# WSG - WGPU Simple Graphics Library ## Project Type Rust workspace (2024 edition) wrapping [wgpu](https://github.com/gfx-rs/wgpu) for simple 3D drawing operations. ## Workspace Structure ``` Cargo.toml # workspace root — no dependencies here lib/Cargo.toml # wsg-lib crate: wgpu 30.0.0, winit 0.30 examples/Cargo.toml # depends on wsg-lib via path reference lib/lib.rs # lib entry point lib/context.rs # Context type (aggregates wgpu objects: Instance, Surface, Adapter, Device, Queue) lib/renderer.rs # renderer implementation examples/src/main.rs # example binary ``` **Key convention**: `wsg-lib` is referenced from `examples/` via relative path (`path = "../lib"`). Do not publish this to crates.io as-is — it uses a local path dependency. ## Essential Commands | Action | Command | |--------|---------| | Build everything | `cargo build --workspace` | | Run examples | `cargo run -p examples` | | Test | `cargo test --workspace` | | Check | `cargo check --workspace` | | Format | `cargo fmt --all` | No custom scripts or linting tooling beyond standard Cargo conventions. ## Architecture Overview The library's purpose is to abstract the five core wgpu objects into a single **Context**: - **Instance** — GPU backend selection (Vulkan/Metal/DX12) - **Surface** — window rendering surface (via winit) - **Adapter** — physical/logical GPU device - **Device** — buffer/texture/pipeline creation - **Queue** — command submission WGPU doesn't have a native "Context" object — this type groups them together for a simpler user API. See README.md for the French documentation of each component. ## Gotchas - Rust 2024 edition is used. Ensure your Rust toolchain supports it (`rustup update`). - wgpu 30.0.0 is pinned in `lib/Cargo.toml`. The comment says "check the latest version" — verify compatibility before upgrading. - No feature flags, no dev-dependencies, no tests yet. Adding any requires updating both `Cargo.toml` files if the dependency spans crates. - The workspace has no `[workspace.dependencies]` section. Dependencies are declared per-crate rather than centrally. - **WGSL `select` argument order** (cost us a day): `select(reject, accept, cond)` returns the **second** arg when `cond` is true — the reverse of HLSL's `select(trueVal, falseVal, cond)`. In `shaders/gpu_driven.wgsl` the cull pass must stay `select(0u, u32(flags.z), visible)` (visible ⇒ full count, culled ⇒ 0). Swapped args silently zero the counts of every visible entity → black window. See the GOTCHA comment at the top of that shader. - **LOD UV blending: never fold integer-tile jumps, freeze seam twins instead** (cost us a day, 2026-09-23): a UV *seam* is two copies of the same 3-D point on integer-apart UVs (u=0/u=1 columns) — it is NOT a mesh edge, so the decimation must record the weld's refused pairs and **freeze** those twins (any edge touching one is excluded from the PQ). A co-facial edge spanning a whole tile (cone apex v=1 ↔ base v=0) is a *legit* chart span — the chart is bilinear, so the UVs **blend linearly** (fold the integer jump to zero and the apex UV smears down the cone side). And the attribute-aware weld refuses a Δ of *exactly* 0.5 (ambiguous: seam at its widest vs legit half-tile jump — the cone's u=1 column vs the cap-disc chart sits exactly there). See the comments in `geometry.rs` (`welded`, `Collapse::collapse_edge`) and the cone/seam regression tests. ## lean-ctx Prefer lean-ctx MCP tools over native equivalents for token savings. Full rules: @LEAN-CTX.md