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Crate cvkg_render_gpu

Crate cvkg_render_gpu 

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§CVKG Agentic Development Guidelines (v1.2)

All AI agents contributing to this crate MUST follow ALL seven rules:

── Karpathy Guidelines (1–4) ────────────────────────────────────────────

  1. THINK FIRST — State assumptions. Surface ambiguity. Push back on complexity.
  2. STAY SIMPLE — Minimum code. No speculative features. No unasked-for abstractions.
  3. BE SURGICAL — Touch only what’s required. Own your orphans. Don’t improve neighbors.
  4. VERIFY GOALS — Turn tasks into checkable criteria. Loop until they pass. Never commit broken.

── CVKG Extended Protocols (5–7) ──────────────────────────────────────── 5. TRIPLE-PASS — Read the target, its surrounding context, and its full call graph at least THREE TIMES before making any edit or revision. 6. COMMENT ALL — Every major pub fn, unsafe block, and non-trivial algorithm in every .rs/.ts/.h/.wgsl file MUST have a descriptive doc comment. Comments describe WHY and WHAT CONTRACT, not HOW mechanically. 7. MONITOR LOOPS — Check every tool call / command for progress every 30 seconds. After 3 consecutive identical failures, stop, write BLOCKED.md, and move to unblocked work. Never silently accept a broken state.

Sources: Karpathy: https://github.com/multica-ai/andrej-karpathy-skills CVKG Extended: Section 2 of the CVKG Design Specification

§Surtr Render Pipeline

The “Fiery Giant” of the CVKG architecture. This is the authoritative GPU renderer powered by wgpu. It manages the heat of the GPU to forge high-fidelity “Berserker” aesthetics.

  • The Flaming Sword: Command submission and synchronization.
  • Muspelheim Passes: Multi-pass Gaussian blur and bloom for Bifrost/Gungnir.
  • Reclaim & Quench: LRU-based cache eviction and atlas recycling.

Structs§

ActionRequest
ColorTheme
Fully themeable color palette for the Berserker pipeline.
HeadlessContext
HeadlessContext — A rendering target for surface-less execution.
Node
A single accessible object. A complete UI is represented as a tree of these.
NodeId
The stable identity of a Node, unique within the node’s tree.
SceneUniforms
Per-frame scene state for the Berserker pipeline.
ShieldWallAdapter
SurtrRenderer
SurtrRenderer implements the high-performance GPU backend.
SvgAnimation
SvgModel
SvgModel — A collection of tessellated triangles representing a vector icon.
Tree
The data associated with an accessibility tree that’s global to the tree and not associated with any particular node.
TreeId
The stable identity of a Tree.
TreeUpdate
A serializable representation of an atomic change to a Tree.
Vertex

Enums§

Role
The type of an accessibility node.

Traits§

ActionHandler
Handles requests from assistive technologies or other clients.
ActivationHandler
Handles activation of the application’s accessibility implementation.
DeactivationHandler
Handles deactivation of the application’s accessibility implementation.

Functions§

parse_svg_animations