C++ graphics library using Wayland and Vulkan.
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catbot d712218f17 perf(input-field): O(n) cursor hit test via Font::NearestCursorByte (#56)
InputField_HitTestCursor mapped a click x to a cursor byte offset by
calling Font::GetLineWidth on every prefix value[0..i] for i=1..size.
Each call re-walks from byte 0, so the hit test was O(n^2) glyph-metric
lookups (each an uncached stbtt cmap binary search). It also iterated
raw byte boundaries, so on multibyte UTF-8 input it could return an
offset splitting a codepoint — an invalid position for the byte-based
cursorPos.

Add Font::NearestCursorByte: one left-to-right cumulative-advance pass
(O(n) metrics, scale computed once) over codepoint boundaries, returning
the byte offset of the boundary nearest the target. Cumulative advance is
monotonic, so the scan stops past the closest boundary. The hit test now
delegates to it.

Adds tests/InputFieldHitTest, a pure-CPU regression test (no Vulkan
device/window): a px sweep across ASCII and multibyte strings compared
against an independent brute-force nearest-boundary oracle, plus the
left/right/empty/end-of-text edge cases and a codepoint-boundary invariant.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:55:03 +00:00
additional feat(rt): BuildProcedural/RefitProcedural from a device AABB buffer (#37) 2026-06-16 14:12:04 +00:00
examples example(RTVolume): GPU-written device-buffer procedural AABBs (#37) 2026-06-16 14:12:12 +00:00
implementations perf(input-field): O(n) cursor hit test via Font::NearestCursorByte (#56) 2026-06-16 16:55:03 +00:00
interfaces perf(input-field): O(n) cursor hit test via Font::NearestCursorByte (#56) 2026-06-16 16:55:03 +00:00
lib new UI system 2026-05-01 23:35:37 +02:00
shaders Merge remote-tracking branch 'origin/master' into claude/issue-46 2026-06-16 16:02:00 +00:00
tests perf(input-field): O(n) cursor hit test via Font::NearestCursorByte (#56) 2026-06-16 16:55:03 +00:00
.gitignore push 2025-04-16 00:45:27 +02:00
LICENSE removed pipeline arg 2025-05-07 19:21:51 +02:00
project.cpp perf(input-field): O(n) cursor hit test via Font::NearestCursorByte (#56) 2026-06-16 16:55:03 +00:00
README.md feat(webgpu-rt): atomic pixel accumulator + raysPerPixel for >1 ray/pixel/bounce (#30) 2026-06-09 22:45:25 +00:00

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_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. See examples/VulkanTriangle/README.md for the full investigation. WebGPU RT is unaffected.

Native RT limitation — dynamic descriptor_heap indexing in hit shaders: on the same NVIDIA driver, 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. A constant / spec-constant index is fine (that's why Sponza's closest-hit reads albedo[albedoSlot] through a spec constant), 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 (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 with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT so there are no descriptor-set layouts and push constants travel via vkCmdPushDataEXT.
  • 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 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.
  • ComputeShader / WebGPUComputeShader — Tier 1 wrapper used by the UI system. Vulkan loads a .spv and dispatches with vkCmdPushDataEXT; 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 ship as four .spv blobs on native and four 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). 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 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.

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, and Router::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 / .ctex decompression (GPU VK_EXT_memory_decompression on 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.glsl and .comp.wgsl.
  • DecompressionCrafter::Compression CPU 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.