feat: llimphi standalone — framework UI soberano extraído del monorepo

Motor gráfico Llimphi como workspace independiente: bucle Elm
(input→update→view→layout→raster→present) sobre wgpu+vello+taffy+parley.
Núcleo (hal/raster/layout/text/ui/theme/surface/motion/icons) + ~40 widgets
+ módulos, sin dependencias al resto del monorepo. cargo check --workspace
pasa (64 crates). Puerta de entrada: cargo run -p llimphi-ui --example counter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-04 04:23:42 +00:00
commit e65e9cc623
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//! Spike Fase 0 — GPU directo vs vello.
//!
//! Compara el tiempo total CPU+GPU por frame para pintar N puntos en una
//! textura `Rgba8Unorm` 1024×1024 con dos estrategias:
//!
//! - **Vello**: una llamada `Scene::fill(Rect 1×1)` por punto, luego
//! `vello::Renderer::render_to_texture`.
//! - **GPU directo**: un pipeline `wgpu` con instanced quad. Cada punto es
//! una instancia `[x:f32, y:f32, rgba:u32]`. Una sola draw call.
//!
//! Tamaños: 100K, 500K, 1M puntos. 10 frames de warmup + 20 medidos por
//! tamaño. Reporta mediana y factor de aceleración.
//!
//! Criterio de aceptación del SDD (`llimphi/SDD.md` §"GPU directo wgpu"):
//! factor ≥ 5× a 500K → seguir con Fase 1. Si no, abortar.
//!
//! Corre con: `cargo run -p llimphi-raster --example spike_gpu_directo --release`.
use std::io::Write;
use std::time::Instant;
use llimphi_hal::{wgpu, Hal};
use llimphi_raster::{
kurbo::{Affine, Rect},
peniko::{color::palette, Color, Fill},
vello,
};
const W: u32 = 1024;
const H: u32 = 1024;
const TARGET_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
const WARMUP_FRAMES: usize = 5;
const MEASURED_FRAMES: usize = 15;
// Vello revienta (SIGSEGV en `vello_encoding::path::flatten`) cuando la
// escena pasa de ~200K paths con los `Limits::default()` que pide el HAL.
// Es exactamente el techo del SDD §"GPU directo wgpu". Lo medimos hasta
// donde vello aguanta; el lado directo se mide a sizes mucho mayores para
// confirmar el régimen post-techo.
const VELLO_SIZES: &[usize] = &[25_000, 50_000, 100_000, 200_000];
const DIRECTO_SIZES: &[usize] = &[100_000, 500_000, 1_000_000, 5_000_000];
fn main() {
let hal = pollster::block_on(Hal::new(None)).expect("hal");
// Textura destino compartida por ambos backends. STORAGE_BINDING para
// vello (compute), RENDER_ATTACHMENT para el pipeline directo. Idéntica
// al `intermediate` de `WinitSurface` (HAL real).
let (target, target_view) = create_target(&hal.device);
let mut vello_renderer = vello::Renderer::new(
&hal.device,
vello::RendererOptions {
use_cpu: false,
antialiasing_support: vello::AaSupport {
area: true,
msaa8: false,
msaa16: false,
},
num_init_threads: None,
pipeline_cache: None,
},
)
.expect("vello renderer");
let directo = DirectoPipeline::new(&hal.device);
println!();
println!("spike GPU directo — target {W}×{H} Rgba8Unorm, headless");
println!("warmup {WARMUP_FRAMES}, measured {MEASURED_FRAMES}");
println!();
println!("vello (scene.fill por punto):");
println!(" {:>10} | {:>14}", "N", "ms / frame");
println!(" {:->10} + {:->14}", "", "");
let mut vello_100k_ms: Option<f64> = None;
for &n in VELLO_SIZES {
let points = gen_points(n);
let ms = bench_vello(&hal, &mut vello_renderer, &target_view, &points);
println!(" {:>10} | {:>14.3}", n, ms);
let _ = std::io::stdout().flush();
if n == 100_000 {
vello_100k_ms = Some(ms);
}
}
println!();
println!("GPU directo (instanced quad, 1 draw call):");
println!(" {:>10} | {:>14}", "N", "ms / frame");
println!(" {:->10} + {:->14}", "", "");
let mut directo_100k_ms: Option<f64> = None;
for &n in DIRECTO_SIZES {
let points = gen_points(n);
let ms = bench_directo(&hal, &directo, &target_view, &points);
println!(" {:>10} | {:>14.3}", n, ms);
let _ = std::io::stdout().flush();
if n == 100_000 {
directo_100k_ms = Some(ms);
}
}
println!();
if let (Some(v), Some(d)) = (vello_100k_ms, directo_100k_ms) {
let factor = v / d;
let verdict = if factor >= 5.0 { "PASA" } else { "ABORTAR" };
println!(
"veredicto Fase 0 @ 100K: vello {:.2} ms / directo {:.2} ms = {:.2}×{}",
v, d, factor, verdict
);
println!("(SDD pide ≥5× a 500K, pero vello no llega a 500K — techo medido <300K)");
}
println!();
// Mantener vivo el texture para evitar warnings.
drop(target);
}
fn create_target(device: &wgpu::Device) -> (wgpu::Texture, wgpu::TextureView) {
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("spike-target"),
size: wgpu::Extent3d {
width: W,
height: H,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TARGET_FORMAT,
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
(tex, view)
}
/// LCG numerical recipes — determinista, sin dependencias.
fn gen_points(n: usize) -> Vec<(f32, f32, u32)> {
let mut state: u32 = 0x1234_5678;
let mut out = Vec::with_capacity(n);
for _ in 0..n {
state = state.wrapping_mul(1_664_525).wrapping_add(1_013_904_223);
let x = (state % W) as f32;
state = state.wrapping_mul(1_664_525).wrapping_add(1_013_904_223);
let y = (state % H) as f32;
state = state.wrapping_mul(1_664_525).wrapping_add(1_013_904_223);
// RGBA packed little-endian: R en byte bajo (queda igual a como lo
// lee el shader: `rgba & 0xFF` → R).
let rgba = (state & 0x00FF_FFFF) | 0xFF00_0000;
out.push((x, y, rgba));
}
out
}
fn bench_vello(
hal: &Hal,
renderer: &mut vello::Renderer,
target: &wgpu::TextureView,
points: &[(f32, f32, u32)],
) -> f64 {
let mut scene = vello::Scene::new();
let mut samples: Vec<f64> = Vec::with_capacity(MEASURED_FRAMES);
for frame in 0..(WARMUP_FRAMES + MEASURED_FRAMES) {
let t0 = Instant::now();
scene.reset();
for &(x, y, rgba) in points {
let r = (rgba & 0xFF) as u8;
let g = ((rgba >> 8) & 0xFF) as u8;
let b = ((rgba >> 16) & 0xFF) as u8;
let a = ((rgba >> 24) & 0xFF) as u8;
let xf = x as f64;
let yf = y as f64;
scene.fill(
Fill::NonZero,
Affine::IDENTITY,
Color::from_rgba8(r, g, b, a),
None,
&Rect::new(xf, yf, xf + 1.0, yf + 1.0),
);
}
renderer
.render_to_texture(
&hal.device,
&hal.queue,
&scene,
target,
&vello::RenderParams {
base_color: palette::css::BLACK,
width: W,
height: H,
antialiasing_method: vello::AaConfig::Area,
},
)
.expect("vello render");
// Bloquear hasta que la GPU termine este frame. Sin esto medimos
// sólo el submit + queue building, no el trabajo real.
hal.device.poll(wgpu::Maintain::Wait);
let dt = t0.elapsed().as_secs_f64() * 1000.0;
if frame >= WARMUP_FRAMES {
samples.push(dt);
}
}
median(&mut samples)
}
fn bench_directo(
hal: &Hal,
pipe: &DirectoPipeline,
target: &wgpu::TextureView,
points: &[(f32, f32, u32)],
) -> f64 {
// Buffer de instancias dimensionado para el peor caso.
let bytes_per_inst = std::mem::size_of::<[u32; 3]>(); // [x:f32, y:f32, rgba:u32] = 12B
let inst_buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("spike-directo-inst"),
size: (points.len() * bytes_per_inst) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let mut samples: Vec<f64> = Vec::with_capacity(MEASURED_FRAMES);
for frame in 0..(WARMUP_FRAMES + MEASURED_FRAMES) {
let t0 = Instant::now();
// Empaquetar instancias: igual a la "scene build" del lado vello,
// para que la comparación sea fair (ambos parten de los mismos
// puntos crudos).
let bytes = pack_instances(points);
hal.queue.write_buffer(&inst_buf, 0, &bytes);
let mut encoder = hal.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("spike-directo-enc"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("spike-directo-pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_pipeline(&pipe.pipeline);
pass.set_vertex_buffer(0, inst_buf.slice(..));
// 6 vértices por instancia (2 tris = quad), N instancias.
pass.draw(0..6, 0..points.len() as u32);
}
hal.queue.submit(std::iter::once(encoder.finish()));
hal.device.poll(wgpu::Maintain::Wait);
let dt = t0.elapsed().as_secs_f64() * 1000.0;
if frame >= WARMUP_FRAMES {
samples.push(dt);
}
}
median(&mut samples)
}
fn pack_instances(points: &[(f32, f32, u32)]) -> Vec<u8> {
let mut v = Vec::with_capacity(points.len() * 12);
for &(x, y, rgba) in points {
v.extend_from_slice(&x.to_ne_bytes());
v.extend_from_slice(&y.to_ne_bytes());
v.extend_from_slice(&rgba.to_ne_bytes());
}
v
}
fn median(samples: &mut [f64]) -> f64 {
samples.sort_by(|a, b| a.partial_cmp(b).unwrap());
samples[samples.len() / 2]
}
/// Pipeline trivial para el bench: instanced quad sin texturas, color
/// per-instance. No es código de producción — es el "mock GPU directo"
/// que pide la Fase 0 del SDD para medir el techo alcanzable.
struct DirectoPipeline {
pipeline: wgpu::RenderPipeline,
}
impl DirectoPipeline {
fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("spike-directo-shader"),
source: wgpu::ShaderSource::Wgsl(WGSL.into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("spike-directo-layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("spike-directo-pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs"),
compilation_options: Default::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: 12,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttribute {
format: wgpu::VertexFormat::Uint32,
offset: 8,
shader_location: 1,
},
],
}],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: TARGET_FORMAT,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
Self { pipeline }
}
}
const WGSL: &str = r#"
struct Inst {
@location(0) xy: vec2<f32>,
@location(1) rgba: u32,
};
struct V2F {
@builtin(position) pos: vec4<f32>,
@location(0) color: vec4<f32>,
};
const W: f32 = 1024.0;
const H: f32 = 1024.0;
@vertex
fn vs(@builtin(vertex_index) vid: u32, inst: Inst) -> V2F {
// Quad 1.5px alrededor de (inst.xy + 0.5). Pixel-centered.
var corners = array<vec2<f32>, 6>(
vec2<f32>(-0.75, -0.75),
vec2<f32>( 0.75, -0.75),
vec2<f32>( 0.75, 0.75),
vec2<f32>(-0.75, -0.75),
vec2<f32>( 0.75, 0.75),
vec2<f32>(-0.75, 0.75),
);
let off = corners[vid];
let px = inst.xy + vec2<f32>(0.5, 0.5) + off;
// pixel → NDC, Y invertido (vello / textura framebuffer).
let ndc = vec2<f32>(px.x / W * 2.0 - 1.0, 1.0 - px.y / H * 2.0);
let r = f32( inst.rgba & 0xFFu) / 255.0;
let g = f32((inst.rgba >> 8u) & 0xFFu) / 255.0;
let b = f32((inst.rgba >> 16u) & 0xFFu) / 255.0;
let a = f32((inst.rgba >> 24u) & 0xFFu) / 255.0;
var out: V2F;
out.pos = vec4<f32>(ndc, 0.0, 1.0);
out.color = vec4<f32>(r, g, b, a);
return out;
}
@fragment
fn fs(in: V2F) -> @location(0) vec4<f32> {
return in.color;
}
"#;