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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

Re-exports§

pub use heim::SundrPacker;
pub use color_blindness::ColorBlindMode;
pub use renderer::SurtrRenderer;
pub use types::SvgModel;
pub use types::SvgAnimation;
pub use vertex::Vertex;
pub use vertex::InstanceData;

Modules§

builtins
Pre-built material graphs for the built-in modes. These replace the if/else chains in shapes.wgsl.
color_blindness
Color blindness simulation post-process pass.
heim
Heim packing utilities.
renderer
The main SurtrRenderer struct and core frame lifecycle.
types
Core data types, internal structs, and rendering contexts.
vertex
Vertex layouts, instance data, and tessellation vertex constructors.

Structs§

ActionRequest
ColorTheme
Fully themeable color palette for the Berserker pipeline.
CompiledMaterial
Compiled material — a WGSL function that can be included in the main shader.
MaterialCompiler
Compiles MaterialGraph → WGSL fragment function.
MaterialGraph
A directed acyclic graph of material operations.
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
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.

Enums§

MaterialError
MaterialOp
An operation node in the material graph.
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.