Native contract

Everything in PocketJS — the framework adapters, styling, animation, and input — ultimately drives a native, retained-mode UI tree through one small, synchronous op surface: ui.*. This page documents that surface, the runtime model around it, and the constraints that let the same application contract run through PSP, PS Vita, web, desktop, and headless hosts.

If you only write app code you never call these ops directly — you write View / Text / Image and the renderer emits ops for you. This page is for understanding why the surface looks the way it does, and for anyone writing a new host.

The shape of the contract

Three rules define the whole model:

  1. Mutation-oriented. Tree operations are immediate commands; returned node, texture, and animation handles are synchronous results. The few read-shaped diagnostics and measureText never expose or walk native tree structure.
  2. Synchronous. Each op is a single blocking FFI call. There is no command buffer or async batching at this layer; framework reactivity avoids emitting unchanged mutations one level up.
  3. The reconciler never reads tree structure across FFI. The renderer keeps a JS mirror tree. Parent/child/sibling and node-kind reads are plain JS object walks; structural writes update both mirrors.

The op codes are pinned once, in contracts/spec/spec.ts (the OP table), and shared by every host and the Rust core. Codes are append-only: never renumbered, never reused. 0 is reserved as invalid/nop.

The op table

Signatures are authoritative from framework/src/host.ts (HostOps) and contracts/spec/spec.ts. Node ids are generation-tagged positive i32 values and reserve 0 for "none"; texture handles use their own 0-based or generation-tagged contracts.

# op signature notes
1 createNode (type: i32) → id type is a NODE_TYPE: 0 view, 1 text, 2 image. Returns a fresh node id.
2 destroyNode (id) → void Destroys the whole subtree; frees its anim tracks; clears focus if the focused node was inside.
3 insertBefore (parent, child, anchorOr0) → void DOM move semantics: if child is already attached anywhere it is unlinked first (core tree + taffy + mirror). anchor = 0 appends. Silently no-ops past MAX_TREE_DEPTH (64).
4 removeChild (parent, child) → void Detaches but keeps the node alive — Solid may re-insert it this frame. The renderer sweep destroys it at frame end if still detached.
5 setStyle (id, styleId) → void styleId indexes the compiled style table. STYLE_ID_NONE (-1) clears back to default. Triggers transitions (old→new animatable diff).
6 setProp (id, propId: i32, value: f64) → void One dynamic prop. propId is a PROP id; colors/enums pass their u32 bits as the number.
7 setText (id, str) → void UTF-8; text nodes only. Used at node creation.
8 replaceText (id, str) → void UTF-8; text nodes only. Solid universal calls this on reactive text updates.
9 uploadTexture (buf, w, h, psm) → handle Dimensions power-of-two and ≤ 512; psm is a PSM code. Bytes are copied and 16-byte aligned. Returns a 0-based texture handle.
10 setImage (id, texHandle) → void Binds a texture to an image node. texHandle < 0 clears (handles are 0-based, so 0 is a real handle).
11 animate (id, propId, to: f64, durMs, easing, delayMs) → animId from is the current value. easing is an ENUMS.Easing ordinal. Returns an anim id.
12 cancelAnim (animId) → void Stops the track.
13 setFocus (idOr0) → void Applies the focus: style variant natively. 0 clears focus.
14 loadStyles (buf) → void web/test hosts only. Optional. Feeds the compiled styles.bin. On PSP the native binary feeds core from the pak.
15 loadFontAtlas (buf) → void web/test hosts only. Optional. One call per baked font atlas blob.
16 measureText (str, fontSlot) → width JS-side convenience returning width in px. Layout still measures natively.
17 setSprite (id, atlas, frames, cols, step) → void Binds a native-ticked sprite atlas; non-positive frames clears it.
18–22 debugInspect, debugRectXY, debugRectWH, debugPause, debugStep debug-only Optional DevTools inspection and pause/step surface. Hosts may omit it.
23 loadTileTexture (pakKey, tileIndex) → handle | -1 Optional host extension: decode and upload one TILESET tile without moving its bytes through JS.
24 freeTexture (handle) → void Optional host extension: release a generation-tagged texture handle; stale handles draw nothing.
25 uploadImgEntry (blob) → handle | -1 Optional host extension: upload a complete IMG entry, including CLUT8 palette/RLE metadata.
26 setActive (id, activeInt) → void Applies or clears the native active: style variant. Optional for legacy hosts.

For the meaning of PROP ids, ENUMS, and how a class string becomes a styleId, see Styling and the API reference. For animate/easing semantics see Animation.

Prop value encoding

setProp and animate carry every value as one number (f64 on the wire). framework/src/host.ts encodes the JS value per the prop's kind (PROP_VALUE_KIND in the spec):

  • f32 props (dimensions, scalars, degrees) pass through as-is.
  • color props travel as their u32 ABGR bits (0xAABBGGRR, the GE COLOR_8888 layout). A '#rgb' / '#rrggbb' / '#rrggbbaa' string is parsed by parseHexColor — full-string hex validation, so #ff00zz throws rather than silently painting a prefix.
  • int/enum props travel as their u32 ordinal.

encodePropValue(prop, value) is the single choke point; a non-numeric string for a non-color prop throws loudly.

Generation-tagged handles

Node ids are not pointers and not plain indices. Each id packs a slot and a generation:

id = (generation << ID_SLOT_BITS) | slot; // ID_SLOT_BITS = 20, mask 0xFFFFF
  • slot — index into the core's node arena (Vec<Node> + free list).
  • generation — a counter that increments every time a slot is reused.

When a node is destroyed its slot returns to the free list and its generation bumps. A stale id held by JS — say a handler that fires after its node was swept — decodes to a slot whose live generation no longer matches, so the core recognizes it and the op becomes a safe no-op instead of corrupting a reused node. This is the same class of guard as a generational index in an ECS.

Fixed invariants:

  • Bit 31 stays 0, so ids are always positive i32.
  • 0 is "no node" — insertBefore anchor 0 = append, setFocus 0 = clear focus.
  • ROOT_ID is 1 (slot 1, generation 0): the pre-created full-screen root, a flex column. Your tree mounts under it.
  • MAX_TREE_DEPTH is 64. insertBefore past the cap is a silent no-op — the same contract as a stale id — which bounds every recursive tree walk (layout build/readback, paint, subtree destroy) so a runaway tree cannot overflow the small PSP thread stacks.

The JS mirror tree

The renderer (framework/src/renderer.ts) implements Solid's universal createRenderer over a NodeMirror:

interface NodeMirror {
  id: number;                 // native generation-tagged id
  type: number;               // NODE_TYPE ordinal
  parent: NodeMirror | null;
  children: NodeMirror[];
  text?: string;              // text nodes only
  focusable?: boolean;
  onPress?: (() => void) | undefined;
}

Every reconciler read resolves against this object graph:

reconciler hook implementation
getParentNode node.parent
getFirstChild node.children[0]
getNextSibling index-of in parent.children, return next
isTextNode node.type === NODE_TYPE.text

None of those touch the host. Structural mutations (insertNode, removeNode, createElement, createTextNode, replaceText, setProperty) update the mirror and emit the matching op. Because the mirror mirrors the native tree exactly — including DOM move semantics on re-parenting — the two never disagree, and Solid's frequent tree walks stay entirely in JS. This is what keeps steady-state frames near-zero FFI.

setProperty is a dispatch table, not a generic setter: class → styleId (via the injected style resolver), onPress/on:press → input registry, src → texture registry, style={{…}} → per-key setProp (prev-diffed, so only changed keys cross FFI). Anything else — classList, on:/bool:/prop: namespaces, unknown props — is a loud error. See Styling for why classList is rejected.

Host identity and strictness

detectHost() in framework/src/host.ts resolves which HostOps object the ops route to, and sets a strictness flag that changes behavior on bad input:

kind ops source target strict? on unknown class / texture
native globalThis.ui installed by a QuickJS device runtime ui.__host (psp, vita, …) no bump a miss counter, keep going
injected a HostOps passed into render() (web / wasm / Bun) injected unless supplied yes throw

The reasoning is asymmetric on purpose. On real hardware a thrown error is a black screen; a missing style is a slightly-wrong box. Native hosts count misses (missCounters.unknownClass / unknownTexture) and render on. Web, wasm, and headless-Bun hosts are development and CI surfaces, where a silent wrong-color pixel is worse than a stack trace.

Resolution order: an injected HostOps wins; otherwise globalThis.ui; if neither exists, render() throws. Native namespaces identify themselves with __host and __hostAbi. A manifest-built bundle embeds its expected target and ABI and refuses to mount on a mismatched or pre-contract native host. __textures remains a legacy native marker so old, non-manifest bundles keep working, but it cannot satisfy an embedded target contract.

Every host drives frames through globalThis.frame(buttons, analog?, touches?). Buttons use the shared PSP bitmask, analog is (x << 8) | y with centered bytes on stickless hosts, and touch contacts are packed snapshots in logical coordinates. The runtime latches all three before app hooks, then performs input edge detection and the end-of-frame sweep. See Input & focus and Platform contracts.

Frame order

Native hosts run one deterministic sequence per display frame. Web and Bun hosts perform the same logical steps under a fixed-step requestAnimationFrame / loop so goldens stay byte-exact.

read host input                     buttons + optional analog/touch snapshot

frame(buttons, analog?, touches?)
                 ── JS ──►          advance virtual time, latch input, deliver
                                    queued effects, run app hooks + focus,
                                    then runSweep() (node reclamation) last

drain jobs                          while JS_ExecutePendingJob(rt, &ctx) > 0
                                    (promise microtasks — polyfilled queueMicrotask)

core.tick(N × 1/60)                 advance exact ticks for this virtual frame

layout (if dirty)                   taffy re-run + text re-measure, only if a
                                    layout-dirtying prop changed

DrawList                            tree walk → flat Vec<u32> ops, CPU-clipped

backend acquire/render/present      DrawList → GE, GXM, WGPU, or software

That final backend phase is intentionally schematic. PSP pipelines the GE: it presents the previous list, starts the next list, and lets the GPU overlap the following frame's JS/core work. Vita and software hosts own different acquire and presentation order without changing the logical frame transaction above.

Key properties:

  • The sweep runs inside frame(), as the last thing user code does — so a remove-then-reinsert within one frame (a <For> reorder, a <Show> toggle) never destroys a live node.
  • Virtual time, fixed core ticks. core.tick advances an exact number of 1/60 s ticks selected by the host simulation rate, never wall-clock time. Commands from the outside world are delivered only at frame boundaries.
  • Layout is conditional. Only a change to a layout-dirtying prop (LAYOUT_DIRTYING in the spec — sizes, padding, flex props, fontSlot/tracking/lineHeight) re-runs taffy. Transform and color changes are paint-only. Prefer transforms in animation for this reason.
  • Backends never define UI semantics. The Rust core produces one DrawList in 480×272 logical coordinates. The PSP GE consumes it at density 1; Vita GXM consumes it at density 2 after the compiler has baked native-density fonts, vectors, masks, and target-selected images.

In steady state — no reactive values changed — frame() emits no mutation ops, the sweep set is empty, and the only JS boundary crossing is the single frame(buttons, analog?, touches?) call itself. Everything downstream (tick, layout, draw) is Rust.

Node reclamation

Solid's reconciler calls removeChild for nodes that might be re-inserted the same frame (rows moving across a <For>, arms swapping in a <Show>). So removeChild deliberately does not destroy — it detaches and remembers the node in a sweep set:

function removeNodeImpl(parent, node) {
  notifyDetached(node);              // focus repair, before the unlink
  getOps().removeChild(parent.id, node.id);
  unlink(node);                      // drop from mirror parent
  sweepSet.add(node);                // reclaim at frame end unless re-attached
}

If the same node is inserted again before the frame ends, insertNode removes it from the sweep set (sweepSet.delete(node)) and it survives untouched. Whatever is still detached when runSweep() runs at the end of frame() gets destroyNode'd — a single recursive native destroy per orphaned subtree.

retain() / release()

Sometimes you want to detach a subtree and keep it alive across frames — cache an offscreen panel, hold a pooled row. That opts out of the sweep:

import { retain, release } from "@pocketjs/framework/solid";

retain(node);   // detached but preserved; the sweep skips it (and any subtree containing it)
// ... later ...
release(node);  // undo; if still detached, it re-enters the next sweep

runSweep checks subtreeHasRetained before destroying, so a retained node anywhere inside a detached subtree keeps the whole subtree pending until it is released or re-attached. Reclamation is explicit and deterministic; it does not depend on FinalizationRegistry or garbage-collector timing.

PSP memory model

On hardware the whole stack lives in one arena, and getting there required fixing a rust-psp default that quietly caps out.

rust-psp installs a #[global_allocator] that makes one kernel memory object per allocation. The kernel caps those at roughly 4096, and pocketjs-core allocates constantly — taffy slotmaps, children Vecs, per-pass .collect()s, the DrawList — so the default allocator crashes a real UI. The QuickJS-side arena only covered QuickJS + newlib malloc, not core's Rust allocations.

The fix, at a high level:

  1. The exact-revision pocket-stack/rust-psp dependency exposes an external-global-alloc feature that cfg-gates out its #[global_allocator].
  2. hosts/psp/src/alloc.rs installs the PocketJS global allocator, backed by arena::alloc/dealloc — the same single kernel block QuickJS uses. Core, QuickJS, and newlib all draw from one arena.
  3. arena.rs's ensure_init calls sceKernelAllocPartitionMemory / sceKernelGetBlockHeadAddr directly — no recursion back through alloc::alloc, now that the arena is the global allocator.
  4. Texture uploads and retained core buffers live in that same arena. A 2 MB margin is reserved for the GE display list and stack safety.

Other inherited hard rules worth knowing when you touch the native side:

  • JS runs on the 2 MB USER | VFPU worker; the main stack is 256 KB. MAX_TREE_DEPTH = 64 exists to keep recursive walks inside it.
  • GE buffers are 16-byte aligned with a dcache writeback per batch.
  • 2D vertex coords are i16; the core's CPU clip stage guarantees in-range values so the GE never wraps a coordinate.
  • Textures are power-of-two, ≤ 512 per side, sampled from main RAM.

None of this is visible from app code — it is the cost of making a JSX runtime fit on the device.

Perf budget

The whole design converges on a small steady-state cost:

budget target
FFI crossings per steady frame one (frame(buttons, analog?, touches?); no mutation ops when nothing changed)
DrawList draw calls ≤ ~40 sceGuDrawArray calls
DrawList quads ≤ ~2000
per-frame vertex bytes ≈ 48 KB from a per-frame bump pool (reset after sceGuSync)
Solid effects run only on interaction / changed signals

Two practical corollaries for app authors: animate transforms and colors rather than layout props, because layout-prop animations force a taffy relayout that frame (transforms are paint-only); and keep dynamic styling to ternaries of full class literals or style={{…}} objects so the compiler can bake every style ahead of time. See the Build pipeline for how styles and font atlases are baked, and Architecture for how the same Rust core reaches every host family.