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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> |
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| lib | ||
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| AGENTS.consumer.md | ||
| AGENTS.md | ||
| LICENSE | ||
| LICENSE.GPL | ||
| project.cpp | ||
| README.md | ||
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_heapaborts withVK_ERROR_DEVICE_LOSTon NVIDIA driver610.43.02— 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,VulkanShaderrewrites the compiled SPIR-V so heap AS reads become a TLAS-device-address +OpConvertUToAccelerationStructureKHRpath (which reads no descriptor), andRTPasssupplies the address as push data. Shaders and example code are unchanged, and it's a single fenced block gated onDevice::workaroundDescriptorHeapAS, removable once a fixed driver ships. Still present on615.78.08: with the rewrite off,traceRayEXTstill loses the device and an inline ray query renders nothing.tests/HeapASReadcovers the engine path; runHeapASRead --no-workaroundto check a newer driver (it tries both paths with the rewrite off). Any app runs with the rewrite off whileCRAFTER_GRAPHICS_NO_AS_WORKAROUNDis 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) — dynamicdescriptor_heapindexing in hit shaders: on NVIDIA610.43.02, indexing adescriptor_heaparray 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. On615.78.08it works:tests/HeapDynamicIndexHitpicks 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 readstextures[albedoSlot]andsamplers[samplerSlot]through spec constants), and the identical dynamic pattern works in fragment shaders (the UI renderer indexesuiTextures[]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 viabuffer_reference) at a spec-constant slot and index by element offset, and put materials in onetexture2DArrayindexed 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_shmandxdg_wm_base, and usesxdg-decoration,wp_viewporterandwp_fractional_scale_v1where 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. - Device (Vulkan only) — single-instance bring-up targeting
VK_EXT_descriptor_heap; pipelines are created withVK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXTso there are no descriptor-set layouts and push constants travel viavkCmdPushDataEXT. Needs Vulkan 1.3. The heap, ray tracing and device-fault extensions are optional groups, detected at start-up (Device::descriptorHeapSupported,rayTracingSupported,deviceFaultSupported). 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 (shaderInt16for auint16_tspec 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, andDevice::enabledFeaturessays which it got. A GPU that can't run the application is skipped.VulkanShaderrefuses 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 callsheap.Bind(cmd, frame), which binds the frame's heaps, or its descriptor set on a driver withoutVK_EXT_descriptor_heap. - VulkanBuffer<T, Mapped> / WebGPUBuffer<T> — typed buffer.
Vulkan variant has optional host mapping and a
FlushDevicethat issues the right host-write barrier; WebGPU variant goes throughqueue.writeBufferover the JS bridge. - ImageVulkan<Pixel> / Image2D<Pixel> / Image2DArray<Pixel> —
image + staging buffer with mip-chain support on Vulkan; on WebGPU,
rgba8unorm2D / 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
@computekernels (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 callsrtEmitPrimaryRay, and closesthit / miss run in SHADE where theyrtEmitRaycontinuation/shadow rays andrtAccumulateradiance (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
.spvand dispatches withvkCmdPushDataEXT(or the.sets.spvbuild andvkCmdPushConstantswithout the heap); WebGPU loads a user-supplied.wgslblob at runtime viawgpuLoadCustomShader. 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.spvpairs on native and as WGSL strings baked into the WebGPU dispatcher. - FontAtlas — single-channel SDF atlas (1024×1024, 32pt base,
shelf-packed, lazy
Ensureper codepoint, dirty-flush viaUpdate). 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 oneDispatch*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*Colorsaggregates, no libraryThemetype. 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 literaldescriptor_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 inComputeShader::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, andRouter::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/.ctexdecompression (GPUVK_EXT_memory_decompressionon 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.glsland.comp.wgsl. - Decompression —
Crafter::CompressionCPU 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
Copyright (C) 2026 Catcrafts® catcrafts.net