Crafter.Graphics/README.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

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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` (the compute/UI path
also runs without it, see
[below](#drivers-without-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](examples/RTVolume/README.md) for procedural spheres
shaded through an intersection shader with an any-hit cut-out.
> **Native RT status:** reading an acceleration structure through
> `VK_EXT_descriptor_heap` aborts with `VK_ERROR_DEVICE_LOST` on NVIDIA
> driver `610.43.02` — a driver-side fault in the brand-new descriptor-heap
> acceleration-structure path, not an engine bug (the setup is correct and
> validation-clean; images/buffers through the same heap work). The engine
> **works around it transparently** (issue #15): on the NVIDIA driver only,
> `VulkanShader` rewrites the compiled SPIR-V so heap AS reads become a
> TLAS-device-address + `OpConvertUToAccelerationStructureKHR` path (which
> reads no descriptor), and `RTPass` supplies the address as push data.
> Shaders and example code are unchanged, and it's a single fenced block
> gated on `Device::workaroundDescriptorHeapAS`, removable once a fixed
> driver ships. **Still present on `615.78.08`**: with the rewrite off,
> `traceRayEXT` still loses the device and an inline ray query renders
> nothing. `tests/HeapASRead` covers the engine path; run
> `HeapASRead --no-workaround` to check a newer driver (it tries both paths
> with the rewrite off). Any app runs with the rewrite off while
> `CRAFTER_GRAPHICS_NO_AS_WORKAROUND` is set, to any value. See
> [examples/VulkanTriangle/README.md](examples/VulkanTriangle/README.md)
> for the full investigation. WebGPU RT is unaffected.
> **Native RT limitation (fixed in NVIDIA `615.78.08`) — dynamic
> `descriptor_heap` indexing in hit shaders:** on NVIDIA `610.43.02`, indexing
> a `descriptor_heap` array with a **runtime (non-constant)** index inside a
> ray-tracing **hit** shader also device-losts (`VK_ERROR_DEVICE_LOST`), for
> plain SSBO **and** sampled-image descriptors. On `615.78.08` it works:
> `tests/HeapDynamicIndexHit` picks a buffer and a texture by a runtime index
> in a closest-hit, including different descriptors in neighbouring lanes of
> a wave. The rest of this note applies to the older drivers. A **constant / spec-constant**
> index is fine (that's why [Sponza](examples/Sponza/README.md)'s
> closest-hit reads `textures[albedoSlot]` and `samplers[samplerSlot]`
> through spec constants), and
> the identical dynamic pattern works in fragment shaders (the UI
> renderer indexes `uiTextures[]` by per-item runtime slots) — so this
> is **RT-stage-specific**, not a general heap problem. Unlike the
> AS-read fault above this **cannot** be worked around transparently:
> sampled images have no device-address escape hatch the way an
> acceleration structure does (`OpConvertUToAccelerationStructureKHR`).
> The recommended pattern for bindless per-mesh geometry/material is to
> **bind one resource and index *within* it dynamically** rather than
> selecting a descriptor dynamically: pack geometry into a single SSBO
> (or reach it via `buffer_reference`) at a spec-constant slot and index
> by element offset, and put materials in one `texture2DArray` indexed
> by layer. Dynamic addressing *inside* a bound resource is ordinary
> memory/layer addressing and is unaffected; only dynamic selection of a
> *descriptor* faults. This is exactly what the WebGPU path already does
> (bucketed texture arrays + a single buffer). Full investigation and
> GLSL in [examples/Sponza/README.md](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](additional/dom-env.js) and
[additional/dom-webgpu.js](additional/dom-webgpu.js). On Wayland the
window needs `wl_compositor`, `wl_shm` and `xdg_wm_base`, and uses
`xdg-decoration`, `wp_viewporter` and `wp_fractional_scale_v1` where the
compositor has them. Without xdg-decoration (GNOME) the window has no
title bar, as the library draws no client-side decorations; when either
of the other two is missing it draws at scale 1, and the compositor
scales it up on a HiDPI output. Natively the frame loop keeps three
frames in flight (`Window::numFrames`) over however many images the
swapchain has: as many as its present mode needs. Where the instance has
`surface_maintenance1` and the device `swapchain_maintenance1`, that is
the mode's own count, which on Mesa's Wayland is below the surface's
count for all modes (FIFO three, Mailbox four); without, the stricter
of the two. `window.currentFrame` picks what lives per frame in flight
(the command buffer, the descriptor-heap copy,
`RenderingElement3D::tlases`, the `frameIdx` a pass is recorded with);
`window.currentImage` is the swapchain image the frame draws into,
`window.images[window.currentImage]`. A shader reads that image from a
heap slot listed with `heap.AddSwapchainSlot(slot, window)`, which the
window rewrites with the acquired image every frame, so nothing is
rewritten after a resize, and two windows can share a heap. A `Resize`
or `SetPresentMode` from a listener of the frame being recorded takes
effect after that frame's present.
- **Device** *(Vulkan only)* — single-instance bring-up targeting
`VK_EXT_descriptor_heap`; pipelines are created with
`VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT` so there are no
descriptor-set layouts and push constants travel via
`vkCmdPushDataEXT`. Needs Vulkan 1.3. The heap, ray tracing,
device-fault and swapchain-maintenance extensions are optional groups,
detected at start-up (`Device::descriptorHeapSupported`,
`rayTracingSupported`, `deviceFaultSupported`,
`swapchainMaintenance1Supported`), as is the instance's
`surface_maintenance1` (`surfaceMaintenance1Supported`). Device
features split by who uses them: the ones the binding model and the
library's own shaders need are the library's to enable; arithmetic,
storage and layout features an application's shaders use
(`shaderInt16` for a `uint16_t` spec
constant, `scalarBlockLayout`, fp16, 16-bit storage) are the
application's to ask for, as core feature structs:
`Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}})`. A second
argument takes features to use where the GPU has them, and
`Device::enabledFeatures` says which it got. A GPU that can't run the
application is skipped. `VulkanShader` refuses a module that declares,
directly or implicitly, a capability whose core feature, subgroup
operation or optional group (ray tracing, the descriptor heap) is off,
naming the field to pass or saying the GPU lacks it. Capabilities only
an extension the library never enables could allow are left to the
driver and the validation layer, as are layout rules
(`scalarBlockLayout`), which have no capability.
- **DescriptorHeapVulkan / DescriptorHeapWebGPU** — bindless slot
allocators. Vulkan side allocates image/buffer/sampler slots in a
`VK_EXT_descriptor_heap`; WebGPU side resolves slots to JS-side
handle-table cookies that the dispatch bridge binds per pass. The
window binds the Vulkan heap in every frame it records; a command
buffer recorded outside the frame loop that dispatches against it
calls `heap.Bind(cmd, frame)`, which binds the frame's heaps, or its
descriptor set on a driver without `VK_EXT_descriptor_heap`.
- **VulkanBuffer\<T, Mapped\> / WebGPUBuffer\<T\>** — typed buffer.
Vulkan variant has optional host mapping and a `FlushDevice` that
issues the right host-write barrier; WebGPU variant goes through
`queue.writeBuffer` over the JS bridge.
- **ImageVulkan\<Pixel\> / Image2D\<Pixel\> / Image2DArray\<Pixel\>** —
image + staging buffer with mip-chain support on Vulkan; on WebGPU,
`rgba8unorm` 2D / 2D-array textures created and written via the
bridge. Atlas (`r8unorm`, sub-region writes) is a separate path.
- **PipelineRTVulkan / PipelineRTWebGPU / ShaderBindingTableVulkan /
ShaderBindingTableWebGPU / RTPass** — ray-tracing pipelines. Vulkan
uses native RT pipelines + SBTs; WebGPU compiles a **wavefront /
streaming** software tracer — five `@compute` kernels
(`GENERATE → PREP → TRACE → SHADE → RESOLVE`) sharing one module,
connected by GPU ray/hit/payload buffers and a GPU-driven indirect
bounce loop (`dispatchWorkgroupsIndirect`). TRACE carries zero user
code (traversal + intersection only); user raygen calls
`rtEmitPrimaryRay`, and closesthit / miss run in SHADE where they
`rtEmitRay` continuation/shadow rays and `rtAccumulate` radiance
(atomic — any number of rays per pixel per bounce, e.g. one shadow
ray per light). An
optional Resolve shader tonemaps the linear accumulator. See
[WAVEFRONT-DESIGN.md](WAVEFRONT-DESIGN.md).
- **ComputeShader / WebGPUComputeShader** — Tier 1 wrapper used by the
UI system. Vulkan loads a `.spv` and dispatches with
`vkCmdPushDataEXT` (or the `.sets.spv` build and `vkCmdPushConstants`
without the heap); WebGPU loads a user-supplied `.wgsl` blob at
runtime via `wgpuLoadCustomShader`. Use it directly for any custom
compute.
- **UI** — three-tier UI system; see below. The standard shaders (four
kernels plus the fused one) ship as `.spv` / `.sets.spv` pairs on
native and as WGSL strings baked into the WebGPU dispatcher.
- **FontAtlas** — single-channel SDF atlas (1024×1024, 32pt base,
shelf-packed, lazy `Ensure` per codepoint, dirty-flush via `Update`).
Once it is full, a glyph that finds no free room draws blank for a
frame but keeps its advance; when the next frame begins it gets a cell,
rasterised then, taken from the glyphs drawn least recently but never
one drawn in the last `Device::framesInFlight + 1` frames
(`Device::frameCounter`, which a `Window` advances). Evicting only then,
and not while a frame is still asking for glyphs, keeps a frame from
evicting glyphs it draws further down. A glyph taller than the shelves
spans several. A `GlyphItem` is good for the frame it was shaped for:
shape text every frame, as the Tier 3 components do (`ShapeText`'s run
cache makes that a copy), into item buffers of the frame's own, one per
frame in flight (`UIBuildArgs::frameIdx`, as in HelloUI).
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](shaders/ui-shared.glsl),
and helpers (`RegisterBuffer`, `RegisterImage`, `RegisterSampler`,
`FillHeader`, `Dispatch*`, `ShapeText`). You build your own per-shader
SSBOs (manual batching) and call one `Dispatch*` per shader type per
frame. Item array order = draw order.
- **Tier 3 — stateless presentation functions.** `DrawButton`,
`DrawCheckbox`, `DrawSlider`, `DrawProgressBar`. Each is a small
function that *appends* items to your buffers — they don't dispatch.
Colors come in as small inline `*Colors` aggregates, no library
`Theme` type. **The source is the customization API**: if a
component doesn't fit, copy its body and edit it. No virtual hooks,
no extension points.
What's *not* in the UI: widget tree, layout engine (just a `Rect::SubRect`
carving helper), theming, hit-testing, focus management. State for
interactive components (hover, drag, focus) lives in user-owned POD
structs, not the library.
### UI dispatch model
Standard shaders dispatch one workgroup per 8×8 *screen tile* — each
thread iterates every item in the SSBO in array order, accumulating
into a local `dst`, and stores once. Total cost is `O(W·H·N)`; works
well up to a few hundred items at 1080p. Splitting one buffer into
multiple dispatches doesn't help — the same total work plus barrier
overhead. If you need to render thousands of UI items, you want a
different shader (tile binning, per-item-list resolve), not more
dispatches.
### Drivers without `VK_EXT_descriptor_heap`
The compute/UI path also runs on Vulkan drivers that lack
`VK_EXT_descriptor_heap` (Mesa Turnip on Qualcomm Adreno, for one).
`Device::Initialize` detects this and sets
`Device::descriptorHeapSupported = false`. The same slots then live in
one bindless descriptor set per frame instead of the heap, and push
constants go through `vkCmdPushConstants`. Slot handles, item structs,
`UIDispatchHeader` and the `UIRenderer` API are unchanged, so
application code does not branch on it. Ray tracing is heap-only: on
such a driver `Device::rayTracingSupported` is false and the RT entry
points throw.
Each compute shader is shipped in two builds of the same source:
`<name>.spv` for the heap and `<name>.sets.spv` for descriptor sets.
`ComputeShader::Load(path, heap)` takes the `.spv` path and picks the
right file itself. For a custom shader that means three things:
- Declare bindless resources with the `UI_HEAP_*` macros from
[shaders/ui-shared.glsl](shaders/ui-shared.glsl), not with a literal
`descriptor_heap`:
```glsl
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:
```cpp
cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
Shader& sets = cfg.shaders.emplace_back(fs::path("my.comp.glsl"), std::string("main"), ShaderType::Compute);
sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"};
sets.variant = "sets";
```
- Keep the push-constant block within the device's
`maxPushConstantsSize` (256 bytes on common drivers). Without the
heap a larger payload throws in `ComputeShader::Dispatch`.
Set the environment variable `CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP` to
force the descriptor-set path on a driver that does have the heap; the
`UIFallbackParity` test uses it to compare the two paths frame for
frame.
## Build
The repository is built with `crafter-build` (a project-config based
build system; the project description lives in `project.cpp`):
```bash
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](examples/Sponza/raygen.glsl) +
[raygen.wgsl](examples/Sponza/raygen.wgsl)); `project.cpp` selects the
right set per target.
## Examples
See [examples/](examples/). Quick map:
- [HelloWindow](examples/HelloWindow/) — minimal native window, no rendering.
- [HelloDom](examples/HelloDom/) — wasm-only smoke test of the DOM
partition: page-level events, `HtmlElement::CreateInBody`, and
`Router::PushState`-driven SPA navigation. No GPU work.
- [VulkanTriangle](examples/VulkanTriangle/) — ray-traced triangle on
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