makepad/libs/asset/annotate/Cargo.toml
Admin 2d23dba736 libs/asset: the store runs on our own SQLite, and the importers learn the whole map contract
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.
2026-08-23 01:34:34 +02:00

41 lines
1.7 KiB
TOML

# Asset annotation pass: run imported 3D-asset turntable sheets through a
# vision model and publish the result as queryable store metadata.
#
# The pass is versioned and idempotent: an asset already annotated at the
# current annotator version is skipped, and a re-run at a bumped version
# REPLACES every field the pass owns rather than merging into it. That is what
# makes "annotate with model A now, hard-replace with model B later" a
# supported operation instead of a migration.
#
# It owns exactly two things in the store and adds no contract surface: the
# annotation `description` (one dense construction line) and the `vlm-`
# prefixed subset of its tags. There is no migration path and no
# multi-version coexistence: change the shape, bump the version, re-run.
#
# Dependency policy follows makepad-asset-client: no HTTP crate, no JSON
# crate, no async runtime. The vision model is never linked in — it is reached
# through an executor seam (a subprocess or a fleet endpoint), so swapping
# Metal-local for CUDA-fleet changes one impl and nothing else.
[package]
name = "makepad-asset-annotate"
version = "0.1.0"
edition = "2021"
[lib]
name = "makepad_asset_annotate"
path = "src/lib.rs"
[[bin]]
name = "makepad-asset-annotate"
path = "src/bin/asset_annotate.rs"
[dependencies]
makepad-asset-data = { path = "../data" }
makepad-asset-client = { path = "../client" }
# Turntable sheets are published as PNG; the pass decodes and downsamples
# them to the vision tower's working size.
makepad-zune-png = { path = "../../zune/zune-png" }
# Asset selection reads the store's catalog read-only, the same way the chat
# broker's CatalogReader does.
makepad-sqlite = { path = "../../sqlite_query" }