- C++ 52.6%
- C 33.8%
- JavaScript 11%
- GLSL 2.6%
BuildTLAS reallocated the host-visible instanceBuffer and metadataBuffer on every topology change. They only ever need to hold at least primitiveCount entries (the AS build reads exactly primitiveCount via tlasRangeInfo, and the copy loop writes [0, primitiveCount)), so a shrink — or any growth that still fits the previous capacity — can reuse the existing allocation. Gate the two Resize calls on a high-water-mark check, removing two of the four reallocations on a count change. The AS storage + scratch rebuild below is unchanged: it is tied to the AS itself and dominates this path regardless. Adds tests/TLASHighWaterMark driving the real hardware AS-build path: it asserts a shrink (and within-capacity growth) reuses the buffers while a growth past the high-water reallocates, that builtInstanceCount still tracks the live count, and that feeding an oversized instance buffer to the build produces zero Vulkan validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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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; 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. See examples/VulkanTriangle/README.md for the full investigation. WebGPU RT is unaffected.
Native RT limitation — dynamic
descriptor_heapindexing in hit shaders: on the same NVIDIA driver, 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. A constant / spec-constant index is fine (that's why Sponza's closest-hit readsalbedo[albedoSlot]through a spec constant), 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.
- 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. - 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. - 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; 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 ship
as four
.spvblobs on native and four 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 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.
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
LGPL 3.0. See per-file headers and LICENSE.