C++ Unified Abstraction Library

Quantum Leap

A library imitating low-level brain communication + other additional functionalities

Idea, Code

Programming C++ CMake Vulkan OpenCL


Latest Supported Language Standard: C++14

The source code is private for now

Framework Goals

Why reinvent the wheel and replace parts of the standard library and Qt?

  • the whole idea is to implement everything as a host and compute devices for parallelism, deprecating OpenGL, DirectX, VA, VDPAU, OVD, XVideo, TrueAudio and OpenAL completely.
  • behaviour-based device processing and explicit events

So the real question is: Why would you want to have all these libraries when OpenCL is pushing hard and you can program it pretty much like a regular CPU? It’s just a matter of time until OpenCL evolves and turns into an all-in-one standard.

March 6th 2015: Well,… it evolved into Vulkan (GLNext, based on Mantle), however OpenCL still remains as a new revision was released (2.1). Both are using a common IL - SPIR-V.

Concept & Interface Goals

  • A library imitating low-level brain communication system
  • Focus on parallel execution model (and not on the compute backends)
  • Constructive self-registering interfaces

Technical Specifications


  • plugins (Done)
  • utilities (Done)
  • cross-platform process management and interprocess communication (~60%)
  • query hardware and os information (Done)


  • use concurrency as fallback host implementation (Done)
  • specialized device & shared memory allocators (~80%)
  • unified memory management & allocator patterns (~90%)
  • host/device out-of-order and continuation tasks (~50%)
  • use Vulkan & OpenCL as SINGLE SOURCE backends (SPIR-V is required to implement eventual C++ interpreter) (~40%)
  • behaviour-based device scheduling and manipulation (WIP)
  • branched device tasks (WIP)

Active Model View Controller (UniFace)

  • node based + smart pointer
  • the model not only contains data but also logic
  • a logic node can be bound to single or multiple data nodes
  • cyclic binding (actually the idea is to ABUSE it)
  • can generate multiple model repositories
  • interprocess interface
  • the interface is protocol agnostic (can exchange data across networks)
  • controllers are represented as signal structures + configuration data to interact with a model’s logic
  • constructive plugin interface that self-registers metadata and functions
  • the interface knows about all its functionality as if it was predefined
  • the whole interdependent pattern can be used to form a universal communication system for almost any type of program
  • can generate user interfaces on the fly using layout data


  • implementation of the C++17 network library (~80%)
  • simplified packet exchange (Done)
  • layered protocol interface (~30%)
  • http, https, ftp, bittorrent protocols

Universal Database Interface

  • based on AMVC
  • standard & relational database model extension
  • DOM model extension


  • specialized raw input queues (WIP)
  • integrated security
  • all types of keyboards
  • all types of mice
  • generic controller interface & support
  • wheel controller
  • Xbox 360/One controller
  • Playstation 1/2/4 controller
  • Steam controller
  • extended button layouts
  • touch surfaces


  • unified surface management (WIP)
  • gfx algorithms based on compute library (WIP)
  • abstract draw objects
  • scene graph
  • 2D images and icons
  • 3D images
  • cross-platform font texture generator (WIP)
  • color management and post-processing

User Interface

  • display management (Done)
  • window adaptor for platform window management (~90%)
  • completely independant widgets implemented as functional structures (can be used everywhere from 3D environments to desktop) (~80%)
  • abstract interchangeable controls (draw objects can be changed on the fly) (WIP)
  • skin engine (native, html/css, xml & custom) (WIP)


  • codecs backend manager
  • audio/video synchronization and manipulation


  • audio backend using compute library
  • audio file loader (format decoder, quality convertion and manipulation) (~30%)
  • listener functions (Done)
  • recorder (Done)
  • sound source (Done)
  • dynamic circular buffer (Done)
  • emitter (Done)
  • advanced player (WIP)
  • equalizer and filters


  • video backend using compute library
  • equalizer and filters
  • multi-screen support
  • desktop recording


  • timer (Done)
  • calendar
  • passive timeline with speed adjustment (Done)
  • fast COW string (Done)
  • circular queue + atomic (WIP)
  • signals (Done)
  • reactive functional types (WIP)
  • simd types
  • resource management (WIP)

Longterm Framework Goals

  • completely integrate into the std library (~40%)
  • unified dynamic memory management for both host and compute devices (~80%)
  • drop opengl, directx, glew, egl (WIP)
  • drop freetype (WIP)
  • drop openal (WIP)
  • drop sndfile
  • transparent filesystem management (using protocols)
  • prepare the library for universal memory (memristors)