Crafter.Graphics/AGENTS.consumer.md
Jorijn van der Graaf a4be6f1a9c
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn
The atlas packed glyphs onto shelves and never gave a place back (#55).
Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each
new glyph before caching anything, so every new string holding one
rasterised it again, and ShapeText dropped it together with its advance:
the rest of the line closed up over the gap, and stayed that way.

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:43:58 +01:00

165 lines
42 KiB
Markdown

## Crafter.Graphics
The Crafter engine's graphics library: a C++ module, `import Crafter.Graphics;`, that opens a window, drives a Vulkan 1.3+ device through `VK_EXT_descriptor_heap` (bindless: no descriptor-set layouts, push data through `vkCmdPushDataEXT`), traces rays through `VK_KHR_ray_tracing_pipeline`, draws UI from compute shaders, and reads keyboards, mice, touch, gamepads and the clipboard. A `wasm32-*` build of the same surface runs in the browser on WebGPU with a software ray tracer. Everything is in `namespace Crafter`. The vectors and matrices are Crafter.Math's (`import Crafter.Math;`) and the compressed asset formats Crafter.Asset's (`import Crafter.Asset;`); both ship notes of their own. Window callbacks are `Crafter::Event<T>` from Crafter.Event (`import Crafter.Event;`): `EventListener<void> sub(&window.onMouseMove, [&] { ... });` subscribes, and the listener's destructor unsubscribes. Source, examples and issues: https://forgejo.catcrafts.net/Catcrafts/Crafter.Graphics (LGPL-3.0-only; the examples under `examples/` are MIT and meant to be copied). These notes are its `AGENTS.consumer.md`: a fix to them goes there, not into the copy crafter-build writes.
### Building against it
- The target picks the backend, in the library and in your code. Any `wasm32-*` target builds the DOM + WebGPU library; everything else builds Vulkan, with Wayland on Linux (there is no X11 backend) or Win32 on `x86_64-w64-mingw32`. The library defines `CRAFTER_GRAPHICS_WINDOW_WAYLAND`, `_WIN32` or `_DOM` for its own units only, so a wasm consumer sets `cfg.target = "wasm32-wasip1"`, `cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""})`, `cfg.compileFlags.push_back("-msimd128")` (the dependency PCMs were compiled with it) and `EnableWasiBrowserRuntime(cfg)`, as `examples/HelloUI/project.cpp` does. Portable code `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM`s at the few sites where the backends differ; the library has no shared signatures that are no-ops on one side.
- The library's link flags (the Vulkan loader, `wayland-client`, `xkbcommon`, `udev`, or the Win32 libraries) come with the dependency. Its shaders (`ui-*.comp.spv` and `ui-*.comp.sets.spv`) and, for wasm, `dom-env.js` and `dom-webgpu.js` are copied into your executable's bin directory, as are your `cfg.shaders` outputs (`<name>.spv` from `<name>.glsl`) and `cfg.files`. Paths are resolved against the working directory at runtime, so run from the bin directory, as `crafter-build -r` does.
- Your own shaders: `cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen)`, with `Compute`, `RayGen`, `Miss`, `ClosestHit`, `AnyHit`, `Intersect` and `Callable`. A compute shader for the UI heap is registered twice, see "Custom compute shaders". WGSL for the DOM build ships through `cfg.files` and is loaded at runtime.
- Project args the library understands, passed through your `args`: `--local` (sibling checkouts of Crafter.Event, Crafter.Math and Crafter.Asset instead of clones), `--timing` (meant to add frame timing counters; the build does not compile with it at the moment, issue #178), `--no-webgpu` (wasm: a DOM-only page without the WebGPU bridge, which otherwise requests a GPU adapter on every load and replaces the page body with an error where WebGPU is missing).
- Needs at runtime: Vulkan 1.3 (1.4 is used where the GPU has it), a presentable surface, and the features the library's own shaders use. `VK_EXT_descriptor_heap` and ray tracing are optional groups, see "Device and features". Mesa's llvmpipe runs the compute/UI path, and recent Mesa advertises the heap.
### A program, and what the loop does
```cpp
Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}}); // the features your shaders use; on the DOM build Initialize() takes none
Window window(1280, 720, "Title"); // `static` on the DOM build
VkCommandBuffer init = window.StartInit(); // a one-time setup command buffer
DescriptorHeapVulkan heap;
heap.Initialize(/*images*/ 16, /*buffers*/ 16, /*samplers*/ 4);
window.descriptorHeap = &heap; // bound at the start of every frame
// create buffers, images, meshes, pipelines and passes, recording into `init` ...
window.passes.push_back(&pass); // RenderPass*: a UIRenderer, an RTPass, your own
window.FinishInit(); // submits `init` and waits for it
window.Render(); // one frame
window.StartUpdate(); // frames on the compositor's clock from here
window.StartSync(); // the event loop; never returns
```
- Include `vulkan/vulkan.h` yourself, before the imports (the examples wrap it in `#ifndef CRAFTER_GRAPHICS_WINDOW_DOM`): the library includes it only in its own global module fragments, and neither Vulkan's types nor its macros (`VK_TRUE`, the `VK_*` flags) cross an `import`. On the DOM build `Device::Initialize()` takes no arguments and `DeviceFeatures` does not exist, which is why the dual-target examples keep a separate DOM `main`.
- `StartSync` runs the platform loop until `open` is false (`onClose` fires first). Each pass of the loop dispatches platform events into the `Window` events, runs `Gamepad::Tick()` and `onBeforeUpdate`, and runs `Update()` for a window that is due. On Wayland a window on the compositor's clock updates from its frame callback during that event dispatch, before the pass's `onBeforeUpdate`, and the loop wakes for every event, so `onBeforeUpdate` fires several times per frame; on Win32 and in the browser `onBeforeUpdate` precedes the same pass's `Update`. `updateInterval`, set before `StartUpdate`, makes a window update every so often whether visible or not; pair it with `SetPresentMode(PresentMode::Mailbox)` so a present never waits for the display. `AddPollFd(fd, callback)` (Wayland) wakes the loop for a socket or an eventfd.
- `Update()` computes `mouseDelta` and calls `Render()`, which waits for the fence of its frame slot (three frames in flight, `Window::numFrames`; the slot is `window.currentFrame`), acquires a swapchain image (`window.currentImage`; the swapchain has as many images as its present mode needs, not necessarily three), writes it into this window's swapchain slots of the heap, reclaims deferred deletions, begins `drawCmdBuffers[currentFrame]`, binds the heap (or the descriptor set), fires `onUpdate(FrameTime)`, records every pass in `passes` in order with a barrier on the swapchain image between them, transitions the image to present, submits and presents. Per-frame GPU work of your own (a TLAS rebuild, a physics dispatch) is recorded from `onUpdate` into `window.drawCmdBuffers[window.currentFrame]`; the heaps are bound by then and the passes come after. A `Resize` or `SetPresentMode` from a listener of the frame (an input action ticked in `onUpdate`, say) takes effect after its present. `onResize` fires after a swapchain rebuild (a new size or present mode); the swapchain slots follow by themselves, and anything else that holds the old images or is sized after the window is made again there.
- A `RenderPass` is `Record(cmd, frameIdx, window)` plus `SwapchainStage()`, which must return the stage that touches the swapchain image (`COMPUTE_SHADER`, `RAY_TRACING_SHADER` or `TRANSFER`): the frame's barriers take their stage and access masks from it. `frameIdx` is the frame slot, `window.currentFrame`, not the image: the frame's image is `window.images[window.currentImage]`. The image stays in `VK_IMAGE_LAYOUT_GENERAL` through the whole pass list, with `STORAGE | TRANSFER_SRC` usage and `TRANSFER_DST` where the surface allows it (`window.swapchainUsage`). Nothing clears it: draw a background quad, or clear from a transfer pass where `TRANSFER_DST` is there.
- `window.width` and `height` are physical pixels, as is `currentMousePos`. `CaptureNextFrame(path)` saves the next frame as a PNG. `SetTitle`, `SetAppId`, `SetCursorImage`, `SetDefaultCursor`; `SetTextInput(active, x, y, w, h, purpose)` tells the compositor's input method a text field has focus, which opens an on-screen keyboard on a phone.
- Several windows can exist (on Wayland `Device::windows` lists them; the other backends keep no list), and may share a heap, each writing only its own swapchain slots, but they share one frame clock: one rendering window is the assumption behind the deletion queue, the staging rings and the font atlas's evictions. Without a `Window`, nothing advances `Device::frameCounter`: a program that draws text without one steps it itself after each frame's work, or its full atlas never frees a cell and new glyphs stay blank.
### Device and features
- `Device::Initialize(required = {}, optional = {})` creates the instance, weighs every GPU and creates the device. `DeviceFeatures` holds the five core feature structs, `vulkan10` to `vulkan14`; only their `VkBool32`s are read, so `{.vulkan12 = {.shaderFloat16 = VK_TRUE}}` is a complete argument. The library enables what its own shaders use and nothing more: a `uint16_t` spec constant needs `.vulkan10.shaderInt16`, fp16 arithmetic `.vulkan12.shaderFloat16`, 16-bit storage `.vulkan11.storageBuffer16BitAccess`, scalar layout `.vulkan12.scalarBlockLayout`. A GPU lacking a required feature is skipped; when none is left the call throws naming each GPU's gaps, and may be called again asking for less. Optional features are enabled where the GPU has them; `Device::enabledFeatures` says which, `supportedFeatures` what the GPU has, `apiVersion` the version in use (`vulkan14` features need a 1.4 GPU; `maintenance5` is always on). `CRAFTER_GRAPHICS_DEVICE=<n>` picks GPU `n`.
- `VulkanShader` checks every module's SPIR-V capabilities against what was enabled and throws naming the file and the field to pass (`vulkan10.shaderInt16`), or saying the GPU lacks it. Most drivers accept such a module silently, so this is the error you get here instead of a wrong frame on another machine.
- Optional groups, decided once at `Initialize`: `Device::descriptorHeapSupported` (`VK_EXT_descriptor_heap`), `rayTracingSupported` (needs the heap too), `memoryDecompressionSupported` (`VK_EXT_memory_decompression`: `.cmesh` and `.ctex` decompress on the GPU; otherwise the library decodes them on the CPU), `deviceFaultSupported`, `swapchainMaintenance1Supported` (`VK_KHR_swapchain_maintenance1`, with the instance's `surface_maintenance1`, `surfaceMaintenance1Supported`: a swapchain names its present mode and gets that mode's own image count; otherwise the stricter of the mode's and the surface's). The RT entry points throw through `Device::RequireRayTracing` without ray tracing; the compute/UI path runs everywhere.
- `Device::device`, `queue`, `commandPool`, `physDevice`, `instance`, `memoryProperties`, `deviceProperties`, `rayTracingProperties` and `descriptorHeapProperties` are public statics for raw Vulkan. `Device::GetMemoryType(typeBits, required, preferred = 0)` and `PreferDirectDeviceWrite(bytes)` are the allocation helpers.
- `Device::pipelineCache` is shared by every pipeline and written to `Device::pipelineCachePath` (`pipeline_cache.bin` in the working directory) at exit. Set the path before `Initialize`, and gitignore the file.
### Lifetimes
Frames are pipelined three deep and nothing waits for the GPU at steady state, so:
- Every library object that owns a Vulkan handle (`VulkanBuffer`, `Mesh`, `TlasWithBuffer`, `VulkanShader`, `ComputeShader`, `PipelineRTVulkan`, and `ImageVulkan`'s staging buffer) is move-only and releases the handle through `Device::EnqueueDeletion`; the render loop frees it `Device::framesInFlight` frames later. Destroying one mid-frame is safe, and so is destroying it from another thread. `VulkanBuffer::Clear()` frees at once and is only for a GPU known to be idle; `DeferredClear()` is the queued form. A program with no `Window` reclaims nothing on its own: call `Device::DrainDeletions()` after `vkQueueWaitIdle(Device::queue)`.
- Static owners (a `static Mesh`, a `static VulkanBuffer`) are fine: their destructors run after the driver has unloaded, and the queue allows for that by never being destroyed itself. `RenderingElement3D::tlases` is leaked for the same reason.
- `Window` is neither movable nor copyable, and its destructor waits for the device, so a window can be closed and another opened.
- `ImageVulkan` has no destructor: call `Destroy()` once the GPU is done with it. `FontAtlas` waits for the queue and destroys its own image.
- Heap slots (`ImageSlot`, `BufferSlot`, `SamplerSlot`) are RAII handles that return the slot on destruction, and a returned slot is handed out again at once. Free a slot only when no frame in flight reads it (after a `vkQueueWaitIdle`, or at a scene switch), and before its heap goes. In descriptor-set mode a slot write destroys the previous view immediately: same rule.
- `RenderingElement3D::elements` holds raw pointers: `Add`/`Remove` elements whose storage does not move (reserve the vector, or make them `static`). `UIRenderer::ShapeText` and `FontAtlas` cache by `Font*`: call `ui.InvalidateFont(font)`, which clears both, before destroying or replacing a `Font` (the atlas keeps the `Font*` of a glyph waiting for a cell until the next frame).
### The bindless heap
`DescriptorHeapVulkan::Initialize(images, buffers, samplers)` sizes one resource heap and one sampler heap per frame in flight (`resourceHeap[Window::numFrames]`, `samplerHeap[...]`, mapped `VulkanBuffer`s) and the slot allocators. `AllocateImageSlots(n)`, `AllocateBufferSlots(n)` and `AllocateSamplerSlots(n)` return `{firstElement, count}` ranges (contiguous; freed runs are reused), `Free*Slots` returns them, and running out throws naming the pool and the counts. `Initialize` throws too when its buffer slots would need shader-visible indices past 16 bits.
- **Buffer slot indices are relative.** `AllocateBufferSlots` indexes the heap's buffer region, which starts after the image region, while a GLSL `descriptor_heap` SSBO array indexes buffer descriptors from heap byte 0. The shader-visible index is `heap.bufferStartElement + raw`. The RAII `BufferSlot` converts to exactly that (its `operator std::uint16_t()`), `UIRenderer::RegisterBuffer` returns one, and raw code passes `heap.bufferStartElement` as a spec constant: the RT examples declare `layout(constant_id = 0) const uint16_t bufferStart = 0us;` and index `topLevelAS[bufferStart]`, which is why they ask for `shaderInt16`. Image slots index the heap as they are, in image-descriptor units; samplers live in their own heap. A wrong buffer index reads zeros, which looks like every field of every item being zero. In descriptor-set mode `bufferStartElement` is 0, so code that goes through the conversion is right in both.
- Writing a descriptor by hand: `Device::vkWriteResourceDescriptorsEXT` into `heap.resourceHeap[f].value + heap.ImageByteOffset(imageRange.firstElement)` or `heap.BufferByteOffset(bufferRange.firstElement)`, `Device::descriptorHeapProperties.imageDescriptorSize` or `bufferDescriptorSize` bytes long, for each frame `f`, then `heap.resourceHeap[f].FlushDevice()`. `BufferByteOffset` takes the raw index `AllocateBufferSlots` returned and adds the region start itself; handing it a `BufferSlot`, which converts to the absolute index, adds the start twice and puts the descriptor in the wrong place. `ImageByteOffset` takes an image slot as it is. Per-frame resources (`tlases[f]`) are written into frame `f`'s heap; a shared resource into every frame's. The swapchain image is neither, since frames and images pair up differently from frame to frame: list its image slot once with `heap.AddSwapchainSlot(slot, window)`, and the window writes the image each frame draws into there, a storage image in `GENERAL`, in both binding models and across resizes (a slot listed during a frame is written for that frame). `examples/VulkanTriangle/main.cpp` is the pattern. The `UIRenderer::Register*` helpers do this for you in both binding models.
- Binding the heap outside the frame loop: `Window::Render` binds `window.descriptorHeap` in every frame it records. A command buffer it does not record that dispatches against the heap (`window.StartInit()`'s, say) calls `heap.Bind(cmd, frame)`, which binds that frame's heaps with their reserved ranges, or in descriptor-set mode its descriptor set. Don't build the `VkBindHeapInfoEXT` by hand: where the reserved range sits is the heap's to decide.
- **Descriptor-set fallback.** On a driver without `VK_EXT_descriptor_heap` (Mesa Turnip on Adreno) `Device::descriptorHeapSupported` is false and the same slots live in one bindless descriptor set per frame; slot handles, item structs, `UIDispatchHeader` and the `UIRenderer` API are unchanged, so application code does not branch. Ray tracing is unavailable there. `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` forces this path on a driver that has the heap, to test it. Raw `vkWriteResourceDescriptorsEXT` code is heap-only; a consumer that must run on such a driver stays on the `UIRenderer::Register*` helpers.
### Buffers, images, samplers
- `VulkanBuffer<T, Mapped>`: `Create(usage, memoryFlags, count, preferredFlags = 0)`; `Resize(...)` reuses the allocation when the request fits and the usage matches, otherwise queues the old one and creates; `size` (bytes), `buffer`, `address` (non-zero only with `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT`), `memoryPropertyFlagsChosen`. With `Mapped`, `value` is the `T*` of a persistent map: after writing, call `FlushDevice()` (whole buffer), `FlushDevice(offset, bytes)` (a range, rounded to `nonCoherentAtomSize`) or `FlushDevice(cmd, dstAccess, dstStage)`, which flushes and records the host-write barrier; all three are no-ops on coherent memory. `FlushHost()` is the invalidate for readback. A UI item buffer is `GraphicsBuffer<QuadItem, true>` with `STORAGE_BUFFER | SHADER_DEVICE_ADDRESS` usage and `HOST_VISIBLE` memory with `DEVICE_LOCAL` as the preferred fourth argument (the examples pass both as required, which throws on a GPU without a host-visible device-local type), flushed each frame before the dispatch that reads it.
- Static geometry: `VulkanBuffer<T, false>::UploadDeviceLocal(usage, src, count, cmd, dstAccess, dstStage)` places the buffer in device memory, written directly on ReBAR and UMA and staged through a per-frame staging ring on a small BAR, and records the barrier to `dstStage`. `UploadDeviceLocalRange(src, offset, count, cmd, dstAccess, dstStage)` re-uploads the dirty window `[offset, offset + count)`; `src` points at the first dirty element (`vertices.data() + offset`), not at the array's start. A re-upload into a buffer a frame may still read is ordered after those reads on the GPU.
- `ImageVulkan<Pixel>` (`Image2D<Pixel>` is the portable alias): `Create(width, height, mipLevels, cmd, format, usage, layout, consumerStage = RAY_TRACING_SHADER, streamed = false)` makes the image and a mapped staging buffer `image.buffer`; fill `image.buffer.value` and `Update(cmd, layout)` copies it in, builds the mip chain by blits and transitions to `layout` for `consumerStage`. `Update(const CompressedTextureAsset&, cmd, layout)` decompresses a `.ctex` on the GPU, or the CPU. A static image releases its staging after the first upload; `streamed = true` keeps it (the font atlas, through `UpdateRegion`). Pass `VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT` as `consumerStage` for an image a compute shader samples; the RT default is corrected to compute on a device without ray tracing. `image`, `imageView` and `descriptor` are public for raw descriptor writes; `Destroy()` releases.
- `SamplerVulkan<Pixel>` makes one linear, repeat, 16x anisotropic sampler at construction (`textureSampler`). The UI has `UIRenderer::RegisterSampler(const VkSamplerCreateInfo&)` and `RegisterLinearClampSampler()`.
### UI
Three tiers, on purpose: Tier 1 is any compute shader you write (`ComputeShader`, `UIRenderer::Dispatch`); Tier 2 the four standard kernels, their item structs and the `UIRenderer` helpers; Tier 3 stateless functions that append items to your buffers. The library has no widget tree, layout engine, theme, hit-testing or focus management: state lives in your PODs, hit-testing is `Rect::Contains` against the rects you drew, and a Tier 3 component that does not fit is copied out of `implementations/Crafter.Graphics-UIComponents.cpp` and edited, not subclassed.
Setup: `FontAtlas atlas; atlas.Initialize(init);` then `UIRenderer ui; ui.fontAtlas = &atlas; ui.Initialize(window, heap, init); window.passes.push_back(&ui);`. `Initialize` loads the five kernels by file name from the working directory (`ui-quads.comp.spv` and so on; the `.sets.spv` builds must sit beside them) and registers the swapchain images and the atlas. Then, per item buffer, `auto slot = ui.RegisterBuffer(buf);` gives a `BufferSlot` ready for a shader.
Per frame, in an `EventListener<UIBuildArgs>` on `ui.onBuild` (fired from the pass's `Record` with `{cmd, frameIdx}`):
1. Rebuild the item arrays in your mapped buffers, in draw order: later items overdraw earlier ones. Lay out with `Rect::FromWindow(window)`, `SubRect(size, Anchor)` and `Inset(...)`. Keep one set of item buffers (and slots) per frame in flight, `Window::numFrames` of them, and fill the one at `frameIdx`: a frame still on the GPU reads its items as it runs, and a later frame's items written into the same buffer can name atlas cells that frame drew other glyphs in (`examples/HelloUI`).
2. `buf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)` for each buffer with items.
3. Dispatch: `ui.DispatchQuads(cmd, slot, count, clipRectPx = {0, 0, 1e9, 1e9})`, `DispatchCircles`, `DispatchImages`, `DispatchText`, or `ui.DispatchFused(cmd, {quadsSlot, qc}, {circlesSlot, cc}, {imagesSlot, ic}, {glyphsSlot, gc})`, which composites the four categories in that fixed order (quads, circles, images, text) with one load and one store; an empty category costs nothing. The two forms mix; a custom `ui.Dispatch` between two `DispatchFused` calls is the flush point.
- The item structs are `std430` PODs mirrored byte for byte in `shaders/ui-shared.glsl`, and frozen: `QuadItem` (64 bytes: `x, y, w, h`, `r, g, b, a`, corner radii `cTL, cTR, cBR, cBL`, `outline, oR, oG, oB`), `CircleItem` (48: `cx, cy, radius, _p0`, colour, outline), `ImageItem` (64: rect, `u0, v0, u1, v1`, tint, `texSlot, sampSlot, _p1, _p2`), `GlyphItem` (48: rect, atlas uv, colour). Colours are straight alpha, blended source-over; coordinates are window pixels.
- Cost: every kernel dispatches one workgroup per 8x8 screen tile and each pixel walks every item (behind a per-tile cull), so a dispatch is `O(W*H*N)`, fine up to a few hundred items at 1080p. Splitting one buffer into several dispatches does not help. Thousands of items want a different shader (tile binning), which is Tier 1.
- Text: `Font font("font.ttf")` (TrueType through stb_truetype); `font.GetLineWidth(text, px)`, `LineHeight(px)`, `AscentPx(px)`, `NearestCursorByte(text, px, x)`. The atlas is a 1024 by 1024 SDF atlas at a 32 px base size, filled lazily per codepoint and re-uploaded by dirty rectangle; glyphs scale from it, so very large text goes soft. `ui.ShapeText(font, px, x, baselineY, utf8, color, out, capacity, &advance, TextAlign::Left)` writes `GlyphItem`s: single line, no kerning, no wrapping, a shaped-run cache behind it. Once the atlas is full, a glyph that finds no free room draws blank for one frame but keeps its advance, and gets a cell when the next frame begins, taken from the glyphs drawn least recently, never one drawn in the last `Device::framesInFlight + 1` frames. So a `GlyphItem` holds for the frame it was shaped for: shape text every frame (the Tier 3 components do, and a cached run costs a copy) rather than drawing a glyph buffer filled in an earlier frame. `atlas.EnsureAndGet(font, codepoint)` returns `const Glyph&` and never fails; its UVs hold only when `Resident()`, and a `Lookup` pointer only until the atlas's next `EnsureAndGet`, `Touch` or `Update`. A Tier 1 kernel that samples `FontAtlasImageSlot()` through `ui.Dispatch` sees the frame's new glyphs: every dispatch uploads the atlas first.
- Tier 3: fill a `UIBuffer` (`quads`, `quadCount`, `quadCap`; `glyphs`, `glyphCount`, `glyphCap`; `images`, `imageCount`, `imageCap`; `atlas`; `renderer`; a null pointer makes the components that need it no-ops) and call `DrawButton(buf, rect, label, hovered, pressed, font, px, ButtonColors)`, `DrawCheckbox(buf, rect, checked, hovered, CheckboxColors)`, `DrawSlider(buf, rect, t01, dragging, SliderColors)`, `DrawProgressBar(buf, rect, t01, ProgressColors)`, `DrawText(buf, text, x, baselineY, font, px, color, align)` (returns the advance) and `DrawImage(buf, rect, textureSlot, samplerSlot, tint, uv)`. Colours are small `*Colors` aggregates you hold; there is no `Theme`.
- `InputField` is the model for a stateful component: a POD (`value`, `type`, `focused`, `cursorPos`), free functions you call from your own listeners (`InputField_OnText(field, utf8)` from `onTextInput`, `InputField_OnKey(field, code)` from `onRawKeyDown`, `InputField_HitTestCursor(field, rect, clickX, font, px, colors)`), `InputField_TryParse<T>(field)`, and `DrawInputField(buf, field, rect, font, px, colors, caretVisible)`; the blink is yours.
- Images in the UI: `auto tex = ui.RegisterImage(image, VK_FORMAT_R8G8B8A8_UNORM);` (an `ImageSlot`; the layout defaults to `SHADER_READ_ONLY_OPTIMAL`), `auto samp = ui.RegisterLinearClampSampler();`, then both go into `ImageItem::texSlot` and `sampSlot`. `ui.OutImageSlot()`, `FontAtlasImageSlot()` and `FontAtlasSamplerSlot()` expose the renderer's own slots.
### Custom compute shaders (Tier 1)
A GLSL compute shader that dispatches beside the standard kernels follows `shaders/ui-shared.glsl`, which the build puts on the include path:
```glsl
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
struct MyItem { vec4 a; }; // mirrored in C++ with a static_assert on its size
layout(UI_HEAP_BUFFERS, std430) readonly buffer MyBuf { MyItem items[]; } myHeap[];
layout(push_constant) uniform PC { UIDispatchHeader hdr; /* your fields after it */ } pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 px;
if (!uiResolveScreenPixel(pc.hdr, px)) return;
// read myHeap[pc.hdr.itemBuffer].items[i]; imageLoad/imageStore uiImages[pc.hdr.outImage]
}
```
- Declare bindless resources with `UI_HEAP_IMAGES`, `UI_HEAP_TEXTURES`, `UI_HEAP_SAMPLERS` and `UI_HEAP_BUFFERS`, never a literal `descriptor_heap` or a set and binding, and register the source twice in `project.cpp`: once plain, once with `sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"}; sets.variant = "sets";`, which yields `<name>.spv` and `<name>.sets.spv`. `ComputeShader::Load("<name>.spv", heap)` picks the build the device needs and throws naming a missing file. `examples/CustomShader/project.cpp` has the lines.
- `UIDispatchHeader` (48 bytes; in C++ `outImage, itemBuffer, surfaceWidth, surfaceHeight, clipX, clipY, clipW, clipH, itemCount, frameIdx, flags, _pad`, and in GLSL the same bytes as `uint outImage, itemBuffer; uvec2 surfaceSize; vec4 clipRectPx; uint itemCount, frameIdx, flags, _pad`) must be the first member of the push block; `ui.FillHeader(slot, count, clipRectPx, flags)` fills it. The high bit of `flags` (`kUIFlagClip`) is the renderer's, the rest are yours. Keep the push block a multiple of 4 bytes and within 256; the descriptor-set path throws past the device's `maxPushConstantsSize`.
- `ui.Dispatch(cmd, shader, &pc, sizeof(pc), ceil(W / 8), ceil(H / 8))` binds, pushes and dispatches, with a `SHADER_WRITE -> SHADER_READ | SHADER_WRITE` barrier on the swapchain image before every dispatch but the frame's first, so a custom shader sees what the dispatch before it drew. `ComputeShader::Dispatch(cmd, push, bytes, gx, gy, gz, tlasAddress = 0)` is the same without the barrier; a compute shader that ray-queries the TLAS passes `RenderingElement3D::tlases[frameIdx].address`, for the NVIDIA workaround below.
- Keep the one-workgroup-per-screen-tile shape for anything that composites. A workgroup per item races on overlapping pixels: Vulkan orders nothing between the workgroups of one dispatch.
- A `ComputeShader` can also run outside the UI pass, dispatched from `onUpdate` into the frame's command buffer with barriers of your own.
### Ray tracing (Vulkan)
Heap-only: check `Device::rayTracingSupported`, or expect `std::runtime_error` from the first RT call. `examples/VulkanTriangle/main.cpp` is the whole setup.
- Shaders: `VulkanShader shader("raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &specInfo);` (`nullptr` for no specialisation); `ShaderBindingTableVulkan table; table.Init(shaders);`; `PipelineRTVulkan pipeline; pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, table, maxRecursionDepth = 1);` with spans of `VkRayTracingShaderGroupCreateInfoKHR` indexing the shader array. **`maxRecursionDepth` counts the raygen as 1**: a closest-hit that traces a shadow ray needs 2, and tracing past the pipeline's depth loses the device.
- Geometry: `Mesh mesh; mesh.Build(std::span<Vector<float, 3, 3>> vertices, std::span<std::uint32_t> indices, cmd, RTBuildOptions{});` builds a BLAS and sets `mesh.blasAddr`; `Build(const CompressedMeshAsset&, cmd)` builds from a `.cmesh`, decompressed on the GPU where supported; `BuildProcedural(aabbs, opaque, cmd)` builds from `RTAabb` boxes for a `VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR` with an intersection shader, and has an overload taking a device address a compute pass wrote. `RTBuildOptions` is `.preference` (`FastTrace`, `FastBuild`), `.allowUpdate` and `.noDuplicateAnyHit`; with `allowUpdate`, `Refit(vertices, indices, cmd)` and its dirty-range overload update in place and keep `blasAddr`. A rebuild into storage that still fits keeps `blasAddr` too; read it again after a rebuild that grows.
- Instances: a `RenderingElement3D` holds a `VkAccelerationStructureInstanceKHR instance` (`transform`, `mask`, `instanceCustomIndex`, `instanceShaderBindingTableRecordOffset`, `flags`, `accelerationStructureReference = mesh.blasAddr`; Crafter.Math's `MatrixRowMajor<float, 4, 3, 1>::Store(reinterpret_cast<float*>(instance.transform.matrix))` writes the transform), `userMetadata` (copied per instance id into `tlases[f].metadataBuffer`) and `transformOwnedByGpu`. `RenderingElement3D::Add(&e)` and `Remove(&e)` register it. `RenderingElement3D::BuildTLAS(cmd, frameIndex, preference = FastTrace)` builds or refits `tlases[frameIndex]` from every registered element: once per frame slot at setup (`0`, `1`, `2`), and per frame from `onUpdate` for `window.currentFrame` when instances move. `e.MarkHostDataDirty()` after a change to an element's host fields lets the per-frame copy skip unchanged slots. `tlases[f].address` goes into a `VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR` descriptor of frame `f` (see "The bindless heap") and changes only when the TLAS outgrows its storage.
- The pass: `RTPass rtPass(&pipeline); rtPass.pushPtr = &camera; rtPass.pushBytes = sizeof(camera);` pushes your data at offset 0 of the shaders' push block before every trace (the bytes are read at record time, so updating `camera` before the frame is enough); `width` and `height` trace at a size other than the window's. `window.passes.push_back(&rtPass);`.
- In GLSL, with the extensions the examples enable (`GL_EXT_ray_tracing`, `GL_EXT_descriptor_heap`, `GL_EXT_nonuniform_qualifier` for a non-constant heap index, `GL_EXT_shader_explicit_arithmetic_types_int16` for a `uint16_t` spec constant, and `GL_EXT_shader_image_load_formatted` or a `writeonly` image): `layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];`, `layout(descriptor_heap) uniform writeonly image2D image[];`, indices from spec constants or push data. The output image is the swapchain image at an image slot listed with `AddSwapchainSlot`, in `VK_IMAGE_LAYOUT_GENERAL`. Start from `examples/VulkanTriangle/raygen.glsl`.
- **NVIDIA.** On the proprietary driver (still on `615.78.08`) reading an acceleration structure through the heap loses the device. The library works around it transparently: `VulkanShader` rewrites the SPIR-V so the heap AS read becomes a TLAS-address load from the push block plus `OpConvertUToAccelerationStructureKHR`, and `RTPass` and `ComputeShader` push the address. Nothing changes in your shaders or code, except that the rewrite appends an 8-byte member after your push block, and that it turns `shaderInt64` on for itself only: a shader of yours that declares `Int64` still has to ask for `shaderInt64`, or it runs on NVIDIA alone. `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` disables the rewrite, to probe a new driver. Second note: on `610.43.02`, indexing a `descriptor_heap` array with a runtime value inside a hit shader faulted (fixed in `615.78.08`). The portable pattern, which the Sponza example uses, is one descriptor at a spec-constant slot and dynamic indexing inside it: all geometry in one SSBO indexed by element offset, materials in one `texture2DArray` indexed by layer. `examples/Sponza/README.md` has the GLSL.
### Input
- `Window` events, `Event<void>` unless noted: `onMouseMove` (then `currentMousePos`, `lastMousePos`, `mouseDelta`), `onMouseEnter` and `onMouseLeave` with `mouseInside` (native only: the DOM build declares the two events but never fires them, and has no `mouseInside`), `onMouseLeftClick`, `onMouseLeftHold`, `onMouseLeftRelease` and the right-button trio (`mouseLeftHeld`, `mouseRightHeld`), `onMouseScroll` (`Event<std::uint32_t>`: whole detents, reinterpret the payload as `int32`, positive is wheel down, every backend normalised to one per notch), `onRawKeyDown`, `onRawKeyHold`, `onRawKeyUp` (`Event<KeyCode>`, raw platform codes; `heldKeys`), `onTextInput` (`Event<const std::string_view>`, UTF-8; repeats are synthesised on Wayland), `onPreedit` and `onTextInputDelete` (input methods), `onTouchDown`, `onTouchMove`, `onTouchUp` (`Event<TouchPoint>`; the first finger also drives the pointer events), `onClose`, `onResize`, `onBeforeUpdate`, `onUpdate` (`Event<FrameTime>`: `now`, `delta`).
- Keys: `Key(CrafterKeys::Space)` is `consteval` and folds to the platform's raw code (a Win32 scancode, a Linux keycode), so bindings stay portable in source and compare against `onRawKeyDown`'s `KeyCode` at runtime. Bindings serialised with `Input::BindingToString` are platform-specific.
- `Input::Map`: `auto& jump = map.AddAction("Jump", Input::ActionType::Button);` (`Button`, `Axis1D`, `Vector2`), `jump.bindings = { Input::KeyBind{Key(CrafterKeys::Space)}, Input::GamepadButtonBind{id, Gamepad::Button::South} };` (also `MouseButtonBind`, `MouseScrollBind`, `MouseDeltaBind{scale}`, `GamepadAxisBind`, `GamepadStickBind{id, Gamepad::Stick::Left}`, `WASDBind{up, down, left, right}`), `map.Attach(window);`, and `map.Tick();` once per frame, after `Gamepad::Tick()`, which the loop runs before `onBeforeUpdate`. Every `Tick` recomputes the mouse delta and drains the scroll accumulator, and on Wayland `onBeforeUpdate` fires on every loop wake, so either tick from `onUpdate`, or tick in `onBeforeUpdate` and consume the delta and scroll actions in that same listener, as the Sponza example does. Read `action.pressed`, `value` or `vector2`, or subscribe to `onPerformed`, `onCanceled`, `onValueChanged`, `onVector2Changed`. `StartRebind(action, CaptureMask, callback)` captures the next input.
- `Gamepad::connected`, `onConnected`, `onDisconnected`, per-device `buttons[]`, `axes[]` and events, `Rumble(dev, low, high, duration)`, `FindById(id)`; buttons are named by position (`South`, `East`, `West`, `North`). `Clipboard::SetText(text)` and `GetText()` (`std::optional<std::string>`).
### WebGPU and the DOM build
The same C++ surface, with these differences:
- The `Window` is the page, and `Device::Initialize()` takes no arguments. Make the window `static`: `StartSync` hands control to `requestAnimationFrame` and `_Exit(0)`s without running static destructors, so nothing after it runs on any target. `StayAlive` is `StartSync` without the animation loop, for pages that only touch the DOM, and is `StartSync` natively. `Window::numFrames` is 1, so `tlases[0]` and `BuildTLAS(cmd, 0)`. `GraphicsCommandBuffer` is an opaque `std::uint32_t`.
- `GraphicsBuffer<T, true>::Create(count)`, `FlushDevice()` without a command buffer (`queue.writeBuffer`), `FlushDeviceRange`, `FlushDeviceSlot`, and `EnqueueReadback` with `PollReadback` for GPU to CPU. `Image2D<T>::Create(w, h)` is `rgba8unorm`, `Update(const CompressedTextureAsset&)` decompresses on the CPU, `AllocateSlot(heap)` registers it; `Image2DArray<T>` stacks layers with a CPU mip chain; `StorageImage2D` is a GPU-written float texture. `AllocateLinearClampSampler(heap)` and `AllocateLinearRepeatSampler(heap)`.
- `DispatchImages` has a six-argument overload with one texture and one sampler for the whole dispatch (WebGPU bind groups); the four-argument overload binds the font atlas instead. `DispatchFused` issues the four kernels in order through the four-argument overloads, so quads, circles and text match the Vulkan result but an images category does not: draw images with the six-argument `DispatchImages` on this backend.
- Custom compute in the UI pass: `WebGPUComputeShader::Load(wgslPath, bindings, rayQuery = false)`, where each `UICustomBinding` is `{group >= 2, binding, kind, format, pushOffset}` with `kind` one of `Buffer`, `SampledTexture`, `Sampler`, `SampledTextureArray`, `BufferReadWrite`, `StorageTexture`; the renderer reads the slot at `pushOffset` out of your push data and binds that handle. Group 0 binding 0 is the header uniform and group 1 the ping-pong images, both declared by your WGSL; with `rayQuery` true the library injects its own group 1 (the RT heap and the `rayQuery*` API) and your shader must not declare one. Standalone compute: `PlainComputeShader::Load(wgsl, pushUniformSize, bindings, rayQuery)` and `Dispatch(push, bytes, handles, gx, gy, gz)` run anywhere in the frame, `handles` parallel to `bindings`. It has no library bind groups: group 0 binding 0 is your optional push uniform (`pushUniformSize` bytes, 0 for none) and your bindings start at group 1, or at group 2 with `rayQuery`, which reserves group 1 the same way.
- Ray tracing is a library-built wavefront tracer composed from your WGSL stages: `WebGPUShader(fs::path("raygen.wgsl"), entryFn, WebGPURTStage::Raygen | Miss | ClosestHit | AnyHit | Intersection | Resolve)` (wrap the path: a bare string literal is ambiguous with the constructor that takes the source itself), with the entry signatures documented in `interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm`; `ShaderBindingTableWebGPU::Init`, `RTShaderGroup{.type = RTShaderGroupType::General | TrianglesHitGroup | ProceduralHitGroup, ...}`, `PipelineRTWebGPU::Init(cmd, raygen, miss, hit, sbt, bindings, hdrOutputFormat)`. Raygen calls `rtEmitPrimaryRay`; closest-hit and miss run in the SHADE stage and call `rtEmitRay` (continuation and shadow rays) and `rtAccumulate` (atomic, any number of rays per pixel). `RTPass` adds `maxDepth` (bounces), `raysPerPixel` (the ray buffer budget), `handlesPtr` and `handlesCount` (your bindings' handles) and `outTexHandle` (HDR output). `Mesh::Build`, `BuildProcedural` and `RenderingElement3D` keep their API, but `Refit` and the host-span `RefitProcedural` rebuild the host BVH under a new `blasAddr`: set `instance.accelerationStructureReference` again before the next `BuildTLAS`, or portable deforming-mesh code keeps tracing the old geometry here. Only the device-buffer `RefitProcedural` keeps the handle.
- `Crafter::Dom::HtmlElement` and `HtmlElementPtr` (move-only DOM handles with typed listeners), `Crafter::Router` (history, location, query parsing) and `Crafter::Dom::*Event` exist only here. `WebGPU::SetCanvasMount(elementId)` renders into an element instead of the page.
- Examples with a DOM build ship `.glsl` and `.wgsl` side by side; `RTStress`, `RayQueryPick`, `HDRBloom` and `RTMultiShadow` are WebGPU-only.
### Environment variables
All are "set to any value", read once at `Device::Initialize` or swapchain creation.
| Variable | Effect |
|---|---|
| `CRAFTER_GRAPHICS_VALIDATION` | The Khronos validation layer with GPU-assisted validation, plus info messages; off by default. `Device::validationErrorCount` counts the errors. |
| `CRAFTER_GRAPHICS_DEVICE=<n>` | Use GPU number `n` as Vulkan lists them, never another; an error when it can't run the application. |
| `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` | Take the descriptor-set path on a driver that has the heap (and lose ray tracing), as a heap-less driver would. |
| `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` | Turn the NVIDIA SPIR-V rewrite off, to check a new driver. |
| `CRAFTER_GRAPHICS_NO_VULKAN_1_4` | Create a Vulkan 1.3 instance on a 1.4 GPU. |
| `CRAFTER_PRESENT_IMMEDIATE` | Present immediately, uncapped, for benchmarks. |
### Testing a consumer
`Device::Initialize` on Linux connects to Wayland right after creating the instance, so even a windowless test needs a compositor (`WAYLAND_DISPLAY`). `Window::CaptureNextFrame(png)` followed by `Render()` writes a frame to read back and compare; decode it with a private copy of `stb_image.h` (`STB_IMAGE_STATIC`), since the library compiles only the writer. Assert `Device::validationErrorCount == 0` only when `CRAFTER_GRAPHICS_VALIDATION` is set, as the count stays zero without the layer. Return 77 (crafter-build's skip) when `!Device::rayTracingSupported` and the test needs it. A test with GPU work and no `Window` calls `vkQueueWaitIdle(Device::queue)` and `Device::DrainDeletions()` before it ends. The library's own `tests/` has one of each kind to copy.
### Examples to copy from
`HelloWindow` (a window), `HelloUI` (all three UI tiers, text, hit-testing), `CustomShader` (a Tier 1 shader in GLSL and WGSL, registered twice), `VulkanTriangle` (the smallest RT setup, raw descriptor writes), `Sponza` (`.cmesh` and `.ctex` through `Mesh::Build` and `Image2D`, texture arrays, a free camera on `Input::Map`), `RTVolume` (procedural geometry with intersection and any-hit shaders), `InputSystem` (actions, rebinding, gamepads), `HelloDom` (DOM and router, no GPU), `Decompression` (the asset round trip). All MIT.