NOQERI / GRAPHICS + SHADERS
Pixels, shaders, and a little howl.
Noqeri has CPU rendering modules plus an experimental Stage-0 shader compiler for WebGPU WGSL. Code generation is a narrower claim than working native GPU hardware acceleration.
← THE FULL FIELD GUIDE01 / CPU 2D and 3D raster modules
Lib/std/render2d.noqeri and render3d.noqeri implement Noqeri-authored CPU raster functions. The optional SDL adapter and native C++ fastpaths are separate host pieces. Hardware OpenGL/Vulkan/Metal support is not implied by these files.
RENDER 3D QUALIFICATION ↗02 / Shaders to WGSL
Compiler/shader_backend.cpp recognizes a bounded typed shader subset and emits WGSL. Supported stages include fragment, compute and constrained 3D vertex. The shader-only subset has own checking rules, not the complete general-purpose language grammar.
./build/noqeri shader examples/shaders/vector_fragment.noqeri build/fragment.wgsl --stage=fragment
./build/noqeri shader examples/shaders/vector_compute.noqeri build/compute.wgsl --stage=compute
./build/noqeri shader examples/shaders/vertex3d.noqeri build/vertex.wgsl --stage=vertexSHADER V3 REFERENCE ↗03 / Vector and texture operations
The v3 profile describes vec2, vec3, vec4, matching-width arithmetic, dot/length/normalize/clamp, swizzles, sampled texture helpers and bounded color output. Invalid operations are rejected rather than sent downstream unchecked.
REAL SHADER FIXTURES ↗04 / Run on the actual device
Generated WGSL must still pass browser/device validation; GPU drivers, WebGPU availability, resource bindings, platform image results and fallbacks all require separate physical tests. No real-world speedup or complete 3D engine is promised by code emission.
PLATFORM GRAPHICS MATRIX ↗05 / Building games
Lib/game includes small math, physics, input and fixed-step timing modules. A complete editor, cross-platform engine, native SDL3 gameplay loop and verified broad GPU renderer are distinct unfinished workstreams.
GAME SDK GUIDE ↗