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Architecture

PocketJS turns component code into native pixels through one Rust core, framework-specific JS adapters, and one layout engine on every host.

hosts/ holds one directory per host implementation — consoles, phones, e-readers, a microcontroller, desktop, browser and a headless sim. A smaller set of those ship as stock build targets, registered in contracts/spec/platforms.ts (POCKET_TARGETS); the others build through their own profile module or a supplied build plan. That registry is the only record of what a target implements, so read it rather than any list on this page — see Platform contracts.

The JavaScript side can be Solid, Vue Vapor, or Octane. Solid uses its universal renderer; Vue Vapor uses a Vapor renderer adapter and a DOM-shaped facade for Vue's helpers; Octane compiles JSX and hooks to static host plans plus dynamic slots whose driver (renderer-octane.ts) targets the native tree with no DOM shim. The rendering, layout, styling, animation, and text engine is one no_std Rust crate (pocketjs-core) compiled for each host's target triple. Styling is a build-time Tailwind subset; fonts are baked into atlases at build time.

The pipeline

        app.tsx  (Solid, Vue Vapor or Octane + Tailwind-subset classes)

           │  framework JSX transform   (two-pass build)

   ┌────────────────────────────────────────────────┐
   │  bundle.js   +   styles.bin + atlases + images  │
   │      │                     │                     │
   │      │                     └──► app.pak        │
   └──────┼──────────────────────────────────────────┘

   ┌──────┴──────────────────┐   ┌──────────────────────────┐
   │ QuickJS device hosts    │   │ browser / desktop / Bun   │
   │    framework runtime    │   │    framework runtime      │
   │      │ ui.* ops         │   │      │ same ui.* ops      │
   │      ▼                  │   │      ▼                    │
   │  pocketjs-core          │   │  pocketjs-core            │
   │  (Rust, no_std)         │   │  (same Rust → wasm32)     │
   │  tree · taffy · anim    │   │  tree · taffy · anim      │
   │  · text                 │   │  · text                   │
   │      │ DrawList         │   │      │ DrawList           │
   │      ▼                  │   │      ▼                    │
   │ GE or GXM backend       │   │ software or wgpu backend  │
   └─────────────────────────┘   │   → canvas / PNG / window │
                                 └───────────────────────────┘

Reading it top to bottom:

  1. app.tsx is ordinary framework JSX: PocketJS components from @pocketjs/framework/components, state/lifecycle from solid-js, vue, or octane, and class strings from the Tailwind subset.
  2. A product build resolves pocket.json for one target, then runs the selected JSX transform, compiles class strings to a binary style table (styles.bin), bakes target-density glyph atlases/assets, and packs them into app.pak. The JS is bundled with target/ABI constants. The low-level bun tools/build.ts <app> path remains for framework development. See Build pipeline for the two-pass details.
  3. At runtime, the selected framework runtime executes on whichever JS engine the host provides — QuickJS on the device hosts, the host engine in the browser or Bun — and emits mutation ops (ui.*) into pocketjs-core.
  4. pocketjs-core owns the retained UI tree: it runs flexbox layout, ticks animations, measures and lays out text, and produces a flat DrawList each frame.
  5. A thin backend turns the DrawList into pixels: sceGu/GE on PSP, vita2d/GXM on Vita, gpui on hosts/desktop, wgpu in the debug uihosts, and the deterministic software rasterizer in engine/core/src/raster.rs behind the browser canvas and the byte-exact PNG goldens.

Everything above the backend follows the same contract across targets. The layout you see in the browser playground is the same layout, computed by the same code, that runs on the handheld.

ESP-IDF exposes the same stages as separate libraries — pocketjs_guest, pocketjs_ui_core, pocketjs_ui_qjs, pocketjs_render_rgb565. Only the optional runner creates a task; the product BSP owns input, physical buffers, and presentation. See ESP-IDF.

Why these choices

Framework adapters over HostOps

PocketJS keeps framework code above a small renderer adapter boundary. Solid uses babel-preset-solid with generate: 'universal'; Vue Vapor uses vue-jsx-vapor and renderer-vue-vapor.ts; Octane uses its universal compiler against the "pocket" renderer descriptor and renderer-octane.ts. All three adapters target the same JS mirror tree and ui.* HostOps, so the Rust core, input manager, style table, animation system, .pak format, and native targets do not fork by framework.

The universal renderer means Solid never touches the DOM. Instead it calls a small set of node operations (createNode, insertBefore, setProperty, replaceText, …) that PocketJS maps onto the native ui.* contract. Solid's distributed runtime references no window, document, setTimeout, WeakRef, or FinalizationRegistry; it needs Proxy, WeakMap, Promise, and queueMicrotask, and the last of those is polyfilled onto the promise job queue.

QuickJS reality: ES2023, minus timers

On the PSP the JavaScript engine is QuickJS (Bellard's engine, the 2026-06-04 build), which is roughly ES2023. Modern syntax works — logical assignment operators, WeakRef, and FinalizationRegistry are available. PocketJS node lifetime does not depend on garbage-collector timing: the mirror tree uses an explicit end-of-frame sweep plus retain / release for detached subtrees.

What is not there shapes the API surface:

Missing on QuickJS Consequence
queueMicrotask Polyfilled via Promise.resolve().then(...); the host drains the promise job queue once per frame.
setTimeout / clearTimeout framework/src/scheduler-polyfill.ts installs both where absent — setTimeout lowers to a microtask and ignores its delay, clearTimeout is a no-op. There is no wall-clock scheduling; use onFrame or after().
MessageChannel, performance Absent. Timing is frame-index based.

That polyfill is the prelude for Vue Vapor (framework/src/prelude.ts) and is itself Octane's prelude, because both runtimes' scheduler modules read the globals at module evaluation time.

Because there is no timer or microtask scheduler, three Solid imports are rejected by the compiler — createResource, useTransition, and startTransition (BANNED_SOLID_IMPORTS in framework/compiler/jsx-plugin.ts) — so a build fails rather than a device. Browser and Bun development builds stay inside the same syntax and scheduler subset. Target compatibility is checked separately from the manifest's required APIs and viewport contract, so a touch-required Vita app is rejected for PSP before compilation.

taffy 0.11 for layout

Flexbox is computed by taffy 0.11, built with default-features = false and the alloc, taffy_tree, flexbox, and content_size features. That configuration is verified no_std + alloc, f32-only, and needs no libm, which is exactly what a bare-metal PSP binary requires. Using a real, tested layout engine — rather than a hand-rolled subset — is why layout is identical on every host.

One Rust core, compiled per host

engine/core/ is a platform-agnostic #![no_std] + alloc library, pocketjs-core. It contains no I/O, no graphics API, and no timing — just the tree, layout, styling, animation, text, and DrawList generation. Each directory under hosts/ gives it a body: it compiles the same crate for its target triple and supplies I/O, a JS engine, and a backend. hosts/psp embeds QuickJS and renders through sceGu; engine/wasm wraps the identical core with the software rasterizer in one wasm32-unknown-unknown cdylib that serves both the browser dev host and the headless Bun goldens; hosts/desktop drives gpui behind the macos-app and linux-app targets. Native hosts consume the same stable HostBuildInputs projection.

Native animation on a fixed core clock

Tweens and springs tick inside Rust in exact dt = 1/hz s steps. hz is a per-realm declaration, not a constant: engine/core/src/lib.rs defaults to DEFAULT_TICK_HZ 60 and caps at MAX_TICK_HZ 240, and Ui::set_tick_rate is refused once the first tick() has run, so the rate is fixed for the whole run. A bundle bakes its rate at build time (--hz=N, 1 through 240) and refuses to mount on a host whose ui.__tickHz disagrees. One core tick per virtual frame is the common case; a slower simulation rate advances several. JavaScript only declares motion (through @pocketjs/framework/animation or transition-* classes); it never drives it frame by frame.

Given the same build, simulation-rate policy, input tape, and frame-boundary effect deliveries, those discrete ticks follow the same trajectory. That is what makes the PNG golden tests exact rather than fuzzy — the wasm32 rasterizer and the goldens agree down to the pixel.

Baked text

The portable path carries no runtime font files. At build time an opentype.js-based baker turns each glyph the app uses into a horizontally-supersampled 8-bit coverage cell, plus proportional advances and a cmap. On device, drawing text means run-length-extracting the alpha coverage and batching it into GE sprites, with no glyph rasterization at runtime. Because only the used glyphs are baked, the compiler scans your source for text codepoints during the build — see Styling and Build pipeline.

The defaults in framework/compiler/bake-font.ts are Inter for regular and bold and JetBrains Mono for the font-mono slots, chosen per slot at bake time; assets/fonts/ also vendors InterDisplay and W95FA, and each face can be overridden per build. Two capabilities lift the baked-charset limit: a host with text.glyphs.runtime extends the atlases at runtime for codepoints outside the baked set, and one with text.layout.native measures and shapes through the host text system instead, covering whatever the OS font fallback chain covers.

The three layers

PocketJS is three layers with narrow contracts between them.

1. The app + framework runtime (JavaScript). Your components and reactive state. The Solid/Vue/Octane adapters keep a lightweight JS mirror of the tree — { id, parent, children[], … } — so the reconciler can read tree structure without crossing the FFI boundary. Only mutations cross into native. setProperty runs through a dispatch table: className → style id, on* → the input registry, src → the texture registry, a style={{…}} object → per-key property ids (previous-value diffed). Anything unrecognized is a loud dev-time error rather than a silent no-op.

2. pocketjs-core (Rust, no_std). The retained tree lives in a node arena (Vec<Node> + free list) with a generation counter, so a stale handle is a safe no-op rather than a dangling reference. Core parses the style table, resolves base / focus / active variants, syncs nodes into taffy, measures text, ticks animation tracks, and walks the tree into a DrawList. A CPU clip stage in draw.rs guarantees no negative or oversized coordinates ever reach a backend — axis-aligned quads are clipped with UV/color re-interpolation, rotated quads are Sutherland–Hodgman-clipped or culled.

3. The backend. Consumes the DrawList and nothing else. PSP uses sceGu, Vita uses vita2d/GXM, hosts/desktop uses the gpui backend (engine/backends/gpui), the debug uihosts use wgpu, and wasm32 uses a scanline rasterizer that handles blending, gradients, and glyph coverage deterministically. Backends do not redefine input or styling semantics, and they differ from each other in one capability alone: who measures and shapes text. An app that enhances with text.layout.native gets a core text measurer installed before the guest mounts, so taffy leaf sizes, measureText and painted glyphs all come from the host text system — layout changes with the backend in that one case, and only for apps that asked for it. The rest are byte-identical, which is what the PNG goldens pin. See Render backends.

The exact op signatures, node lifecycle, and per-frame ordering live on the Native contract page.

Modules beyond the UI

The UI is one module in that shape and the other domains reuse it unchanged. A module is an SDK subpath, a spec, and a native core. Its capability id is the same string as the spec namespace and the pak prefix: audio.pcm means globalThis.audio is mounted and audio:wav. pak entries have meaning, so one name covers the manifest, the runtime namespace, and the asset key. contracts/spec/ holds the shipped specs — audio, db, fs, net, platforms, spec, plus the manifest, package, system and runtime-wire files. They are plain TypeScript data: gen-rust.ts generates engine/core/src/spec.rs, gen-c.ts generates contracts/generated/pocket_spec.h, and tests/contract.ts regenerates both in memory and byte-compares them against the committed files, so the three languages cannot drift.

The guest has one clock, the tick. A module whose domain cannot wait for a frame — real-time audio output is the shipped case — declares a native-side clock in its frame contract: it never calls the guest, never blocks on it, and batches its facts to tick boundaries for delivery. On virtual-clock hosts the same module consumes by a pinned per-tick formula instead of a device callback, so a two-clock module keeps a byte-reproducible headless test path.

Repository layout

One axis per top-level directory. The tree and the rule that governs it live in docs/STRUCTURE.md.

Memory (PSP)

The PSP build replaces rust-psp's default #[global_allocator], which makes one kernel object per allocation and caps out long before a real UI tree is built, with one backed by a single arena (hosts/psp/src/alloc.rs over arena.rs) — the same kernel block QuickJS, newlib and the core's textures and retained buffers all draw from. The public 8 MB figure names that application arena with its safety headroom, not the PSP's whole main memory: code and embedded .pak/JS bytes live in the EBOOT image, the worker stack is separate, and display framebuffers come from VRAM. The allocator setup, the per-frame vertex bump pool, and the exact PSP frame order are on the Native contract page.