_viewporter` and `wp_fractional_scale_v1` where the
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compositor has them. Without xdg-decoration (GNOME) the window has no
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title bar, as the library draws no client-side decorations; when either
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of the other two is missing it draws at scale 1, and the compositor
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scales it up on a HiDPI output. Natively the frame loop keeps three
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frames in flight (`Window::numFrames`) over however many images the
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swapchain has: as many as its present mode needs. Where the instance has
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`surface_maintenance1` and the device `swapchain_maintenance1`, that is
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the mode's own count, which on Mesa's Wayland is below the surface's
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count for all modes (FIFO three, Mailbox four); without, the stricter
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of the two. `window.currentFrame` picks what lives per frame in flight
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(the command buffer, the descriptor-heap copy,
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`RenderingElement3D::tlases`, the `frameIdx` a pass is recorded with);
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`window.currentImage` is the swapchain image the frame draws into,
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`window.images[window.currentImage]`. A shader reads that image from a
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heap slot listed with `heap.AddSwapchainSlot(slot, window)`, which the
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window rewrites with the acquired image every frame, so nothing is
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rewritten after a resize, and two windows can share a heap. A `Resize`
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or `SetPresentMode` from a listener of the frame being recorded takes
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effect after that frame's present.
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- **Device** *(Vulkan only)* — single-instance bring-up targeting
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`VK_EXT_descriptor_heap`; pipelines are created with
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`VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT` so there are no
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descriptor-set layouts and push constants travel via
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`vkCmdPushDataEXT`. Needs Vulkan 1.3. The heap, ray tracing,
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device-fault and swapchain-maintenance extensions are optional groups,
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detected at start-up (`Device::descriptorHeapSupported`,
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`rayTracingSupported`, `deviceFaultSupported`,
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`swapchainMaintenance1Supported`), as is the instance's
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`surface_maintenance1` (`surfaceMaintenance1Supported`). Device
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features split by who uses them: the ones the binding model and the
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library's own shaders need are the library's to enable; arithmetic,
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storage and layout features an application's shaders use
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(`shaderInt16` for a `uint16_t` spec
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constant, `scalarBlockLayout`, fp16, 16-bit storage) are the
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application's to ask for, as core feature structs:
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`Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}})`. A second
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argument takes features to use where the GPU has them, and
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`Device::enabledFeatures` says which it got. A GPU that can't run the
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application is skipped. `VulkanShader` refuses a module that declares,
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directly or implicitly, a capability whose core feature, subgroup
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operation or optional group (ray tracing, the descriptor heap) is off,
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naming the field to pass or saying the GPU lacks it. Capabilities only
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an extension the library never enables could allow are left to the
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driver and the validation layer, as are layout rules
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(`scalarBlockLayout`), which have no capability.
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- **DescriptorHeapVulkan / DescriptorHeapWebGPU** — bindless slot
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allocators. Vulkan side allocates image/buffer/sampler slots in a
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`VK_EXT_descriptor_heap`; WebGPU side resolves slots to JS-side
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handle-table cookies that the dispatch bridge binds per pass. The
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window binds the Vulkan heap in every frame it records; a command
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buffer recorded outside the frame loop that dispatches against it
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calls `heap.Bind(cmd, frame)`, which binds the frame's heaps, or its
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descriptor set on a driver without `VK_EXT_descriptor_heap`.
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- **VulkanBuffer\<T, Mapped\> / WebGPUBuffer\<T\>** — typed buffer.
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Vulkan variant has optional host mapping and a `FlushDevice` that
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issues the right host-write barrier; WebGPU variant goes through
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`queue.writeBuffer` over the JS bridge.
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- **ImageVulkan\<Pixel\> / Image2D\<Pixel\> / Image2DArray\<Pixel\>** —
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image + staging buffer with mip-chain support on Vulkan; on WebGPU,
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`rgba8unorm` 2D / 2D-array textures created and written via the
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bridge. Atlas (`r8unorm`, sub-region writes) is a separate path.
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- **PipelineRTVulkan / PipelineRTWebGPU / ShaderBindingTableVulkan /
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ShaderBindingTableWebGPU / RTPass** — ray-tracing pipelines. Vulkan
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uses native RT pipelines + SBTs; WebGPU compiles a **wavefront /
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streaming** software tracer — five `@compute` kernels
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(`GENERATE → PREP → TRACE → SHADE → RESOLVE`) sharing one module,
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connected by GPU ray/hit/payload buffers and a GPU-driven indirect
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bounce loop (`dispatchWorkgroupsIndirect`). TRACE carries zero user
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code (traversal + intersection only); user raygen calls
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`rtEmitPrimaryRay`, and closesthit / miss run in SHADE where they
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`rtEmitRay` continuation/shadow rays and `rtAccumulate` radiance
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(atomic — any number of rays per pixel per bounce, e.g. one shadow
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ray per light). An
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optional Resolve shader tonemaps the linear accumulator. See
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[WAVEFRONT-DESIGN.md](WAVEFRONT-DESIGN.md).
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- **ComputeShader / WebGPUComputeShader** — Tier 1 wrapper used by the
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UI system. Vulkan loads a `.spv` and dispatches with
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`vkCmdPushDataEXT` (or the `.sets.spv` build and `vkCmdPushConstants`
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without the heap); WebGPU loads a user-supplied `.wgsl` blob at
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runtime via `wgpuLoadCustomShader`. Use it directly for any custom
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compute.
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- **UI** — three-tier UI system; see below. The standard shaders (four
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kernels plus the fused one) ship as `.spv` / `.sets.spv` pairs on
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native and as WGSL strings baked into the WebGPU dispatcher.
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- **FontAtlas** — single-channel SDF atlas (1024×1024, 32pt base,
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shelf-packed, lazy `Ensure` per codepoint, dirty-flush via `Update`).
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Backend-agnostic.
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- **Mesh / RenderingElement3D / Animation** — BLAS/TLAS construction
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and 3D scene plumbing. Vulkan calls `vkCmdBuildAccelerationStructures`;
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WebGPU registers BLAS data (verts, idx, BVH nodes, primRemap, optional
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per-vertex attribs) into global mesh heaps and builds the TLAS in a
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library compute pass.
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- **Clipboard / Input / Gamepad / Router / Dom** — input plumbing.
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Gamepad uses libudev+libevdev on Linux (libevdev is vendored in
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`lib/libevdev`) and WGI on Windows; the DOM
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backend exposes the host page DOM (`Dom::HtmlElement`) and a router
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for hash-routed wasm apps.
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## UI system (three tiers)
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The UI is *deliberately* layered to balance no-boilerplate against
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no-lock-in:
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- **Tier 1 — `ComputeShader`.** Load any `.spv`, dispatch with push
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constants, library inserts inter-dispatch barriers. The escape hatch:
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if the standard shaders don't fit, write your own compute and
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dispatch it next to them.
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- **Tier 2 — `UIRenderer` + standard shaders.** Four shipped compute
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shaders (`drawQuads`, `drawCircles`, `drawImages`, `drawText`), POD
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item structs (`QuadItem`, `CircleItem`, `ImageItem`, `GlyphItem`), a
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shared GLSL contract in [shaders/ui-shared.glsl](shaders/ui-shared.glsl),
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and helpers (`RegisterBuffer`, `RegisterImage`, `RegisterSampler`,
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`FillHeader`, `Dispatch*`, `ShapeText`). You build your own per-shader
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SSBOs (manual batching) and call one `Dispatch*` per shader type per
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frame. Item array order = draw order.
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- **Tier 3 — stateless presentation functions.** `DrawButton`,
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`DrawCheckbox`, `DrawSlider`, `DrawProgressBar`. Each is a small
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function that *appends* items to your buffers — they don't dispatch.
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Colors come in as small inline `*Colors` aggregates, no library
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`Theme` type. **The source is the customization API**: if a
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component doesn't fit, copy its body and edit it. No virtual hooks,
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no extension points.
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What's *not* in the UI: widget tree, layout engine (just a `Rect::SubRect`
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carving helper), theming, hit-testing, focus management. State for
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interactive components (hover, drag, focus) lives in user-owned POD
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structs, not the library.
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### UI dispatch model
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Standard shaders dispatch one workgroup per 8×8 *screen tile* — each
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thread iterates every item in the SSBO in array order, accumulating
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into a local `dst`, and stores once. Total cost is `O(W·H·N)`; works
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well up to a few hundred items at 1080p. Splitting one buffer into
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multiple dispatches doesn't help — the same total work plus barrier
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overhead. If you need to render thousands of UI items, you want a
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different shader (tile binning, per-item-list resolve), not more
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dispatches.
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### Drivers without `VK_EXT_descriptor_heap`
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The compute/UI path also runs on Vulkan drivers that lack
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`VK_EXT_descriptor_heap` (Mesa Turnip on Qualcomm Adreno, for one).
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`Device::Initialize` detects this and sets
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`Device::descriptorHeapSupported = false`. The same slots then live in
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one bindless descriptor set per frame instead of the heap, and push
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constants go through `vkCmdPushConstants`. Slot handles, item structs,
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`UIDispatchHeader` and the `UIRenderer` API are unchanged, so
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application code does not branch on it. Ray tracing is heap-only: on
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such a driver `Device::rayTracingSupported` is false and the RT entry
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points throw.
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Each compute shader is shipped in two builds of the same source:
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`<name>.spv` for the heap and `<name>.sets.spv` for descriptor sets.
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`ComputeShader::Load(path, heap)` takes the `.spv` path and picks the
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right file itself. For a custom shader that means three things:
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- Declare bindless resources with the `UI_HEAP_*` macros from
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[shaders/ui-shared.glsl](shaders/ui-shared.glsl), not with a literal
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`descriptor_heap`:
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```glsl
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layout(UI_HEAP_BUFFERS, std430) readonly buffer MyBuf { MyItem items[]; } myHeap[];
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```
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- Register the shader twice in `project.cpp`, the second time with the
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define and the variant name:
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```cpp
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cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
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Shader& sets = cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
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sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"};
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sets.variant = "sets";
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```
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- Keep the push-constant block within the device's
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`maxPushConstantsSize` (256 bytes on common drivers). Without the
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heap a larger payload throws in `ComputeShader::Dispatch`.
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Set the environment variable `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` to
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force the descriptor-set path on a driver that does have the heap; the
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`UIFallbackParity` test uses it to compare the two paths frame for
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frame.
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## Build
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The repository is built with `crafter-build` (a project-config based
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build system; the project description lives in `project.cpp`):
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```bash
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crafter-build # native: Wayland on Linux, Win32 on Windows
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crafter-build --target=wasm32-wasip1 # browser: DOM window + WebGPU renderer
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crafter-build -r # build and run (in an example directory)
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```
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The build picks the window + renderer pair automatically from the
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target triple: any `wasm32-*` triple flips to DOM + WebGPU (no Vulkan
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loader linked), everything else stays on the native Vulkan path. Each
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example with both backends ships GLSL *and* WGSL copies of its shaders
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side-by-side (e.g. [raygen.glsl](examples/Sponza/raygen.glsl) +
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[raygen.wgsl](examples/Sponza/raygen.wgsl)); `project.cpp` selects the
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right set per target.
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## Examples
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See [examples/](examples/). Quick map:
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- [HelloWindow](examples/HelloWindow/) — minimal native window, no rendering.
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- [HelloDom](examples/HelloDom/) — wasm-only smoke test of the DOM
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partition: page-level events, `HtmlElement::CreateInBody`, and
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`Router::PushState`-driven SPA navigation. No GPU work.
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- [VulkanTriangle](examples/VulkanTriangle/) — ray-traced triangle on
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both Vulkan and WebGPU. The smallest test of the bindless + RT path
|
||
on each backend.
|
||
- [RTStress](examples/RTStress/) — wavefront RT benchmark: an N×N×N grid
|
||
of a cube mesh (instance-count knob `kGrid`, 512 → 8000) shaded with
|
||
primary + shadow rays. Prints a GPU timestamp-query per-pass breakdown
|
||
each second. WebGPU/DOM only.
|
||
- [Sponza](examples/Sponza/) — ray-traced Sponza atrium on both
|
||
backends. Exercises `.cmesh` / `.ctex` decompression (GPU
|
||
`VK_EXT_memory_decompression` on Vulkan, CPU on WebGPU) and a
|
||
textured closest-hit. See [its README](examples/Sponza/README.md)
|
||
for asset provenance.
|
||
- [HelloUI](examples/HelloUI/) — UI smoke test using all three tiers
|
||
(background quad, slider, progress bar, button with text label,
|
||
cursor-tracking circle).
|
||
- [CustomShader](examples/CustomShader/) — Tier 1 demo: a user-authored
|
||
compute shader inverting RGB under a list of item-circles, dispatched
|
||
alongside the standard `drawQuads`. Shipped as both
|
||
[`.comp.glsl`](examples/CustomShader/inverse-circle.comp.glsl) and
|
||
[`.comp.wgsl`](examples/CustomShader/inverse-circle.comp.wgsl).
|
||
- [Decompression](examples/Decompression/) — `Crafter::Compression`
|
||
CPU round-trip smoke test (used by the WebGPU asset path).
|
||
- [InputSystem](examples/InputSystem/) — keyboard / mouse / gamepad
|
||
event surface check.
|
||
|
||
## License
|
||
|
||
This library is licensed under the GNU Lesser General Public License, version 3 only (LGPL-3.0-only). See [LICENSE](LICENSE) for the license text. The LGPL supplements the GNU General Public License version 3, a copy of which is included as [LICENSE.GPL](LICENSE.GPL).
|
||
|
||
The example code under [examples/](examples/) is licensed under the MIT license (see [examples/LICENSE](examples/LICENSE)), so it can be freely copied into your own projects.
|
||
|
||
The [lib/](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
|
||
|
||
Copyright (C) 2026 Catcrafts®
|
||
catcrafts.net
|