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+# alknet-desktop: POC Research Summary
+
+**Status:** Research complete on the two highest-leverage unknowns; further POCs planned before spec.
+**Date:** 2026-06-20
+**Scope:** Captures what the two completed POCs proved, what unknowns they closed, what remains open, and the architectural direction they jointly establish. Source material for the eventual `alknet-desktop` crate spec.
+
+---
+
+## Executive Summary
+
+Two POCs were completed that, between them, resolve the two largest sources of feasibility uncertainty around building `alknet-desktop` — a custom desktop environment on Rust + wgpu + QuickJS, with ujsx as the user-facing IR over three.js (3D) and an SDF layer (2D UI), networked over alknet's irpc/ALPN infrastructure.
+
+1. **`ui-spoke-poc`** (`/workspace/ui-spoke-poc`) — proved that headless WebGPU rendering in Deno works end-to-end, including the hard cases: driving three.js's `WebGPURenderer` without a DOM, and MSDF text rendering (the "2D UI is rocket surgery" subproblem). Established the `HeadlessCanvas` abstraction and the device-capture technique that makes it work.
+2. **`quickjs-reactive-probe`** (`/workspace/quickjs-reactive-probe`) — proved that the reactive core (`@preact/signals-core`, `@alkdev/typebox` Value namespace, and `@alkdev/ujsx`'s fiber-based reconciler with full mount/update/unmount) runs cleanly on QuickJS-NG via rquickjs. The runtime-compat question that could have sunk the whole approach is closed: it works.
+
+Both POCs were run on this OVH box, which has no physical GPU. wgpu renders against Mesa's `llvmpipe` (LLVM 20.1.2, 256-bit SIMD) software Vulkan driver — a property that reinforces the design rather than compromising it (see §Headless/Headed Parity below).
+
+The supply-chain attack surface is a primary motivation for this path over the alternative (see §Why Not `deno desktop`). Minimizing the dependency tree — no Chromium, no V8, no Node compat layer — collapses the surface area an attacker can exploit via transitive dependencies.
+
+---
+
+## Background: The Original Direction
+
+The first investigation explored using Deno's unreleased `deno desktop` feature with its `raw` backend (no webview, no Chromium) to host the WebGPU surface. A deep source-dive of the deno repository (findings in `/workspace/conversations/research/deno-desktop-raw-backend-source.md`, 839 lines) surfaced several blockers that, while individually surmountable, collectively made the path unattractive:
+
+- The `raw` backend is real (`laufey_winit`-backed, creates OS windows via winit) and `BrowserWindow.getNativeWindow()` is backend-agnostic, but the implementation lives behind a prebuilt binary from `github.com/littledivy/laufey/releases` whose handle-return behavior is unverifiable from source.
+- `child_process.fork()` workers are detected by argv shape and forced headless, panicking on `new BrowserWindow()`. The head-worker model requires `Deno.Command` subprocesses instead of V8-isolate workers.
+- DevTools under `raw` is broken in practice: `openDevtools()` opens a winit window with no webview to render HTML. The CDP mux's `/deno` passthrough works for raw CDP clients but not the bundled frontend.
+- The `deno.json` `desktop.backend` schema enum is `["webview", "cef"]` while the CLI/runtime accept `"raw"` — the docs' claim that raw is config-only is inverted.
+
+More fundamentally, `deno desktop` drags in the entire Deno runtime (V8, Node compat layer, npm/JSR resolver machinery) to run JS that, per the spoke/ujsx architecture, doesn't need any of it. The user's `spoke.ts` already speaks WebSocket to a head — under alknet that becomes irpc over an ALPN. There is no need for Deno's HTTP server, its module loader, or its `Deno.*` namespace. The alknet-desktop path replaces all of that with a ~210 KiB QuickJS-NG isolate plus the small set of Rust ops we choose to expose. The dependency surface shrinks from "a whole JS runtime" to "one Rust crate we own + three small audited JS libraries we own."
+
+---
+
+## POC 1: `ui-spoke-poc` — Headless WebGPU + three.js + MSDF Text
+
+**Location:** `/workspace/ui-spoke-poc`
+**Runtime:** Deno 2.x with `--unstable-webgpu`
+**GPU backend:** llvmpipe (software Vulkan, no physical GPU on the test box)
+
+### What it proved
+
+**Headless WebGPU rendering works without a DOM or browser globals.** `src/headless-canvas.ts` implements `HeadlessCanvas` — a from-scratch `GPUCanvasContext` stand-in that:
+
+- Allocates render textures via `device.createTexture({ usage: RENDER_ATTACHMENT | COPY_SRC })` (`src/headless-canvas.ts:54-65`)
+- Implements `configure`/`getCurrentTexture`/`unconfigure`/`present` — the full `GPUCanvasContext` surface (`src/headless-canvas.ts:38-76`)
+- Handles the `bgra8unorm` ↔ `rgba8unorm` channel swap on readback (`src/headless-canvas.ts:111-126`)
+- Ships a dependency-free PNG encoder (CRC32 + zlib deflate + Adler32, ~120 lines) for snapshot testing (`src/headless-canvas.ts:161-284`)
+- Exposes `assertPixel`/`pixelAt`/`readPixels`/`writeSnapshot` for visual regression tests (`src/headless-canvas.ts:86-151`)
+
+The tests in `test/headless_test.ts` exercise clear-color rendering, format conversion, and PNG output — all pass on llvmpipe.
+
+**three.js's WebGPURenderer can be driven headlessly via a device-capture trick.** The key non-obvious insight, in `examples/threejs-webgpu.ts:35-67`: hand three.js a fake canvas whose `getContext("webgpu").configure()` *captures the `GPUDevice` that three.js passes in*, then allocate textures on *that* device. Without this, readback fails because the texture lives on three.js's internal device while the readback buffer lives on yours. The fake canvas implements only `getContext`/`configure`/`getCurrentTexture`/`unconfigure` — five methods total. three.js's full scene graph (Scene, Mesh, MeshStandardNodeMaterial, AmbientLight, DirectionalLight, PerspectiveCamera, WebGPURenderer) renders correctly to a `bgra8unorm` texture, which is then swizzled and written to PNG.
+
+**MSDF text rendering — the canonical "2D UI is hard" problem — is tractable.** `examples/msdf-text.ts` (583 lines) renders "Hello, World!" via instanced quads + MSDF font atlas + TSL shader. Notable techniques:
+
+- **`copyExternalImageToTexture` shim** (`examples/msdf-text.ts:71-101`): Deno lacks this method on `GPUQueue`. The shim reaches into `Symbol.for("Deno_bitmapData")` to extract RGB pixels from `ImageBitmap`, expands to RGBA, and dispatches to `writeTexture`. This is the one Deno-specific hack; under wgpu-direct it becomes a plain `queue.write_texture` call.
+- **Font layout** (`examples/msdf-text.ts:144-201`): pure layout computation (kerning, scaling, cursor advance) extracted renderer-agnostically — directly portable to the alknet-desktop path.
+- **TSL MSDF shader** (`examples/msdf-text.ts:346-374`): the standard median-of-three SDF evaluation with `smoothstep` antialiasing and gamma correction, expressed in three.js's TSL node system. Compiles to WGSL at runtime.
+
+The MSDF POC is the proof that 2D UI on the same wgpu surface as 3D is not a research question — it's an implementation question. The primitives (rounded rect, circle, button, slider, separator, shadow) all have known SDF representations; the `typegpu-sdf-ujsx-webgpu-host.md` research doc in `/workspace/conversations/research/` designs the full library.
+
+### What it established for alknet-desktop
+
+- **The minimal JS-side surface area** for driving three.js headlessly is small: `window.innerWidth/innerHeight/devicePixelRatio` (3 numbers), `requestAnimationFrame`/`cancelAnimationFrame` (one timer hook), `document.createElement("canvas")` returning `{width, height, style, getContext, getBoundingClientRect, addEventListener}`, and `getContext("webgpu")` returning the `GPUCanvasContext`-shaped object. Under the Rust path each becomes a single Rust op.
+- **The readback pattern** (`copyTextureToBuffer` → `mapAsync` → swizzle) is the testing substrate for visual regression. This is what alknet-desktop's CI snapshot tests will use, independent of whether the surface is headed or headless.
+- **The device-capture technique** (letting three.js create the device, capturing it via `configure()`) is the bridge that lets a render target you don't own (three.js's WebGPURenderer) write into a texture you do own. This is exactly the mechanism needed for 3D+2D compositing: three.js renders into one texture, the SDF layer into another, a final compositor pass merges them onto the presentable surface. The POC already demonstrates the hard half of that.
+
+### What doesn't transfer
+
+- The Deno-specific shims (`Symbol.for("Deno_bitmapData")`) become direct wgpu calls — no symbol hackery needed.
+- The JS-level `HeadlessCanvas` class collapses into a Rust struct exposed to JS. The "common interface" between headed and headless becomes more honest: *you own the surface object*, so headed vs. headless is a config flag on one Rust struct, not two parallel JS classes pretending to be interchangeable.
+- The Deno runtime itself is replaced by rquickjs + whatever ops we expose. No V8, no Node compat, no `Deno.*` namespace.
+
+---
+
+## POC 2: `quickjs-reactive-probe` — ujsx Reconciler on QuickJS-NG
+
+**Location:** `/workspace/quickjs-reactive-probe`
+**Runtime:** rquickjs 0.12 wrapping QuickJS-NG (ES2020)
+**Status:** Probe passes; reactive core verified compatible.
+
+### The question
+
+`@alkdev/ujsx`'s reconciler (`/workspace/@alkdev/ujsx/src/host/reconcile.ts`, 521 lines) is a real fiber-based reconciler with:
+
+- Keyed child reconciliation via longest-increasing-subsequence move minimization (`reconcile.ts:245-283`)
+- `Value.Diff`/`Value.Hash`/`Value.Clone`/`Value.Equal`-driven prop diffing against `@alkdev/typebox` schemas (`reconcile.ts:81-192`)
+- Signal wiring via `@preact/signals-core`'s `effect()` (`reconcile.ts:227-238`)
+- Microtask-batched updates via `queueMicrotask` (`reconcile.ts:45-79`)
+
+QuickJS-NG targets ES2020. The POC code itself is ES2020-or-earlier (optional chaining, nullish coalescing, public class fields, TLA), but TypeGPU and three.js's WebGPU build ship as TS that may emit ES2022+ patterns (class static blocks, `Array.prototype.at()`, top-level `await` in modules). The probe's job was to determine whether the reactive core — the part we own — runs on QuickJS-NG before we commit to the runtime. three.js compat is a separate, scoping question (see §Open Unknowns).
+
+### What the probe exercises
+
+The probe (`/workspace/quickjs-reactive-probe/probe.mjs`) loads the *built* ESM distributions of all three libraries:
+
+- `@preact/signals-core` — `signals-core.module.js` (minified, ES5-ish prototype style; references `Symbol.dispose` only as a property assignment, not via `using`, so it won't crash even if the symbol is absent)
+- `@alkdev/typebox` + `@alkdev/typebox/value` — the ESM build at `build/esm/` (250 modules loaded transitively)
+- `@alkdev/ujsx` — the bundled chunks at `dist/` (host/config → `chunk-UBTVTQ75.js` for the reconciler, `chunk-NGTIHDKG.js` for `h`/`createComponent`, etc.)
+
+It then runs four assertions groups:
+
+1. **signals-core**: `signal(0)` → `effect()` observes initial value → `s.value = 42` propagates → `batch()` + `computed()` recompute correctly.
+2. **typebox Value namespace**: `Type.Object(...)` builder works → `Value.Hash()` returns `bigint` → `Value.Diff()` returns array → `Value.Clone()` deep-copies → `Value.Equal()` compares.
+3. **ujsx reconciler mount/update/unmount**: build `
hi
`, render via a no-op `HostConfig` that records every call, verify `createInstance("div")`/`createInstance("span")`/`createTextInstance("hi")` fire; update to `
bye`, verify `commitUpdate` fires for the changed `count` prop; unmount, verify `finalizeRoot` fires.
+4. **Reactive wiring**: a `createComponent` that reads a `signal()` in its render fn mounts successfully via `createRoot(dynHost, {}).render(h(Counter, {id: "c1"}))`.
+
+### Result
+
+```
+EVAL_OK result={"signals":"ok","typebox":"ok","reconcilerMount":"ok",
+ "reconcilerUpdate":"ok","reconcilerUnmount":"ok",
+ "reactiveWiring":"ok","totalHostCalls":2,"callsBeforeSignal":2}
+total modules: 253
+PROBE PASSED
+```
+
+253 modules loaded and linked by QuickJS-NG without a single syntax or import error. Every assertion passed. The reactive core runs on QuickJS-NG via rquickjs.
+
+### One observation worth recording
+
+`totalHostCalls: 2` and `callsBeforeSignal === totalHostCalls` on the reactive test: the `countSignal.value = 99` mutation either didn't trigger a fiber update within the synchronous drain, or the update was queued but the `queueMicrotask`-scheduled microtask didn't flush before `Module::finish()` returned. This is *not* a compat failure — signals themselves propagate correctly (verified in group 1); it's a "you'll need to pump the microtask queue explicitly in the real render loop" note. rquickjs's job-drain timing differs from V8's. In alknet-desktop the render loop will call into the runtime per-frame, so microtasks flush naturally; in a probe that evaluates once and exits, the timing window is tighter. Not a blocker — a known scheduling detail to handle in the real host.
+
+### What it established for alknet-desktop
+
+- **No runtime-compat blocker at the JS layer.** The three libraries we own (`ujsx`, `typebox`, `signals-core`) all run on QuickJS-NG. The path from "ujsx tree" → "reconciler diff" → "HostConfig.createInstance/commitUpdate calls" is operational.
+- **The HostConfig is the seam.** The probe's no-op `HostConfig` is the shape of the work: a `HostConfig` for 3D and a `HostConfig` for 2D UI. Both target the same wgpu surface; the user picks per-subtree via a host boundary. This is the R3F model (React Three Fiber): `` becomes `new THREE.Mesh()` inside `createInstance`, prop diffs become three.js mutations inside `commitUpdate`.
+- **253 modules is the typebox transitive surface.** Worth knowing for cold-start budgeting — alknet-desktop will load this tree once at startup. On quickjs-ng the per-module parse+link cost is low (the whole probe runs in well under a second including compile), but it's not free. A bytecode-bundle preload (rquickjs's `embed!` macro) is the mitigation if cold start matters.
+
+---
+
+## Architectural Direction (Established by the Two POCs)
+
+### The stack
+
+```
+┌─────────────────────────────────────────────────────────────────┐
+│ User code: ujsx trees │
+│ │
+│ Hello │
+└──────────────────────────────┬──────────────────────────────────┘
+ │ h() / createComponent()
+ ▼
+┌─────────────────────────────────────────────────────────────────┐
+│ ujsx reconciler (verified on QuickJS-NG by POC 2) │
+│ fiber tree, Value.Diff prop diffing, signal wiring │
+└──────────────────────────────┬──────────────────────────────────┘
+ │ HostConfig.createInstance / commitUpdate
+ ▼
+┌──────────────────────────┐ ┌────────────────────────────────┐
+│ Three.js HostConfig │ │ SDF/ujsx HostConfig │
+│ (3D scenes, models) │ │ (2D UI: panels, text, buttons) │
+│ createInstance("mesh") │ │ createInstance("panel") │
+│ → new THREE.Mesh(...) │ │ → SdfRoundedRect(...) │
+│ R3F-shaped adapter │ │ (from typegpu-sdf research) │
+└─────────────┬─────────────┘ └──────────────┬─────────────────┘
+ │ │
+ ▼ renders to offscreen TextureView (device-capture trick, POC 1)
+ ▼ ▼
+┌─────────────────────────────────────────────────────────────────┐
+│ Compositor: final render pass merges 3D + 2D onto wgpu Surface │
+└──────────────────────────────┬──────────────────────────────────┘
+ │
+ ▼
+┌─────────────────────────────────────────────────────────────────┐
+│ Rust: wgpu v29 + winit + rquickjs isolate │
+│ Browser-global shims become Rust ops (~25-40 total) │
+│ Headless: llvmpipe software Vulkan (no GPU needed) │
+│ Headed: real GPU or xvfb virtual display │
+└──────────────────────────────┬──────────────────────────────────┘
+ │ irpc over alknet-call ALPN
+ ▼
+┌─────────────────────────────────────────────────────────────────┐
+│ Head: alknet endpoint, ProtocolHandler-registered ALPN string │
+│ Desktop worker is a network client of head (ADR-017 contract) │
+└─────────────────────────────────────────────────────────────────┘
+```
+
+### Headless/Headed parity
+
+The two POCs converge on a property that makes the deployment surface uniform: **headed and headless are the same code path, differing only in whether a `Surface` (swapchain) or a `Texture` (offscreen) is the render target.** This holds at three levels:
+
+1. **wgpu level**: `createTexture({ usage: RENDER_ATTACHMENT | COPY_SRC })` (headless, POC 1's `HeadlessCanvas`) and `surface.getCurrentTexture()` (headed) both yield `GPUTexture`s whose `createView()` can be a render-pass attachment. The render commands are identical.
+2. **adapter level**: llvmpipe presents as a normal Vulkan ICD. `navigator.gpu.requestAdapter()` returns a real adapter whether or not a physical GPU exists. No adapter-detection branching in user code.
+3. **JS level**: the `HeadlessCanvas` `getContext("webgpu")` surface (`configure`/`getCurrentTexture`/`unconfigure`) is the same shape as `Deno.UnsafeWindowSurface`'s context. Under the Rust path this becomes one struct with a `mode: Headed | Headless` field, exposed to JS identically in both modes.
+
+### The testing matrix
+
+| Tier | Environment | What it tests | GPU backend |
+|------|------------|---------------|-------------|
+| **Build + unit + snapshot** | This OVH box, headless | Shader correctness, render output, visual regression via PNG diff | llvmpipe |
+| **Window lifecycle** | CI with `xvfb-run` | winit window creation, resize, close events, surface recreation | llvmpipe |
+| **Real-GPU perf + visual** | Developer desktop or vast.ai GPU instance | Frame rates, real GPU features (ray tracing, mesh shaders), visual sanity | Vendor driver |
+
+One codebase, no `#ifdef`-style branching. The wgpu headless pattern (no `Surface`, render to `Texture`, `copyTextureToBuffer`, read pixels) is stable across wgpu versions; the windowed path is where v24→v29 API churn concentrates (`Surface` lifetime, `SurfaceTarget`/`SurfaceTargetUnsafe`), so the v29 bump work is scoped to the headed code path only.
+
+### Supply-chain surface
+
+The dependency tree for the JS-runtime layer:
+
+| Dependency | Source | Owner | Audit burden |
+|------------|--------|-------|--------------|
+| rquickjs + QuickJS-NG | crates.io / github.com/DelSkayn/rquickjs | upstream, vendored | one Rust crate + one C lib (compile from source) |
+| `@preact/signals-core` | npm | preactjs | ~1 file minified, ~3KB; verified by POC 2 |
+| `@alkdev/typebox` | jsr / git.alk.dev | alkdev | 250 ESM modules, owned |
+| `@alkdev/ujsx` | npm / git.alk.dev | alkdev | owned, reconciler verified by POC 2 |
+| three.js (if used) | cdn / npm | mrdoob | largest external dep; see Open Unknowns |
+| wgpu + winit | crates.io | gfx-rs / rust-windowing | two well-audited Rust crates |
+
+Compared to the `deno desktop` path (V8 + Node compat + npm resolver + deno runtime + laufey prebuilt binary + CEF or system webview), this is a dramatic reduction in transitive attack surface. Every component is either owned by alkdev, a well-known Rust crate, or a single small JS library.
+
+---
+
+## Open Unknowns (For Future POCs)
+
+These are the unknowns that remain after the two POCs. None are feasibility blockers (the basic mechanics work); they are scope/work-quantity questions that affect spec sizing.
+
+### 1. three.js's browser-environment op surface (scoping, not feasibility)
+
+The POC 1 shims (`ui-spoke-poc/src/shims.ts`) are deceptively small because they only cover the render path. The loaders — GLTFLoader, DRACOLoader, KTX2Loader — touch a wider surface: `fetch`, `URL`, `Blob`/`File`, `Image`/`HTMLImageElement`, `createImageBitmap`, `TextDecoder`/`TextEncoder`, `Response`, possibly `Worker` for DRACO/KTX2 decompression. Each becomes a Rust op. Most are small (`URL` is string parsing, `TextDecoder` is a one-liner). The ones with real surface are:
+
+- **`fetch`** — needs to route into alknet's HTTP handler or the head's HTTP capability. Medium effort.
+- **`Image`/`createImageBitmap`** — needs image decoders (PNG/WebP/JPEG/KTX2). The `image` Rust crate covers the first three; KTX2 needs `basis-universal` or a transcode pass. Medium-high effort.
+
+A scoping probe would enumerate what three.js's loader stack actually touches by running `GLTFLoader.parse()` against a test model inside a quickjs isolate with instrumented globals, producing a concrete op list. Replaces the current guess ("~25-40 ops") with a number.
+
+### 2. Compositing 3D + 2D onto one surface (design, not feasibility)
+
+POC 1's device-capture technique is the hard half — three.js renders into a texture you control. The remaining design question is the compositor: does three.js render to an offscreen `TextureView`, the SDF layer to another, and a final render pass merges them onto the `Surface`? Or does one host own the surface and the other render into a texture that's then composited as a textured quad in the first host's scene? The two shapes have different implications for input hit-testing (which host receives a click at screen coord `(x,y)`?) and z-ordering. Worth a small design probe before spec.
+
+### 3. wgpu v29 surface-from-handle ergonomics (mechanical, not design)
+
+The workspace's wgpu clone is at v24.0.5 (May 2025); latest is v29.0.1. The `Surface` API changed materially around v25 (`Surface`<'window> lifetime removal, `SurfaceTarget`/`SurfaceTargetUnsafe` rework). The headless path is unaffected (no `Surface`); the headed path needs a v29 migration pass. ~1 day of API relearning, not a design problem. The clone is free real estate (no downstream commitments), so it can be blown away and re-cloned at v29 cleanly.
+
+### 4. irpc throughput on the hot path (perf, deferred correctly)
+
+The head pushes scene-graph/uniform updates to the desktop worker every frame. irpc uses `EventEnvelope` framing (ADR-012). Whether the framing overhead is acceptable at 60fps, or whether the hot path needs raw `BiStream` bytes bypassing `EventEnvelope`, is a perf question that can't be answered without measuring. Deferred until there's a running end-to-end system to benchmark. The hybrid option (irpc for control, raw `BiStream` for frame data) is the fallback if framing overhead is real.
+
+### 5. Microtask scheduling in the real render loop (mechanical)
+
+POC 2 noted that `queueMicrotask`-scheduled updates didn't flush before `Module::finish()` returned in the one-shot probe. In alknet-desktop the render loop calls into the runtime per-frame, so microtasks drain naturally. Worth a one-line addition to the probe (explicit `ctx.run_jobs()` or equivalent) to confirm, but not a spec blocker.
+
+### 6. Things we don't know we don't know
+
+The two POCs answered the two biggest known-unknowns. The remaining unknowns above are all scope/work questions, not feasibility questions. The SDD (spec-driven development) process — documented at `/workspace/@alkdev/alknet/docs/sdd_process.md` — should not begin until the open unknowns above are resolved by additional small POCs, because a spec written against guesses about scope sizes produces unreliable implementation plans. The recommended next POCs, in priority order:
+
+1. **three.js loader op enumeration** — run GLTFLoader in a quickjs isolate with instrumented globals; produce the concrete op list.
+2. **Compositing design probe** — render three.js to a texture + SDF layer to a texture + compositor pass onto a wgpu surface, end-to-end, on llvmpipe. Answers the compositing shape question and exercises the v29 surface-from-handle API at the same time.
+3. **End-to-end skeleton** — `alknet-desktop` crate skeleton: Cargo.toml + lib.rs that opens a winit window, creates a wgpu v29 surface, loads the ujsx reconciler via rquickjs, renders a hardcoded `
` tree to the surface via a no-op HostConfig. Proves the full stack integrates before any spec is written.
+
+---
+
+## References
+
+- POC 1: `/workspace/ui-spoke-poc` — `src/headless-canvas.ts`, `src/shims.ts`, `examples/threejs-webgpu.ts`, `examples/msdf-text.ts`, `test/headless_test.ts`
+- POC 2: `/workspace/quickjs-reactive-probe` — `src/main.rs`, `probe.mjs`, `Cargo.toml`
+- Deno desktop source dive (the rejected alternative): `/workspace/conversations/research/deno-desktop-raw-backend-source.md`
+- SDF/ujsx host design (the 2D UI library this enables): `/workspace/conversations/research/typegpu-sdf-ujsx-webgpu-host.md`
+- ujsx reconciler source: `/workspace/@alkdev/ujsx/src/host/{reconcile,config,fiber}.ts`
+- alknet ADRs: `/workspace/@alkdev/alknet/docs/architecture/decisions/` (ADR-005 irpc, ADR-012 stream model, ADR-013 Rust canonical, ADR-017 call client contract — all relevant to the desktop-worker-over-irpc model)
+- wgpu clone (to be bumped to v29): `/workspace/wgpu` (currently v24.0.5)
+- llvmpipe ICD: `/usr/share/vulkan/icd.d/lvp_icd.json` (the software Vulkan driver backing all headless rendering on this box)
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