Expand description
facett-graphview — a domain-agnostic, scalable 2D graph render engine,
vello-backed, that runtime-selects its backend by hardware: vello
(GPU/wgpu compute) when a usable GPU exists, vello_cpu (multithreaded SIMD)
as the no-GPU fallback. The eventual single home for every graph surface —
nornir’s arch/dep/release dashboards, korp, graph-DB browsing — aiming to
beat Graphviz on interactivity + scale.
§The shared API (a future drop-in for nornir’s draw_graph)
The model — GraphModel (nodes id/label/pos/fill/stroke + edges
from/to/color/dashed/label) and the caller-supplied Decorations overlay
(per-node ring/badge + emphasis edges) — mirrors nornir’s
src/viz/graph_render.rs SHARED API exactly, so that egui routine can swap
its painter for this engine without changing its callers. Decorations stay
caller-supplied and domain-agnostic: facett never learns what a “release
gate” is.
§Backends (vello is NOT GPU-only)
Backend {GpuVello, CpuVello}; decide turns a GpuProbe into a
pick (probe → choose, mirroring nornir’s embedder runtime-select). The CPU
path (cpu::render) is the proven reference — vello_cpu already ships
transitively inside epaint 0.34, so it always builds here. The GPU path is a
real, version-aligned seam (vello 0.9 ↔ wgpu 29 ↔ egui-wgpu 0.34), wired
behind the gpu cargo feature; see [gpu].
§Render entry point
render_to_rgba dispatches on the chosen Backend and returns straight
RGBA8 pixels (PNG / egui-texture ready). Today both backends route through
the CPU rasterizer (the GPU readback path is the #17 follow-up); the dispatch
seam is in place.
§What is STUBBED (documented, not built — see .nornir/design.md)
LOD / viewport-culling, clustering / aggregation, edge-bundling, streaming layout, and the data-source adapters (nornir dep graph / FalkorDB / pipeline). Clear TODOs live at each seam.
Re-exports§
pub use backend::Backend;pub use backend::GpuProbe;pub use backend::decide;pub use cpu::Rendered;pub use cpu::render as render_cpu;pub use model::BOX_H;pub use model::BOX_W;pub use model::Camera;pub use model::Color;pub use model::Decorations;pub use model::GraphEdge;pub use model::GraphModel;pub use model::GraphNode;pub use model::NodeDecoration;pub use model::Pos;
Modules§
- backend
- Runtime backend selection — mirrors nornir’s embedder probe→pick pattern
(
probe the hardware, then choose). vello is not GPU-only: the same scene rasterizes on the GPU (velloon wgpu) when a usable adapter exists, and on the CPU (vello_cpu, multithreaded SIMD) when it doesn’t. The caller probes once and renders through whicheverBackenddecidereturns. - cpu
- The CPU rasterizer (
vello_cpu) — the reference render path. Builds a vello_cpu scene from aGraphModel+Decorationsunder aCameraand rasterizes it to a straight-RGBA8 pixel buffer (ready for a PNG or an egui texture). vello_cpu is multithreaded-SIMD software rendering: the proof that “vello” is not GPU-only. - model
- The domain-agnostic graph model — the same shape nornir’s
src/viz/graph_render.rs::draw_graphaccepts, so this engine is a future drop-in for that egui routine. Nodes are laid out in world space by the caller (each domain owns its own layout/columns); edges reference nodes by id.Decorationsis the caller-supplied overlay — facett mustn’t know what a “release gate” is, so rings/badges/emphasis-edges are opaque here.
Functions§
- render_
to_ rgba - Render
model(decorated, undercamera) to aw × hstraight-RGBA8 frame, dispatching on the runtime-chosenbackend. The one call a host makes afterdecide.