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feat(contract): pixel-water sub-surface — the COND-07 binding seam - #78

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@apotema apotema commented Sep 17, 2026 •

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Phase 1 of RFC-PIXEL-WATER — lock the binding contract and baseline — for labelle-bgfx#100 (animate the COND-07 condenser). Contract only: no shader, no gfx retention, no engine authoring.

The problem this settles

The reservoir's per-instance state is three colour ramps, wave/ripple tuning and up to eight live drop impacts — 8x the 32-byte MaterialUniforms block that every sprite carries inline on SpriteVisual. Widening that block makes .none sprites pay for water.

So the payload rides its own optional draw decl:

drawTextureProPixelWater(tex, source, dest, origin, rotation, tint, water: PixelWaterDraw)

PixelWaterDraw is a flat, by-value extern struct — the same reinterpret-safe shape as MaterialUniforms/PostPass. No pointer and no generational handle crosses the assembler-generated marshal seam between differently-pinned packages, which is what the RFC warns against. MaterialUniforms is byte-identical and the four shipped effects keep their tags.

Locked layout (the phase-1 exit)

16 vec4s, 256 bytes, u32 header first, so a backend maps it onto uniform registers without repacking. Held by comptime @sizeOf/@offsetOf assertions plus a runtime mirror test — a silent field insertion breaks the build instead of misreading uniforms on a GPU.

offset contents
0 mask_texture, reflection_texture, logical_width, logical_height, grid_pixels, ripple_count, flags, _reserved_u0 (u32)
32/48/64 deep, surface, highlight (PixelWaterRgba, linear 0..1)
80 level, time, wave_amplitude_pixels, wave_period_seconds
96 distortion_pixels, reflection_opacity, ripple_duration_seconds, ripple_radius_pixels
112 ripple_strength_pixels + 3 reserved
128 ripples: [8]PixelWaterRipple (x, start_time, strength)

PIXEL_WATER_MAX_RIPPLES = 8 is fixed, not a slice: it keeps the value flat and gives the shader's ripple loop a comptime trip count, which ESSL 3.00 / WebGL2 need.

time is simulation seconds and the surface defines a ripple's y — that is what keeps an impact attached to a rising surface while the condenser fills.

The capability trap this closes

materialCapabilities' default is "declared drawTextureProMaterial ⇒ supports every built-in". Appending pixel_water to MaterialEffect naively would make every pre-existing backend advertise water it cannot draw.

pixel_water is therefore the one effect gated on its own decl, in both materialCapabilities and Backend(Impl).materialSupported. The two families gate independently (material-only, water-only and neither are each covered by a test). Unsupported → plain drawTexturePro, i.e. the authored static reservoir fallback.

Purely additive and @hasDecl-gated ⇒ DRAW_CONTRACT_VERSION does not bump; no existing backend is rejected.

Mock

Opts in and records the whole resolved PixelWaterDraw, so gfx/engine can assert level/time/ripple payloads deterministically with no GPU — and distinguish the real effect from its fallback (water calls vs draw calls).

Downstream compatibility matrix (audited, follow-ups)

Exhaustive switches over MaterialEffect that will need a .pixel_water arm when they bump this pin:

  • labelle-sokol — src/gfx/material.zig (5 sites: materialSupported, uniform size, sampler count, pipeline select, coverage). Needs .pixel_water => false/unsupported arms; no shader.
  • labelle-bgfx — src/gfx/texture.zig (3 sites), src/gfx/programs.zig (programForEffect). This is where the effect is actually implemented (#100 phase 4).
  • labelle-gfx — test/material_batch_cost.zig only.
  • labelle-raylib / labelle-sdl / labelle-wgpu / labelle-null: no material switches — unaffected, they simply report pixel_water unsupported.

Validation

zig build test — 212/212 pass (was 209; +3 water tests, 1 updated capability count). zig build clean. zig fmt --check clean on every touched file (the 8 reported files are pre-existing and untouched here).


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RFC-PIXEL-WATER phase 1: lock the binding contract before anything
downstream is written. The condenser's reservoir needs three colour
ramps, wave/ripple tuning and up to eight live drop impacts — 8x the
32-byte `MaterialUniforms` block that EVERY sprite carries inline on
`SpriteVisual`. Widening that block would make `.none` sprites pay for
water, so the payload rides its own optional draw decl instead:

  drawTextureProPixelWater(tex, src, dest, origin, rot, tint, PixelWaterDraw)

`PixelWaterDraw` is a flat, by-value `extern struct` — the same
reinterpret-safe shape as `MaterialUniforms`/`PostPass`, so no pointer
and no generational handle crosses the assembler-generated marshal seam
between differently-pinned packages. Its layout is locked at 16 vec4s
(256 bytes, u32 header first) by comptime size/offset assertions, which
is the phase-1 exit the RFC asks for: a silent field insertion breaks
the build rather than misreading uniforms on a GPU.

`MaterialEffect.pixel_water` is the capability identity, so the
renderer's warn-once table, the provider manifest `.capabilities` mirror
and negotiation all work unchanged. It is APPENDED (tags 0..4 keep their
values) and it is the one effect whose support is NOT implied by
declaring `drawTextureProMaterial`: `materialCapabilities` and
`Backend(Impl).materialSupported` additionally require the water decl.
Without that, every backend written before this sub-surface existed
would start advertising water it cannot draw. Unsupported degrades to a
plain `drawTexturePro` — the authored STATIC reservoir fallback.

Purely additive and `@hasDecl`-gated, so `DRAW_CONTRACT_VERSION` does
not bump and no existing backend is rejected.

The mock opts in and records the whole resolved payload, so gfx/engine
can assert level/time/ripple state deterministically with no GPU — and
tell the real effect from its fallback apart (water calls vs draw calls).

Refs: labelle-bgfx#100, labelle-engine#879

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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📝 Walkthrough

Walkthrough

The change adds an optional pixel_water material effect with typed draw data, capability-specific routing, fallback rendering, mock-backend recording, public exports, and conformance tests.

Changes

Pixel-water rendering

Layer / File(s) Summary
Pixel-water contract and routing
src/backend_contract.zig, src/root.zig
Defines pixel-water types, constants, declarations, capability gates, and drawTextureProPixelWater fallback behavior.
Mock backend support and call recording
src/mock_backend.zig
Adds pixel-water support, payload recording, storage lifecycle handling, accessors, and capability reporting.
Conformance and contract validation
src/conformance.zig, test/root_test.zig
Tests supported and unsupported paths, payload preservation, empty configurations, capability independence, layout, and enum values.

Priority: ➖ Normal

Estimated code review effort: 4 (Complex) | ~45 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  participant Caller
  participant Backend
  participant MockBackend
  participant PlainDraw
  Caller->>Backend: drawTextureProPixelWater(water)
  Backend->>Backend: Check pixel-water capability
  Backend->>MockBackend: Record texture, tint, destination, and water
  Backend->>PlainDraw: Use ordinary draw when unsupported
Loading

Merge Risk: ⚪ Minimal · up to 9d7df

Pixel-water rendering preserves its dedicated payload when supported and safely falls back to normal textured drawing when unsupported. No actionable current-head risk remains.

🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Title check ✅ Passed The title clearly identifies the main change: adding the pixel-water contract sub-surface and COND-07 binding seam.
Description check ✅ Passed The description directly explains the pixel-water contract, payload layout, capability gating, fallback behavior, compatibility impact, and validation results.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check. Docstring coverage is scoped to functions touched by this diff. Analyzed 0 functions across 0…
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
In `@src/backend_contract.zig`:
- Line 308: Update the backend contract around the pixel_water enum and
materialSupported so existing backends with exhaustive switches remain
source-compatible; either bump and coordinate the contract version for this
breaking enum addition, or represent pixel-water support without extending the
existing exhaustive enum, including the corresponding MockBackend handling.

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Comment thread src/backend_contract.zig

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Reviewed commit: dbec641edf

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Comment thread src/backend_contract.zig
/// `drawTextureProMaterial` does NOT imply support — see
/// `materialCapabilities` and the pixel-water sub-surface below.
pixel_water,
};

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P1 Badge Keep pixel water out of the generic material draw path

When a caller passes Material{ .effect = .pixel_water }, Backend.drawTextureProMaterial still forwards it whenever Impl.drawTextureProMaterial exists and the implementation omits the optional fine-grained probe, even when the backend has no drawTextureProPixelWater declaration. This bypasses the new family-specific capability gate and can send tag 5 with an unrelated 32-byte uniform block into a pre-water backend. Make the generic wrapper consult Backend.materialSupported(material.effect) or explicitly degrade .pixel_water so this effect can only use the dedicated draw API.

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📝 Code Review ✅ Completed 2026-09-17T22:47:21.711453Z 9d7dfa4 New commits
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Review found a real hole in the first commit. The family gate covered
`materialSupported` and `materialCapabilities`, but NOT the generic
`drawTextureProMaterial` wrapper — so a backend that declares the material
decl and OMITS the optional `materialSupported` probe would have had
`Material{ .effect = .pixel_water }` forwarded straight to it. That hands a
pre-water backend tag 5 alongside an unrelated 32-byte `MaterialUniforms`
block, and the fine-grained probe cannot catch it precisely BECAUSE that
backend has none: omitting the probe means "I support every built-in".

`.pixel_water` is now gated out at the coarse level, next to `.none`: it
never rides the generic path whatever a backend declares, and reaches a
backend only through the dedicated `drawTextureProPixelWater` API its
payload was shaped for.

The regression test asserts the MECHANISM, not the outcome: a fixture
backend records the effect tags that actually entered its material decl,
so the test fails if tag 5 arrives even though the plain-draw counter
would look right either way. Verified by removing the gate — the test
fails with `expected 1, found 2`.

Also stops describing the change as "purely additive". Appending a tag to
`MaterialEffect` is source-breaking for any backend with an exhaustive
switch; the `@hasDecl` gate governs dispatch, not compilation. The
`*_CONTRACT_VERSION` numbers still do not bump, but now as a recorded
judgement rather than a claim that nothing broke: `DRAW_CONTRACT_VERSION`
feeds the assembler's all-or-nothing build gate, so bumping it would
reject every backend — including the four with no material switch at all —
to announce a break that already surfaces as a precise compile error in
the two that have one. The per-backend audit is recorded in the header.

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
@apotema

apotema commented Sep 17, 2026

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Both findings addressed in 9d7dfa4.

@chatgpt-codex-connector — P1, confirmed and fixed. This was a real hole. The family gate covered materialSupported and materialCapabilities but not the generic drawTextureProMaterial wrapper, so a backend declaring the material decl while omitting the optional probe would have had tag 5 forwarded to it with an unrelated 32-byte uniform block — and the fine-grained probe could never catch it, precisely because omitting the probe means "I support every built-in". .pixel_water is now gated out at the coarse level next to .none; it reaches a backend only through the dedicated API its payload was shaped for.

The regression test asserts the mechanism rather than the outcome: a fixture backend records which effect tags actually entered its material decl, so it fails if tag 5 arrives — a plain-draw counter alone would have looked correct either way. Verified by removing the gate: expected 1, found 2.

@coderabbitai — half agreed, half pushed back, and the docs now say so.

You're right that this is not "purely additive": appending a tag to MaterialEffect is source-breaking for any backend with an exhaustive switch, and the @hasDecl gate governs dispatch, not compilation. That phrasing is corrected, and the per-backend audit is now recorded in the header.

I'm not bumping DRAW_CONTRACT_VERSION, and the reasoning is in the code rather than left implicit. That constant feeds the assembler's generated targets_draw_contract build gate, which is all-or-nothing: bumping it rejects every backend — including raylib, sdl, wgpu and null, which have no material switch and are genuinely unaffected — in order to announce a break that already surfaces as a precise, self-describing compile error in the only two that are. Trading an exact error for a blanket rejection makes the break harder to act on, not easier.

The alternative you offered — representing water capability without extending the enum — was considered and rejected upstream: MaterialEffect is the capability identity the renderer's warn-once table, the provider manifest .capabilities mirror and negotiation all key on. A parallel capability channel would need all three taught about it.

The break is already handled downstream: labelle-toolkit/labelle-sokol#20 adds the decline arms, and labelle-toolkit/labelle-bgfx#101 implements the effect.

Suite: 213/213.

https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
set -euo pipefail

git show --stat --oneline 9d7dfa4
printf '\n--- changed files ---\n'
git show --format= --name-only 9d7dfa4

printf '\n--- backend contract outline ---\n'
ast-grep outline src/backend_contract.zig --items all --type function,method,enum,struct --match 'MaterialEffect|materialSupported|drawTextureProMaterial|drawTextureProPixelWater'

printf '\n--- relevant contract code ---\n'
rg -n -C 12 'DRAW_CONTRACT_VERSION|MaterialEffect|materialSupported\s*\(|drawTextureProMaterial\s*\(|drawTextureProPixelWater\s*\(' src/backend_contract.zig

printf '\n--- relevant regression-test code ---\n'
rg -n -C 12 'effect tags|effect_tags|drawTextureProMaterial|pixel_water|expected 1' test/root_test.zig

printf '\n--- commit patch for relevant files ---\n'
git show --format= --unified=35 9d7dfa4 -- src/backend_contract.zig test/root_test.zig

Length of output: 60380


@apotema Confirmed in 9d7dfa4.

Backend(Impl).drawTextureProMaterial now excludes .pixel_water at the coarse gate. It falls back to drawTexturePro and cannot forward the 32-byte MaterialUniforms payload to the generic material declaration.

The new regression test uses a backend without materialSupported. It records effects that enter drawTextureProMaterial. The test confirms that .flash enters the generic path and .pixel_water does not.

The documentation now correctly identifies the exhaustive MaterialEffect switch as the source-breaking change. It also states that @hasDecl controls dispatch only. The documented decision to retain DRAW_CONTRACT_VERSION is consistent with the all-or-nothing build gate and the targeted compile errors for affected backends.

I inspected the code changes. I did not execute the test suite in this environment.


✏️ Learnings added
Learnt from: apotema
URL: https://github.com/labelle-toolkit/labelle-core/pull/78

Timestamp: 2026-09-17T22:49:03.530Z
Learning: In `src/backend_contract.zig`, `MaterialEffect.pixel_water` is capability identity for renderer warn-once handling, provider-manifest `MaterialCapabilities`, and capability negotiation. It must use the dedicated `drawTextureProPixelWater` sub-surface because its `PixelWaterDraw` payload does not fit the generic `MaterialUniforms` block. `Backend(Impl).drawTextureProMaterial` must always exclude `.pixel_water`, even when an implementation declares `drawTextureProMaterial` but omits `materialSupported`.

Learnt from: apotema
URL: https://github.com/labelle-toolkit/labelle-core/pull/78

Timestamp: 2026-09-17T22:49:03.530Z
Learning: In `src/backend_contract.zig`, appending `MaterialEffect.pixel_water` is source-breaking for downstream exhaustive `switch` statements. `DRAW_CONTRACT_VERSION` intentionally remains unchanged because its assembler `targets_draw_contract` gate rejects every backend, including unaffected backends. Affected backends instead receive precise compile errors that require a `.pixel_water` switch arm.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.

You are interacting with an AI system.

@apotema
apotema merged commit 6d25275 into main Sep 17, 2026
4 checks passed
@apotema
apotema deleted the feat/pixel-water-contract branch September 17, 2026 22:52
apotema added a commit that referenced this pull request Sep 17, 2026
One feature since v1.31.0, so a minor bump:

* #78 — the `pixel_water` binding seam for the COND-07 condenser
  (labelle-bgfx#100, RFC in labelle-engine#879). `MaterialEffect.pixel_water`
  is the capability identity; the payload rides its own optional decl
  `drawTextureProPixelWater(..., PixelWaterDraw)` rather than widening
  `MaterialUniforms`, which every sprite carries inline. `PixelWaterDraw` is
  a flat by-value `extern struct`, layout-locked at 256 bytes / 16 vec4s by
  comptime size/offset assertions.

READ THIS IF YOU MAINTAIN A BACKEND. Appending a tag to `MaterialEffect` is
SOURCE-BREAKING for any backend with an exhaustive `switch` over it: that
switch stops compiling against this core until it gains a `.pixel_water`
arm. The `@hasDecl` gate governs dispatch, not compilation, so it does not
prevent this. Known affected, both already handled: labelle-sokol (#20,
declines the effect) and labelle-bgfx (#101, implements it). labelle-gfx
needs one arm in a test. raylib / sdl / wgpu / null have no material switch
and are unaffected.

No `*_CONTRACT_VERSION` bumps. That is a recorded judgement, not an
oversight: `DRAW_CONTRACT_VERSION` feeds the assembler's all-or-nothing
`targets_draw_contract` build gate, so bumping it would reject EVERY backend
— including the four that are genuinely unaffected — to announce a break
that already surfaces as a precise compile error in the two that are. The
reasoning and the per-backend audit are recorded in `backend_contract.zig`.

Support for `pixel_water` is NOT implied by declaring
`drawTextureProMaterial`: it is the one effect additionally gated on its own
decl, in both `materialCapabilities` and `Backend(Impl).materialSupported`,
and it never rides the generic material draw path. Without that, every
backend predating this seam would advertise water it cannot draw.

Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
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