The generated android wrapper re-creates a standalone workspace and only
forwarded [patch.*] sections from the workspace root manifest, so deps
declared via [workspace.dependencies] + workspace = true failed to inherit
in wrapped crate builds. Extract the [workspace.dependencies] section the
same way patches are handled and inject it into the wrapper manifest.
- makepad_test/runtime.rs: forward NIGIG_TEST_MODE from host env to the
Android app via 'am start' intent extra; add wait_timeout (60s) used by
wait_visible/wait_hidden/wait_count; make query_widgets tolerant of
snapshot timeouts; grant READ_CONTACTS during adb setup
- makepad-platform android_jni.rs: read makepad.NIGIG_TEST_MODE intent
extra and surface it as the NIGIG_TEST_MODE env var via apply_studio_env
- cargo_makepad compile.rs: support verbatim custom AndroidManifest.xml in
addition to the templated variant
- makepad-xr xr_root.rs: add ortho camera controls (ortho, ortho_height,
min/max), derive Debug on XrCamera
- docs: ANDROID.md and DESKTOP_VISIBLE.md for makepad_test
The GrantPermissionsActivity pops up during navigation and blocks the
app's event loop, preventing hub responses. Pre-grant all runtime
permissions after APK install to avoid this.
PID 28203 (rs.robius.robrix) was the actual zombie reclaiming foreground
and killing our test app - not our own package. Force-stop both the
target package and known interfering Makepad apps (Robrix) during test
setup to prevent cross-app foreground competition.
Also remove the pm disable-user approach as it doesn't help against
a different package's zombie process.
Samsung devices keep killed app processes alive and bring them back to
the foreground ~15s later, killing our fresh test instance. force-stop
and kill -9 don't prevent this. pm disable-user fully prevents the
zombie from being restarted. Re-enable before launching the new instance.
The Android platform never sent BeforeStartup or AfterStartup messages
via the studio websocket. Desktop platforms send these through their
stdin event loops, but Android uses websockets instead of stdin.
Without AfterStartup, the hub never broadcasts AppStarted to UI
clients, causing makepad-test to time out waiting for app startup.
Adds feature-gated optional deps and re-exports (makepad-test, makepad-csg,
makepad-gltf, makepad-mbtile-reader, makepad-fast-inflate) so a downstream
workspace can depend on makepad-widgets as its sole Makepad source.
Adds the Android test runtime to makepad_test: builds the APK with
cargo-makepad's standard Java path, installs and launches via adb with
makepad.STUDIO_* intent extras (incl. STUDIO_BUILD), connects the app to an
in-process hub over adb reverse, and waits for startup + responsiveness.
Adds clean in-process hub shutdown (HttpServerHandle + GatewayHandle Drop)
and the STUDIO_BUILD intent parsing on the app side. No native-activity or
NDK APK compilation code is included.
An app that persists its window geometry has to restore it into a display
arrangement that may have changed completely since it was saved: the display
the window sat on can be gone, a docked laptop can be back on its built-in
panel, and the file can hold values no display ever had. Nothing validated any
of it -- `configure_window` stored the numbers and each backend passed them
straight to `CreateWindowExW` / `initWithContentRect:` / `XCreateWindow` -- so a
window could come back off-screen or too small to grab, with no way back except
deleting the state file.
Windows also manufactured those values. Win32 reports a minimized window at
`(-32000, -32000)` with a zero-sized client rect, `WM_SIZE` published that as
the window's authoritative geometry, and an app saving on shutdown wrote it
down. `WM_MOVE` meanwhile published nothing, so a window that was dragged but
not resized persisted its pre-drag position (X11's `ConfigureNotify` and macOS's
`windowDidMove:` both already published).
Add `platform/src/screen.rs`, holding the policy in one place:
- `sanitize_window_geom` needs no display knowledge and every backend reaches
it through `CxWindow::create_geom`. It is what protects the backends a fit
cannot help: Wayland enumerates no displays for a client and hands the size
to `wl_egl_window_create`, which rejects a non-positive one -- a persisted
`0` or `NaN` panicked the app at startup -- and X11 encodes extents as
unsigned 16-bit and answers a zero with a protocol error that, with no error
handler installed, terminates the process.
- `clamp_point_to_screens` pins the origin BEFORE the window is created. The
fit alone is too late: `set_inner_size` runs in between and works relative
to wherever the window landed.
- `fit_window_rect_to_screens` corrects the finished rectangle. A window
already wholly on the desktop is returned untouched, including one
deliberately spanning two adjacent displays; anything else moves to the
display it overlaps most, or nearest by centre, capped to that work area.
Displays come from `EnumDisplayMonitors` + `GetMonitorInfoW` on Windows (both
absent from the vendored bindings, so linked here), `NSScreen.screens` on macOS,
and the root geometry plus EWMH `_NET_WORKAREA` on X11. Wayland is unaffected by
the class of bug: a client there cannot know or choose where its windows go.
Report a minimized window from `GetWindowPlacement().rcNormalPosition`,
converted out of workspace coordinates, so what an app persists is the geometry
the window actually returns to; skip publishing on `SIZE_MINIMIZED`; publish on
`WM_MOVE`, deferred to `WM_EXITSIZEMOVE` during a user drag because the Cx
handler redraws on every geometry event.
Positions are now documented and implemented as physical screen pixels on
Windows and X11 (points on macOS) and are never DPI-scaled, matching
`get_position`, `create_position` and the platform calls. `set_position` alone
had been scaling its argument, so `set_position(get_position())` moved a window
to twice its coordinates on a 200% display.
Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
A packaged desktop build addresses its resources through a relative package root
-- `cargo packager` and `robius-packaging-commands` both use `.`, with the
resource trees sitting beside the executable -- and a relative `File::open`
resolves against the process working directory. Any launcher that sets no
working directory therefore starts the app somewhere unrelated and every font,
icon and image open fails: a URL-protocol handler (`HKCR\<scheme>\shell\open\
command` carries no working directory), a file association, a service, a
shortcut created without one.
The result is not a clean failure. The window comes up and lays out correctly,
shader-drawn shapes and buttons render, and network-loaded images appear, but
every glyph and every bundled icon is missing, because those are the parts that
need a file. It reads as a renderer bug rather than a missing directory.
macOS avoids this through `apple_bundle_load_dependencies`, and a Linux `deb`
package uses an absolute `/usr/lib/<name>`, so Windows is the only desktop
target whose resource lookup depends on where it was started from.
Retry a failed open against the directory holding the executable. This is
purely additive -- a path that resolves today resolves identically, and only an
open that would have failed reaches the fallback -- so a dev build's
workspace-relative dependency paths keep working unchanged.
Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
* widgets: set_visible belongs to every widget, not just View
`ui.value_lg.set_visible(w >= 150)` logged "widget method set_visible not
found for uid WidgetUid(1236)" once per resize, and the widget simply never
reflowed. Label, Button and every other leaf refused a method that View
alone implemented — even though visibility is a Widget-trait property that
`#[visible]` derives for exactly those widgets.
it went unnoticed because the fixed-slot list pattern wraps its rows in
Views. what it breaks is the widget tiles, where a bare Label is toggled by
an on_widget_resize, and the failure reads as a layout that just doesn't
respond to its size.
handled once now, in WidgetRef::script_call, after the widget's own
script_call declines the method — so set_visible (and a visible() getter)
work on anything, and View's copy is gone. a bad argument still keeps the
current visibility and returns an error instead of guessing true.
* script: a dead heap's resource handles must not outlive it
the launcher died about one run in five, always inside the GC and never
anywhere near what caused it:
gc.rs:300: index out of bounds: the len is 21 but the index is 22
only after an isolate had been torn down and another started — closing a
widget preview, or granting `network` (alloc-time, so the app's isolates
restart).
CxScriptResources caches (heap_key, abs_path) -> that heap's LOCAL handle,
and a heap_key is an allocation ADDRESS. the only cleanup was
CxScriptResourceGc, which runs when the owning heap's own GC sweeps that
handle — and a heap that is dropped wholesale, as a Splash isolate's is,
never sweeps anything. so the entries outlived the heap, and the next
isolate whose root_objects landed on that freed address asked for the same
font and was handed the dead heap's handle index. it stored it in its own
FontMember{res, asc, desc}, where 22 means nothing in a table of 21 —
and nothing noticed until that heap's next collection walked the font
object it had every right to walk.
gc_heaps() drops a dead heap's entries, and detaches handles no surviving
heap still maps to (handle values are heap-local, so two heaps' handles can
be equal). called from gc_dead_splash_isolates beside the storage and
bridge purges, which already runs before a new isolate can allocate.
anything keyed by heap_key needs to be in that function, for this reason.
the same hunt turned up a second crossing, fixed here too:
View::script_call(render) built its `me` object in whatever VM happened to
be calling, protoed off the SOURCE view's heap, and forwarded the caller's
args object into the target VM. render a view whose isolate has since been
torn down and that object stays behind in the CALLER's heap holding a dead
heap's index. it refuses now when the two heaps differ.
`ui.value_lg.set_visible(w >= 150)` logged "widget method set_visible not
found for uid WidgetUid(1236)" once per resize, and the widget simply never
reflowed. Label, Button and every other leaf refused a method that View
alone implemented — even though visibility is a Widget-trait property that
`#[visible]` derives for exactly those widgets.
it went unnoticed because the fixed-slot list pattern wraps its rows in
Views. what it breaks is the widget tiles, where a bare Label is toggled by
an on_widget_resize, and the failure reads as a layout that just doesn't
respond to its size.
handled once now, in WidgetRef::script_call, after the widget's own
script_call declines the method — so set_visible (and a visible() getter)
work on anything, and View's copy is gone. a bad argument still keeps the
current visibility and returns an error instead of guessing true.
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- widgets: boxed labels center on their ink, not on the font's line box
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- texcomp: the block codec and the container every texture will travel in
- mixer: a live LR-Mix surface for the XR18 — strips paired the way the desk is run, auto-connect, EQ that bends its own curve, and a sweep paced so the console drops nothing
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- asset-ai: the chat tells the truth while it works
- audio: a FLAC decoder from the specification, beside the MP3 and Vorbis ones
- asset-ui: the classic import surface follows what the importer now produces
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- mixer: a live LR-Mix surface for the XR18 — strips paired the way the desk is run, auto-connect, EQ that bends its own curve, and a sweep paced so the console drops nothing
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the music explorer gets IMPORT, and catalog controls fold away in local mode
- vjfx: three lanes land — engine hooks + hold stage, the videomesh engine, and the audio picture
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: reverse earns a memory, and the effects stop aging
- vj: video goes NV12 end to end, and the GPU does the unpacking
- vj: windows hands the main thread one megabyte, and the script tree wants two
- vj: the GPU learns to see motion — realtime frame tweening on every deck
- vj: the tweener learns — RIFE runs on the Mac and feeds the warp
- vj: the classical tweener grows up, and every deck gets a tween chip
- models: an interrupted install can never load broken
- vj: the transport becomes a platter — velocity in, position out, one map
- vj: the tween presenter reads the platter — one clock per deck, cued once at the frame on screen
- vj: the presenter switch lands without its scaffolding
- vj: the next pair's fields are fetched ahead of the change under the capacity law — a pair change costs an ordinary beat; macos: the layer's own display link paces the frame when the system offers it, the old path stays as fallback
- vj: AI3 subdivides adaptively — one, three or seven neural frames per pair, chosen from measured synth time against the pair's own period, with classical flow between them and a 7-3-1-FL fallback; the deck shows the depth
- vj: local store, lyrics and model plumbing, and the frame-interpolator's device parity check
- vj: DJ-tab scroll knobs, title-click reset, crossfade fix, stem headroom — plus the pre-Ampere CUDA fix (#1193)
- vj: the deck explorer lists music-tagged audio, the sfx surface filters by tag not category, the track list fills the window, and the modal host has no layout footprint
Co-authored-by: Rogier de Leeuw <vjroger@gmail.com>
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: reverse earns a memory, and the effects stop aging
- vj: video goes NV12 end to end, and the GPU does the unpacking
- vj: the GPU learns to see motion — realtime frame tweening on every deck
- vj: the tweener learns — RIFE runs on the Mac and feeds the warp
- vj: the classical tweener grows up, and every deck gets a tween chip
- vj: the tween clock tells presented time, not producer time
- vj: the transport becomes a platter — velocity in, position out, one map
- vj: the tween presenter reads the platter — one clock per deck, cued once at the frame on screen
- vj: the OFF tier joins the platter — a resident clip's picture is cache[nearest(pos)]
- vj: the media thread loses its second clock — resident clips park the decoder
- vj: the producer gets a contract — keyed ladders, deadlines, and a capacity law
- vj: two decks, one law — identical inputs are bit-identical, and the warp agrees to the byte
- vj: the presenter switch lands without its scaffolding
- vj: the next pair's fields are fetched ahead of the change under the capacity law — a pair change costs an ordinary beat; macos: the layer's own display link paces the frame when the system offers it, the old path stays as fallback
- vj: AI3 subdivides adaptively — one, three or seven neural frames per pair, chosen from measured synth time against the pair's own period, with classical flow between them and a 7-3-1-FL fallback; the deck shows the depth
- video_flow: the flow debug bins, declared behind the convert feature so --no-default-features skips them instead of failing
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vjfx: 104 new presets — the transition lane fills out and the screen family goes wide
- vjfx: three lanes land — engine hooks + hold stage, the videomesh engine, and the audio picture
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: reverse earns a memory, and the effects stop aging
- fab: a 3D creation shell and the viewer built on it
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- fab: a colour picker, a material's textures, and dials that move the scene while they drag
- texcomp: the block codec and the container every texture will travel in
- fab: FAB_PROBE_MAT — per-material triangle counts, texture presence and uv spread in the roof probe
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- texcomp: the block codec and the container every texture will travel in
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- texcomp: the block codec and the container every texture will travel in
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- render+sim: the two hooks the model viewer already relies on
- viewport: Realtime gets the engine's cascaded shadow pass, the NOAA sun, metered exposure with sky ambient, a haze knob, a time-of-day slider in the header, and no grid — the building itself still waits for its casters and direct light
- render: the engine's receiver shader takes the sun with two-sided normals and the shadow term for the model batches
- fab: a 3D creation shell and the viewer built on it
- render: two shaders that never compiled — a let is not assignable, a var is
- sim: a declared map facing becomes a body's heading through one rule
- render: a HUD that already reads as a game's before anyone styles it
- asset+sim: the two modules their own commits already declared
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- audio: a FLAC decoder from the specification, beside the MP3 and Vorbis ones
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the tweener learns — RIFE runs on the Mac and feeds the warp
- asset-ai: the chat tells the truth while it works
- llm: a cold turn on the solo slot takes the session-native speculative path — think-mode turns no longer re-ingest the whole conversation through the draft head (66 → 122 tok/s on the four-lane box)
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- vj: local store, lyrics and model plumbing, and the frame-interpolator's device parity check
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- repo: context_ladder scratch bin stays local, not shipped
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- models: an interrupted install can never load broken
- importer: the classic worlds stop being mirror images
- asset-ai: the chat tells the truth while it works
- sqlite: derived tables get their real names, their predicates, and all their arms
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- importer: a sound and a single-tile sprite publish a picture like everything else
- asset: hardware sha256 kernels, proved against the software oracle before they run
- sim: a declared map facing becomes a body's heading through one rule
- asset: the batch publish route, with the hostile cases it has to refuse
- asset: an example that asks a live store which assets carry a thumbnail
- asset+sim: the two modules their own commits already declared
- asset: ActorDef::scaled — every linear quantity follows the map's person height — plus the place-dump and retire-stale store examples, and the game chat context stops reporting work it did not do
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- sqlite: derived tables get their real names, their predicates, and all their arms
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: video goes NV12 end to end, and the GPU does the unpacking
- widgets: boxed labels center on their ink, not on the font's line box
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- widgets: a dock redraws its panels, not just its own frame
- draw: hsv2rgb takes vector bounds, so it compiles
- texcomp: the block codec and the container every texture will travel in
- widgets: a Splash keeps the walk its host declared across a body rebuild, and logs a body that fails to evaluate instead of drawing nothing
- vj: DJ-tab scroll knobs, title-click reset, crossfade fix, stem headroom — plus the pre-Ampere CUDA fix (#1193)
Co-authored-by: Rogier de Leeuw <vjroger@gmail.com>
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: video goes NV12 end to end, and the GPU does the unpacking
- script: parser, with the case that caught it in the test suite
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- windows: the paint beat becomes the swapchain's own beat, and /g learns to see
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: the GPU learns to see motion — realtime frame tweening on every deck
- macos: the paint beat becomes the display's own beat
- windows: the paint beat becomes the swapchain's own beat, and /g learns to see
- metal: vec textures ride the command stream — the CPU stops overwriting what the GPU is still reading
- metal: instance buffers stop being rewritten under a live draw
- macos: next frames and draws are stamped with the flip they aim at
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- metal: a watchdog for stalled command buffers — it names the pass, and only aborts when asked
- macos: resetCursorRects no longer aborts the app when AppKit re-enters it
- macos: nothing panics across resetCursorRects — the callback is shielded and its cursors are retained
- vj: the next pair's fields are fetched ahead of the change under the capacity law — a pair change costs an ordinary beat; macos: the layer's own display link paces the frame when the system offers it, the old path stays as fallback
- macos: a drawable from the layer's display link is presented plainly — presenting it at a time is forbidden and raised in every visible window
- macos: a window paced by the layer's display link never asks the layer for a drawable — the beat waits for the link's update; ObjC exceptions are logged with their reason before they unwind
- macos: the layer's display link is opt-in (MAKEPAD_METAL_DISPLAY_LINK=1) until it paces at the display's rate — 11 fps visible against 62 on the proven path
- macos: the layer's display link asks for the screen's maximum rate, consumes every drawable it hands out, and traces updates/consumed/presented per second — still 75 ms per present under a drag, so it stays opt-in
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- macos: a link-paced beat blocks till the next flip, and an armed paint clock means wait — the main thread no longer polls at 100% CPU between frames
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- vj: reverse earns a memory, and the effects stop aging
- vj: video goes NV12 end to end, and the GPU does the unpacking
- windows: the paint beat becomes the swapchain's own beat, and /g learns to see
- platform: the time repaint stops resurrecting passes their owner left behind
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
A Turing box (RTX 2080 Ti, sm_75) lost ALL of CUDA because two kernel
files refused to compile for it, and one failed kernel build means the
stub store — surfaced in the VJ as "stems: model error: no compiled-graph
device" on the DJ tab.
diffusion_ops.cu used three sm_80-only pieces unguarded: bf16 wmma
fragments (the type itself is incomplete before Ampere), cp.async, and
the m16n8k16 mma shapes. The cp.async helpers now fall back to
synchronous copies below sm_80 — the f16 wmma flash/sdpa kernels lose
their prefetch overlap on Turing, not their contents — while the bf16
and FA2 kernels are compiled out and their launchers refuse pre-sm_80
devices with cudaErrorNotSupported instead of returning a buffer the
kernel never wrote.
fattn/common.cuh made mkllm_unused_vars constexpr: the no-cp.async
branch of ggml_cuda_fattn_mma_get_nstages calls it, and a non-constexpr
callee poisoned the constexpr config chain on exactly the pre-Ampere
device pass — the arch nobody had compiled for.
Stems verified on the 2080 Ti: stems-ops-check all green (SNR 137-147 dB
against the CPU reference), two tracks separated end to end, output
confirmed clean by ear.
Co-authored-by: vjroger <r.deleeuw@qogni.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
`current_view` only advances once a push or pop transition finishes, so
mid-transition it still reports the outgoing view. Callers that want to
address the view the app considers current, e.g. to retitle it, had to
either duplicate the id themselves or special-case `is_transitioning`.
* Add `destination_view()`, which reports the incoming view as soon as a
transition starts and falls back to `current_view` when settled.
- INSTALL MODELS under the music explorer: a download dialog naming both
MIT weight sets (BS-RoFormer splitter 527MB, whisper large-v3-turbo
1.6GB), where they land and their licenses; resumable sha256-pinned
downloads through the asset-ai downloader (featureless dep — the same
slice the asset UI links); cancel mid-flight (the button flips to
CANCEL, .part resumes later), MB progress, and the row disappears on a
provisioned machine. When the last model lands the loaded decks
separate immediately: the stems worker now re-probes the checkpoint
per job instead of latching its absence, and the lyrics transcriber
unlatches too (the Apple fallback yields to whisper mid-session).
- DrawWaveLane's stem palette moves from instance inputs to uniforms:
36 vertex inputs blew D3D11's vs_5_0 limit of 32 (error X4506), which
left the music decks with NO waveform at all on Windows.
- --remote HOST:PORT binds a named interface so another machine can
drive an app over the LAN (fleet-box testing); bare --remote stays
loopback.
- queue chip: the + glyph centres in its 26x18 box.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The VJ's EFFECT surface is a small renderer of its own. An effect is a
`.splash` DOCUMENT — engine choice, stages, fields, parameters and now the
SHADERS THEMSELVES live in the document rather than in Rust. That is the
shape this commit introduces (dev has never seen an intermediate one): a
document is the whole effect, and the Rust side is the engine families that
documents draw with.
The engine families: particles and emitters, GPU sim swarms and fluid, static
meshes (firefly synchrony, harmonograph loom, domino liturgy), tiles, flock,
clouds, city, pipes, stock charts, an SDF raymarcher with a subclassable
`scene_sdf`, and a mountain-jet endless range with a beat-pulsed fighter.
Three things make them a system rather than a demo reel:
- SIM FIELDS — a float simulation-texture primitive, so an engine can carry
GPU state across frames (wind, particles, fluid) instead of being a pure
function of the clock.
- CONTENT COUPLING — `content:` in a document and `input0` on every engine's
tex0, so an effect can consume the program video: drapes, backdrops,
mirrors, billboards, chrome, frescoes, canopy, glass, silk, wall, swarm,
pen and mosaic families all take the picture playing behind them.
- MUSIC BINDING — shaders read the beat, so the whole library moves with the
track rather than on its own clock.
Roughly a hundred seeded preset documents ship with it, each with a lazily
rendered animated thumbnail (rendered 4x and box-downscaled, 16-tap SSAA);
the thumbnail pass went from four minutes to eleven seconds. CONTRACT.md is
the document contract and its verify recipe; IDEAS.md is the campaign tracker.
A VJ console that is its own asset store: five surfaces (VIDEO program tiles,
MUSIC DJ decks, SFX, EFFECT slots, LIGHTS) over the asset server, driven by
APC40 hardware or the screen.
The transport is the centre of it. The SWEEP LAW: one direction, one beat
step, and a pacer that never hiccups — a loop wrap is never fast-forwarded and
the grid keeps no holes. On top of that: bracket-to-bracket scrub math so the
playhead learns the user's trim, SCRATCH as a sprung shuttle on every deck
transport, ping-pong and per-slot mute, hot-standby decks, one rate authority,
and beat sync that fits a whole clip into N bars at a musical rate while
cached loops keep real wrapping pts so the phase survives.
VARIABLE FRAMERATE VIDEO IMPORT measures the flow field a clip needs without a
model (libs/video_flow), which is what makes free-rate bounce-looping GPU
playback possible; the enhance pipe uprezes and tweens a deck clip in one
decode and one encode, with the motion vectors inside the mp4.
The console itself: makepad orange and the brand lockup, Blender-style BPM,
system tooltips, popover sliders, bracket trim handles, one button family and
a no-push band, doc-labeled slot dials with MIDI learn and strict typing, a
BEATS dropdown and slow-biased jog, an IMPORT panel that arms, runs and stops,
and BLAST — one press invents a visual for every parallel pipe. Generation
runs six jobs in flight across the fleet, and a job row names what it made.
The library grid fills as a relay — page, detail, manifest, blob, decode,
texture — and every hand-off used to be picked up by the 20Hz poll timer, so
each hop cost a tick however fast the store answered. The hand-offs now run on
the frame while anything is owed, manifests jump the queue like the details
that produced them, and resolve/decode/worker width all widen while nobody is
on stage and narrow together the moment the program window opens or a deck
plays. The visible page resolves first. Measured on the same warm cache: a
48-tile page 4.7s -> 1.9s, a tab's first visit 4.3s -> 1.1s, decode wait 48ms
-> 9ms, a second visit painted in the same frame with zero decodes, and no
UI hitches across the session.
Also here: wave analysis (tempo, grid, downbeat, tiles) with a judge suite
that scores the detector against click tracks and a human drummer, stem
separation, karaoke lyric display, Art-Net/DMX light control, and an output
window that projects without janking on Windows mouse movement.
466 tests, zero warnings.
- README: a build quick-start for macOS and Windows, the honest Linux
story, what CUDA is for and how to install the separation model.
- AGENTS.md: the `--remote` control surface protocol, so the harness it
documents is usable without reading platform/src/remote.rs.
- Cargo.toml: workspace membership for the crates this series adds and
removes.
- tools/: the Windows box scripts (wincmd, winps and friends, winrun) and
remote_smoke.sh — how a build gets driven on a remote machine.
- apps/asset-server: the standalone server binary and its README.
- Small follow-ups in libs/{windows,apple_sys,makepad_test,mbtile_reader,
converse} and apps/route, plus .gitignore and makepad.splash.
Four new examples, each of which is also the test surface for the thing it
demonstrates:
- datagrid — the DataGrid widget across five tabs (sheets with a formula
engine, big data, charts, pixels, widgets).
- portallist_hit — PortalList hit-testing, with a UI test suite.
- render_to_texture — the offscreen pass, with a UI test suite.
- splat_bench — Gaussian splat sorting and drawing under load.
uizoo gains a dropdown tab; the splash example's UI test follows the splash
host-services change.
The asset browser becomes the front end for everything the AI stack can do:
- analysis — a content analysis pass over imported assets.
- mask_paint — paint a mask over an image for inpainting.
- music_page — the music generation surface.
- webcam — live capture as a generation input.
- fast_presets, store_content — preset and store-content plumbing.
Around them the existing surfaces get the corrections the store and the video
widget forced: sprite-split and child-pass thumbnail fixes, one video widget
everywhere (opens stop fighting each other and the rail never reflows),
grouped classic/Duke import that lands 102 assets instead of a card flood,
chat that greets with silence rather than a banner, and a pipeline that
survives restarts.
libs/render picks up the two biggest new modules in the group: `level.rs`
(the imported-world runtime) and `player_nav.rs` (walkable-surface planning
with clearance bands). The renderer, shader set, GPU lightmap and skinning
paths all grow with them — a chart-edge texel is no longer trusted with a
skirt's light, a lamp only receives what the sky is not already delivering,
and lamp photometry comes from the fixture rather than the mesh scale. A
`walk_probe` example drives the navigation directly.
xr gets splat packing and a GPU splat sort (`splat_pack.rs`, `splat_sort.rs`,
with tests), and view_splat is largely rewritten on top of them.
remesh, xatlas, gltf, splat and sim carry the supporting work: the xatlas
unwrap hang is fixed and the pass is several times faster, the glTF writer
emits the rig and vehicle contracts, and sim grows the entity layer the
imported worlds drive.
Another dependency the app should not be asking the platform for:
- audio_decode — MP3 (layer 3, LSF tables, synthesis) and Ogg Vorbis
(codebooks, floor, residue, MDCT) decoders, with tag reading. Both are
checked against oracle fixtures rather than against our own expectations.
- audio_encode — an Ogg Vorbis encoder: MDCT, psychoacoustics, floor and
Huffman coding, setup tables, plus `oggenc` and `audiobench` binaries.
- audio_picture — waveform and spectrogram rendering, and compositing.
- audio_lyrics — word-level lyric alignment (DTW plus a DP snap) and the
baked schema behind karaoke timing.
- audio_sidechannels — the side-channel plumbing between them.
libs/voice grows a CUDA backend and an alignment path beside its CPU decoder,
with a `whisper_parity` binary to keep the two honest.
The model code was spread across eight crates that had grown into each other:
ggml and cuda and mlx each owned part of a tensor runtime, llama and tts and
voice2 each owned part of a model, and libs/diffusion owned everything else.
They are now one tree with an explicit shape:
libs/ai/cuda — kernels and launch surface
libs/ai/metal — Metal shaders and the shim
libs/ai/llm — the language-model runtime (sessions, lanes, contexts,
the CUDA and Metal executors, the compiled Metal path)
libs/ai/models/ — common, flux, h3, music, paint, speech, stems, vision
libs/diffusion is not deleted but demoted: what remains is the VALIDATOR
crate — several dozen `*_validate.rs` oracles that check a native
implementation against a reference, which is where they belong now that the
implementations live next door.
The functional work inside the move is mostly in the LLM runtime: N lanes that
draft while one verify batch serves all of them, per-slot prefill over a shared
folded attention arena, speculation that survives batching, and a scheduler
that reports rather than publishes. And in the CUDA build: a machine without
usable CUDA must still LINK (and say so), the default kernel arch is the
building machine's GPU, `NO_CUDA` forces the stub even where the toolkit
exists, and kernels compile in parallel with progress.
libs/video_flow is new here: classical optical flow estimation and the `mkfl`
motion-field payload — a flow field measured from a clip without a model,
which is what drives free-rate bounce-looping playback and the uprez/tween
enhance pipe.
The asset store now uses libs/sqlite_query as its ONLY engine — not a feature
flag, not a fallback. That closes the Windows gap (the embedded store starts
there now, and a SHARED->EXCLUSIVE upgrade is handled rather than assumed
free) and takes the C dependency out of the build everywhere else.
Around it:
- store: a garbage collector, catalogued content that is referenced in place
instead of copied, the `vjeffect` kind, and host/chat routes that keep up
with the chat wire below.
- importer: the unified map contract reaches quake2, quake3, doom and duke —
world placement, nav, welding, prelit maps and glTF node handling shared
rather than reimplemented per game. Music import, billboards and stateful
props move to the data crate so readers stop linking the importer.
- ai: the serving side of multi-lane chat — per-lane conversations, honest
progress and acceptance reporting, penalties and a watchdog, context as a
per-box number that compacts instead of erupting, a realtime session mode,
and inpaint/flux2 backends. `chat_bench` measures the rate the way the
client meter computes it.
- client / chat / chat_ui: a publication can NAME a file instead of carrying
it; the wire says whether a turn is warm and whether it is thinking, so a
client stops guessing; transcript and feed widgets render history the way
the model wrote it. `SessionConfig::catalog_runtime` lets a host size the
catalog runtime's lanes itself — a browsing UI puts every listing, every
per-tile resolve and every thumbnail blob through that one runtime and
wants a wider fast lane than the shared default, while media lanes keep
it (a few big transfers, not a thousand small ones).
- widgets: the shared asset widgets — one video view (knobbed seek,
transport, bracket trim, rail playback) used everywhere, plus thumb,
preview, scene view, walk-world and the lyric reader.
A from-scratch, dependency-free SQLite implementation: file format reader and
writer (b-tree read and write paths, pager, journal, WAL), a SQL lexer,
parser and AST, a planner, and an executor — plus locking, integrity checking
and a `sqlq` CLI.
It exists because the asset store needs a database on every platform the app
ships to, without a C toolchain in the build and without a system library
whose version is somebody else's decision. The test suite is the argument:
DML, DDL, concurrency, crash recovery, a query corpus and a DML fuzzer, all
checked against real SQLite behaviour rather than against our own reading of
the spec.
Six new widgets, all built for the console-density end of the spectrum:
- DataGrid — a 2D-virtualised grid (rows AND columns), the table/spreadsheet
counterpart to PortalList. Cells host arbitrary widgets from templates.
- Chart — trend and sparkline drawing that composes inside docks and grids,
which the old DrawVector-based chart could not.
- ComboBox — a text input with a filtered, keyboard-navigable popup list;
type-to-filter rather than pick-from-a-menu.
- Tip / TipLayer — system tooltips: a shared overlay layer, hover timing and
placement handled once instead of per widget.
- ValueInput — a numeric field you can also drag, Blender-style.
- DropSlider — a slider that lives in a popover, for consoles with no room
for a permanent one.
widget_tree gets the larger share of the changed lines: observation and
patching paths reworked so a structural rebuild is not the answer to every
change. PortalList picks up the scroll-distance readout and the dead-isolate
guard from upstream; window.rs grows maximize/restore forwarders; splitter
exposes a color hook; fold_header, scroll_bar, text_flow and drop_down2 get
follow-ups.
An app built with `--remote` now serves a localhost HTTP control surface:
window list, per-window PNG grabs, real mouse/key/text injection, widget
rects, a log ring buffer, and `/gq` (grab every window, then quit). It exists
so a test or an agent can DRIVE a running app instead of reasoning about it
from source — the protocol is documented in AGENTS.md. Grabs are targeted per
window (`/g?w=N`), so a multi-window app is captured window by window rather
than whichever pass happens to present first, and `log!` mirrors into the ring
buffer without anyone owning the app's stdout.
platform/video grows a streaming half beside the file half. StreamEncoder /
StreamDecoder with Apple VideoToolbox and Windows Media Foundation backends,
Annex-B framing, and all-intra bound through pEncodingParameters on Windows —
the only control that MFT actually honors, as the readbacks claim success for
everything else. The file decoder can now be asked for a SPECIFIC frame rather
than only the next one, which is what frame-exact seek and bounce playback
need. Tests cover file seek and the stream round trip.
Draw shaders gain `Rgba16F` and `Rgba32F` color formats to pair with the
float render textures: blending off, whole-texel writes, meant for GPU
simulation state (particle position/velocity, fluid fields) rather than
pictures.
Windowing and dialogs:
- `CxOsOp::SetChromelessWhenMaximized` drops the native maximized border
strip on Windows, so a maximized window reads as a clean picture.
- `Cx::open_select_folder_dialog` opens the native folder picker with a
title and start location, answered by a `FileDialogAction` in the actions
pass; cancelling is a first-class outcome, not an error.
- Windows reports a user close the way macos.rs already did.
- macOS swaps the titlebar container so WindowDragQuery alone decides window
drags, and the delegates carry a panic shield.
- `Windows::id_iter()` enumerates window slots generation-correctly.
Headless: the virtual GPU and its rasterizer are substantially rebuilt around
the shader runtime preamble, making `MAKEPAD=headless` render-to-PNG a real
test surface rather than a smoke check. `PerfMonitor::frames_painted()` lets a
scripted driver pace itself to PRESENTED frames instead of queueing passes
faster than the GPU retires them.