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NotBigGhostandClaude Opus 5 83eb87d81d CLAUDE.md: заметки Claude Code по всему проекту
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01B9Gcr11JJJyf8NnWsXjDzZ
2026-09-06 20:08:09 +03:00

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CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

Read this first: the file is shared across branches

CLAUDE.md is deliberately untracked on every working branch — /CLAUDE.md sits in .gitignore on main, dev, research and rust. One physical file therefore survives every git checkout, so these notes stay put while the tree around them changes, and editing them never shows up in git status.

The master copy lives on the orphan branch notes, which holds this one file and nothing else, one commit per revision — that branch is both the backup and the change history. It shares no ancestor with any code branch, so it never merges into anything and never appears in a diff.

git show notes:CLAUDE.md > CLAUDE.md   # restore it in a fresh clone
git log --oneline notes                # history of these notes
git diff notes~1 notes                 # what changed in the last revision

After editing this file, publish the new revision — this touches neither the working tree nor the checked-out branch:

blob=$(git hash-object -w CLAUDE.md)
tree=$(printf '100644 blob %s\tCLAUDE.md\n' "$blob" | git mktree)
git branch -f notes "$(git commit-tree "$tree" -p notes -m 'CLAUDE.md: what changed')"
git push CFDManager notes

git clean -xfd deletes the working copy, since it is untracked — restore it with the first command above.

The consequence to keep in mind: this file describes the whole project, but no single branch contains all of it. Before assuming a directory exists, check git branch --show-current against the map below — rust/ and docs/theory/2d_solver/ each live on one branch only.

Branch map

branch what it adds trees present
main, dev baseline, nothing beyond the initial import (both at the same commit) src/, shaders/, tests/, docs/theory/ (Python)
research the CFD work — kbc2d, a Rust LBM solver, its validation campaign and Docker images. Has unpushed commits. + docs/theory/2d_solver/
rust a Rust port of the C++ editor plus a measured C++/Rust comparison + rust/, docs/rust_vs_cpp.md

Nothing is shared between the two Rust efforts: docs/theory/2d_solver/ (a CFD solver, branch research) and rust/ (a port of the 3D editor, branch rust) are unrelated projects that merely both happen to be Rust. Neither is part of the CMake build.

Untracked leftovers you will see in the working tree regardless of branch: build/, rust/target/, docs/theory/2d_solver/out/ (campaign results — the user's data, do not clean), pipeline_cache.bin, imgui.ini.


SimVulcan — C++/Vulkan editor (all branches)

A minimal Vulkan 1.3 / C++20 3D model editor: three reference grid planes (XY, XZ, YZ) through the origin plus coloured X/Y/Z axes, an orbit camera, and .obj loading with selectable display modes (solid, wireframe, solid + wireframe). It runs no simulation — it is a rendering skeleton with an ImGui interface (a Viewport control panel and a Mesh load panel). Unchanged since the initial commit on every branch.

Build

Prerequisites: Vulkan SDK 1.3.290+ (provides glslangValidator for offline shader compilation), CMake 3.26+, Ninja, a C++20 compiler (MSVC 19.36+, gcc 11+, clang 14+). On macOS, Vulkan is via MoltenVK (Apple Silicon only).

cmake --preset windows-msvc-release
cmake --build --preset windows-msvc-release

Presets: windows-msvc-debug, windows-msvc-release, linux-gcc-release, linux-clang-release, macos-arm64-release (all Ninja, one dir per preset under build/<presetName>/). The first configure fetches dependencies via FetchContent (GLFW, GLM, volk, vk-bootstrap, VulkanMemoryAllocator, Dear ImGui, spdlog, tinyobjloader, Catch2) and needs network access — it clones nine repositories with full history (775 MB, ~15 min on a slow link) and has no shared cache, so every new build directory downloads all of it again. VK_NO_PROTOTYPES is set project-wide; Vulkan entry points load through volk.

Warnings come from simv_set_warnings (/W4 /permissive-, or -Wall -Wextra -Wpedantic -Wshadow -Wold-style-cast …); they are not errors. cmake/Sanitizers.cmake defines simv_enable_sanitizers (Debug-only ASan/UBSan) but no target currently calls it — wire it in manually when chasing memory bugs.

Running

The executable resolves SPIR-V relative to the working directory (FindSpvPath probes spirv/<rel> and current_path()/spirv/<rel>). The SimVulcan POST_BUILD step copies the compiled spirv/ tree and assets/ next to the executable, so run from the executable's own directory (build/<preset>/src/app/). main.cpp also probes several ../ ancestors for assets/meshes. Meshes load at runtime through the ImGui Mesh panel.

Running writes two files into the CWD: pipeline_cache.bin (serialised VkPipelineCache, reloaded on the next start) and ImGui's imgui.ini. Both are disposable — delete them if pipeline creation or the panel layout misbehaves.

ContextOptions::enableValidation / enableDebugUtils default to true in every build config, so the Khronos validation layer is requested even in Release; messages (error + warning severity) go through spdlog.

run.bat at the repo root is stale: it launches build/vs2022/src/app/Release/SimVulcan.exe, a path the Ninja presets never produce. Do not point users at it without fixing the path first.

Tests

Catch2 unit tests, pure CPU/math (mesh bounds + welding). No GPU required.

cmake --build --preset windows-msvc-debug --target simv_tests
ctest --preset windows-msvc-debug

windows-msvc-debug is the only preset with a testPreset — for the other configs, invoke ctest in build/<preset>/ directly.

Single test / subset — either through CTest (each TEST_CASE is registered individually by catch_discover_tests):

ctest --preset windows-msvc-debug -R "WeldVertices" -V

or by running the binary with a Catch2 name or tag filter:

./build/windows-msvc-debug/tests/simv_tests.exe "[decimator]"
./build/windows-msvc-debug/tests/simv_tests.exe --list-tests

Architecture

Library / target map

SimVulcan (exe) → simv_core, simv_vk, simv_mesh, simv_editor
simv_core   → simv_vk            (App owns Window + vk::Renderer; no Vulkan calls)
simv_editor → simv_core, simv_mesh   (Camera, input, ImGui panels; no Vulkan)
simv_mesh   → simv_core              (CPU mesh only; no Vulkan)
simv_vk     → third-party (volk, vk-bootstrap, VMA, GLFW, GLM, spdlog, imgui)
simv_shaders → glslangValidator (GLSL → SPIR-V)

Namespaces follow directories: simv::core, simv::vk, simv::mesh, simv::editor. Each library exports src/ as its include root, so includes are written module-qualified (#include "mesh/Mesh.h", #include "vk/Renderer.h").

Frame loop

main.cpp creates core::App, which owns the core::Window and a vk::Renderer, then runs the loop. Each frame Renderer::DrawFrame calls the UI callback (between ImGui NewFrame/Render), then records the scene: grid + mesh into one dynamic-rendering pass with a depth attachment, followed by ImGui, then presents (2 frames in flight, sync2 submits).

main.cpp wires the editor via the UI callback: it draws the panels, applies mouse input to the editor::Camera, and pushes the resulting state into the renderer (SetViewProj, SetRenderMode, SetGridVisible). Mesh loads go through MeshLoadPanel's callback → Renderer::SetMeshCpu.

Mesh load path

MeshLoadPanel lists *.obj in the mesh directory and kicks off mesh::LoadObjAsync (worker thread, std::future). The future is drained on the main thread at the top of MeshLoadPanel::Draw, so the OnLoaded callback — and therefore the GPU upload — always runs on the render thread. Loader exceptions surface as the panel's status string.

main.cpp's OnLoaded welds the mesh (WeldVertices, tolerance 1e-4), logs the counts, uploads via SetMeshCpu, and reframes the camera to the bbox radius. Despite the file name, mesh/MeshDecimator.h implements only spatial-hash vertex welding (collapse near-duplicates, drop degenerate triangles, recompute bounds) — there is no LOD/decimation.

Non-obvious invariants (read before editing)

  • All Vulkan lives in src/vk/. core/, mesh/, editor/ and app/ make no Vulkan API calls. vk::Renderer's public header is deliberately Vulkan-free (pImpl + glm/RenderMode only) so App can own it without pulling in volk. Keep it that way — do not leak Vk* types into the public interfaces of those modules. Note this is convention only: every header is visible, so nothing stops a #include <volk.h> in mesh/; the compiler will not catch it.
  • Single render pass with depth. Scene (grid + mesh) and ImGui draw into one vkCmdBeginRendering pass that has both a colour and a D32_SFLOAT depth attachment. The ImGui backend is initialised with depthAttachmentFormat set so its pipeline matches the pass; the depth buffer is recreated with the swapchain.
  • Wireframe needs fillModeNonSolid. MeshRenderer builds a fill pipeline and a VK_POLYGON_MODE_LINE pipeline; the line pipeline uses a small depth bias so the overlay sits on top of the fill. The device feature is requested in Context. Culling is off (VK_CULL_MODE_NONE) — loaded models may have mixed winding.
  • Camera is fixed on the origin. editor::Camera orbits (yaw/pitch/distance) the world origin; loaded models are recentred there via a translate-only model matrix. Projection uses Vulkan clip space (GLM_FORCE_DEPTH_ZERO_TO_ONE + Y flip, isolated to Camera.cpp).
  • Buffers. vk::GpuMesh owns the model's vertex/index buffers (staged upload on the transfer queue). GridRenderer builds a static host-visible line buffer once. Both scene renderers use only a push constant — no descriptor sets.
  • Push-constant layout is a cross-file contract. MeshRenderer.cpp's anonymous MeshPC { mat4 mvp; vec4 color; } must stay byte-identical to the push_constant block in mesh.vert/mesh.frag; color.a is a flag, not alpha (1 = flat-shaded, 0 = constant colour for wireframe). GridRenderer pushes a bare mat4 (vertex stage only). Change either side and you must change both.
  • Swapchain recreation rebuilds sync objects. RecreateSwapDependent recreates the per-frame imageAvailable semaphores (a failed acquire can leave one signalled) and the per-swapchain-image renderFinished semaphores (the image count may change), then re-ensures both pipelines. Keep that ordering if you touch resize handling.
  • Mesh upload stalls the device. SetMeshCpu/ClearMesh call WaitIdle before touching GpuMesh — acceptable because loads are rare; do not copy that pattern into per-frame paths.

Known defects (found by the Rust port, all still present here)

Porting the editor surfaced four real bugs that nobody was looking for. They are unfixed in the C++ tree on every branch; full write-up in docs/rust_vs_cpp.md (branch rust).

  1. The CMake target graph has a cycle. core::App owns vk::Renderer, and vk::Renderer takes a core::Window&. It links only because simv_vk does not link simv_core — it sees the headers through target_include_directories(simv_vk PUBLIC ..) and everything resolves at executable link time. CMake never complains.
  2. Mesh upload runs mid-frame. MeshLoadPanel::Draw calls OnLoaded from inside Renderer::DrawFrame, i.e. after vkAcquireNextImageKHR; the handler calls SetMeshCpu → vkDeviceWaitIdle. Legal, but it waits for device idle in the middle of command recording.
  3. Two sources of truth for "is there a mesh". GpuMesh::IsValid() and Renderer's separate hasMesh flag must be kept consistent by hand.
  4. Mesh ready is never printed. ObjLoader::LoadObj logs to category MeshIO, and main.cpp's handler logs Mesh ready: … to the same category immediately after; the category throttles at 0.5 s and both are Info, so the second message is always dropped. Post-weld counts have therefore never appeared in any log.

Also dead weight: vk::Buffer and vk::Image are used by nobody (~200 lines). GridRenderer, GpuMesh and the depth attachment all call VMA directly.

Shaders

GLSL under shaders/editor/ (mesh.{vert,frag}, grid.{vert,frag}). simv_shaders compiles each to build/<preset>/spirv/editor/<name>.spv targeting vulkan1.3, with shaders/ as the -I root (so #include "common/foo.glsl" would resolve). Adding a shader under that globbed dir is picked up automatically (CONFIGURE_DEPENDS). mesh.frag reconstructs a flat normal from screen-space derivatives, so the vertex stream carries only positions (tight float3, one binding, one attribute). The Rust port on branch rust compiles this same directory — a shader change affects both versions.

Logging

simv::core::Logger (spdlog-backed, singleton) with category-based throttling. Log via LogFmt(LogCategory, LogLevel, fmt, args...). Categories: Core, Vulkan, MeshIO, UI, Test. Per-category level, throttle interval and on/off are settable at runtime (SetMinLevel / SetThrottle / SetEnabled). Some low-level Vulkan code still calls spdlog:: directly — which is the only reason the GPU name survives startup (it bypasses category throttling; see defect 4 above).


rust/ — Rust port of the editor (branch rust only)

A port of SimVulcan from C++20 to Rust, existing for comparison: both versions sit side by side and build independently. Same Vulkan 1.3, dynamic rendering, synchronization2, and the same shaders/ and assets/ directories. Needs Rust 1.82+ (tested on 1.97.1) and the Vulkan SDK for glslangValidator only.

cd rust
cargo build --release
./target/release/SimVulcan     # runnable from any directory
cargo test                     # mesh bounds, welding, Cube.obj, camera clip space

Work on the code with plain cargo build, not --release. The release profile sets lto = "thin", which makes a one-line edit re-optimise and relink the whole binary: 52 s versus ~5 s in debug.

Five crates mirror the CMake target map, and the "all Vulkan in one place" invariant is compiler-enforced here — simv-mesh and simv-editor have neither ash nor simv-vk among their dependencies:

crates/simv-core/     logger, window                       → log, chrono, winit
crates/simv-mesh/     .obj reading, welding, bounds        → glam, tobj
crates/simv-vk/       all Vulkan + build.rs (GLSL→SPIR-V)  → ash, gpu-allocator,
                                                              egui-ash-renderer
crates/simv-editor/   camera, input, panels                → egui
crates/simv-app/      App and entry point                  → all of the above

Structural differences from C++, each with a reason (full list in docs/rust_vs_cpp.md): App lives in the executable crate (Cargo rejects the target-graph cycle); the UI closure returns a FrameState instead of calling setters (it is invoked from a renderer method, so it cannot borrow the renderer); the loaded mesh is uploaded after the frame, not from mid-recording; Buffer and Image are actually used; no pImpl (private module fields give the same isolation); winit owns the event loop, so ShouldClose/PollEvents are gone. SPIR-V is embedded via include_bytes! from build.rs, so there is no runtime shader lookup and no requirement to run from a particular directory.

The UI toolkit differs by design: egui instead of Dear ImGui, because the imgui crate is bindings and would compile ~40k lines of C++, defeating the point of comparing ecosystems.

Comparison result (docs/rust_vs_cpp.md)

The document deliberately picks no winner; no measurement differs by an order of magnitude. Machine: i5-1135G7 / Iris Xe / Windows 11, both builds release.

C++ Rust
lines of code 2434 2962 (+22 %)
release from scratch 114 s 194 s (thin LTO) · 182 s (no LTO)
release, one-file edit 4.4 s 52.3 s (LTO) · 5.5 s (no LTO)
debug from scratch / one-file edit 112 s / 8.0 s 83 s / 5.2 s
release exe 1.18 MB 5.80 MB
dependency sources 775 MB per build dir 80 MB shared registry
startup to renderer ready 1068 ms 754 ms
CPU at 60 Hz 11.2 % 12.6 %

Frame rate measures nothing — both are FIFO on a 60 Hz screen. The 1.4 pp CPU gap is egui rebuilding its layout every frame, not the language. The +22 % line count is almost entirely the missing vk-bootstrap replacement: Context + Swapchain go from 301 to 606 lines, while the rest of the Vulkan layer matches nearly line for line. The one sharp build cell (52 s) is the price of thin LTO, not of Rust — with LTO off it is 5.5 s against 4.4 s.

Loader parity: cow.obj matches exactly (2451 verts / 4898 tris); plane.obj differs by 0.13 %, entirely due to the reading libraries (tobj drops vertices no face references; fan triangulation of n-gons versus tinyobjloader's earcut).


docs/theory/2d_solver/ — kbc2d, Rust LBM solver (branch research only)

The active research work. A D2Q9 Lattice Boltzmann solver with the entropic KBC collision operator, written from scratch in Rust (not a port): flow past bodies in a channel, two interchangeable backends, a ×2 nested AMR patch, sub-grid wall models, and GIF output locked to physical flow time. Needs Rust 1.75+. Physics is anchored to the method authors' papers in docs/origins/; formula references in the code follow the 2D paper (arXiv:1507.02509).

README.md there is the authoritative status/validation log (~600 lines: what is verified, against which equation, with what measured numbers) and bench/README.md covers the validation campaign. Read them before changing physics or defaults — most defaults are the outcome of a documented measurement, not a guess.

Build / test / run

cd docs/theory/2d_solver
cargo build --release                        # with the GPU backend (default feature `gpu`)
cargo build --release --no-default-features  # CPU only, no wgpu
cargo test --release                         # 29 fast tests
cargo test --release -- --include-ignored    # + 4 long paper benchmarks (~18 s)
cargo test --release -- --ignored taylor_green_kbc_vs_bgk --nocapture   # one diagnostic

Never build --no-default-features last. Both builds write the same target/release/kbc2d, so a CPU-only build silently overwrites the wgpu one and --backend gpu then refuses to run. Order: no-default-features first, normal build second.

./target/release/kbc2d --shape cylinder --size 24 --re 150 \
    --nx 480 --ny 240 --steps 40000 --sponge-len 32 \
    --gif wake.gif --gif-field vorticity --verbose full

--help groups every key by role (Physics, Grid, Body, Time, Scheme, Animation, Output). Note --time <seconds> as an alternative to --steps: a step is not a fixed slice of time (δt = u_lat·δx/u_phys), so refining the cell silently shortens a fixed step count.

File roles — one concern each

file owns
src/math.rs all solver mathematics, nodewise and pure: D2Q9 lattice, product-form entropic equilibrium, shear projector, γ stabiliser, collision, Zou–He, body SDFs, unit conversion. Tests against the papers' formulas live here. pub type R = f64.
src/cpu.rs CPU backend: AoS layout, rayon, and the shared topology — Geom::build (masks), Bouzidi link assembly, Patch (AMR level coupling), initial_field.
src/gpu.rs GPU backend: wgpu + WGSL (Vulkan/DX12/Metal), SoA layout, f32. Re-implements the physics line-for-line in WGSL but imports topology from cpu rather than duplicating it.
src/main.rs CLI, problem assembly, step loop, live output, report, CSV. Owns the Spec / StepRec / FieldKind contract shared by both backends.
src/gif.rs encoding, palettes, normalisation, and the physical-time frame timing.

Invariants (read before editing)

  • Physics is written twice, topology once. gpu.rs mirrors math.rs by hand in WGSL; masks, Bouzidi links and the patch frame come from cpu::Geom / cpu::Patch / cpu::initial_field. Keep it that way — a past regression had the GPU silently running Bouzidi for --wall staircase, caught only because two models produced bit-identical output where they had to differ. Backend parity is a hard requirement (CPU f64 vs GPU f32 agree to 4–5 significant digits; all four wall models agree to 0.007 % on Cd) and bench/parity.py checks it.
  • The backends have different step contracts. Backend in main.rs is an enum, not a trait: CPU step() returns one StepRec, GPU advance(out) / flush(out) push a batch — results accumulate in a 128-slot ring and sync once per batch. Adding a per-step GPU readback outside StepRec reintroduces a map_async + poll(Wait) per step, which cost ~8× throughput before batching.
  • GREL = 1e-8 is a relative threshold — a fraction of ⟨Δh|Δh⟩, not an absolute one. ⟨Δh|Δh⟩ is quadratic in non-equilibrium and physically tiny (~1e-7…1e-9), so an absolute threshold fires almost everywhere and silently substitutes γ = 2, i.e. plain LBGK instead of KBC. The report prints the degenerate- node fraction; on a healthy threshold it must be ~0 (except the very first step).
  • GPU is f32 and cannot be otherwise — WGSL has no f64 type at all, so no hardware helps. Convergence studies therefore run on CPU, everything else on GPU; below a true error of ~1e-3 f32 diverges from f64 by an order of magnitude. Reductions and force sums use compensated (Kahan–Neumaier) summation — that is where f32 was losing most of its precision.
  • GPU dispatch is 2-D with a linear index rebuilt in the shader (lin() / wlin()), lifting the 65535-workgroup limit that capped grids at ~2048². The workgroup → node mapping stays exactly linear, which is what lets the reductions keep working; verified to 4096×4096.
  • Population storage has two binding layouts. One combined binding normally; nine bindings, one per direction, when the adapter's max binding size is small (dzn/WSL2 caps a binding at 128 MiB while allowing a 2047 MiB buffer). Chosen from adapter limits, no switch in the accessors; both give identical numbers, split costs 5.7 % bandwidth. Force it with KBC2D_SPLIT_POPULATIONS=1 to compare on one card.
  • MAX_BODY_BUCKETS = 4. Geometry is assembled from any number of bodies, but per-body force is bucketed — bodies beyond the fourth have their forces merged.
  • Defaults encode measurements, not taste: --init uniform (a rest start pumps a quarter-wave channel resonance to 75 % of U and wrecks St/Cd/Cl — and the sponge cannot remove it, since a standing mode has its pressure node exactly where the sponge sits); --kbc-model n1 (equal accuracy to n2, but higher bulk viscosity, which damps longitudinal acoustics); --wall hrr (provisional — chosen on scheme structure, pending campaign group C; bouzidi resolves geometry 4× better).

Validation campaign (bench/)

115 runs, ≈90 GPU-hours in nine groups; each run writes logs, series, a machine-readable summary and a GIF into its own folder under out/ (untracked — those are results, never clean them).

cd bench
python preflight.py             # start every scenario for two steps — catches typos
./run_campaign.sh --calibrate   # measure this machine's MLUPS (hour estimates need it)
./run_campaign.sh --dry-run     # cost estimate
./run_campaign.sh --resume      # run, skipping what is already done

Run preflight.py for real — it caught an entire group failing on a GPU limit and nine runs passing --body-x twice, both of which would otherwise have surfaced twenty hours into a server campaign.

Deployment

Published image notbigghost/kbc2d:1.2.0 (linux/amd64); the server needs only docker-compose.server.yml, not the sources. ENTRYPOINT is the campaign driver and CMD defaults to --dry-run, so a stray docker run prints an estimate instead of starting a 100-hour job. Check the card first (--profile check run --rm vulkan) — a missing GPU is better discovered in a minute than in an hour.

Two environment traps, both already handled in the image but overridable from outside: NVIDIA Container Toolkit only injects the Vulkan ICD when NVIDIA_DRIVER_CAPABILITIES contains graphics (with compute alone wgpu sees no adapter), and WSL2 has no NVIDIA Vulkan driver for Linux at all — the card arrives over /dev/dxg. That path instead uses dzn (Mesa's Vulkan→D3D12 translation, why the base image is archlinux:base — Debian/Ubuntu do not build dzn), needs no NVIDIA runtime, and requires WGPU_ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER=1 because dzn reports conformanceVersion = 0.0.0.0 and wgpu hides such adapters by default. Use docker-compose.wsl.yml there.


docs/theory/ — Python prototype (all branches)

The earlier Python/CuPy implementation of the same LBM physics — cylinder flow with a ×2 nested AMR patch and SDF+Bouzidi boundaries, GPU/CuPy only, no CPU fallback. kbc2d is a deliberate rewrite of this, not a port, and the two differ in two documented places (no collision inside the body; restriction skips fine source nodes inside the body). Still live: it owns the notebook's figures.

  • solver_2x_sdf/README.md — maps every file to the physics it owns; entry points run.py, run_blockage.py, run_factors.py.
  • demos_gpu/ — demo runs producing the notebook's figures/GIFs; they import physics from solver_2x_sdf and never duplicate it.
  • kbc_lbm.ipynb — the write-up; embeds pre-rendered artefacts, executes nothing.
  • docs/origins/ — the source PDFs behind both implementations.

Do not fold any of this into the CMake build, and do not treat it as dead code.