Compose a position in the shader the way the CPU composes it

The shader used mix() where UiScalar::within writes from + (to - from) *
t, so the two associate the arithmetic differently and can put an edge on
either side of an integer. Writing it out matches them, and is a
multiplication cheaper. The five reference renders and the resize render
are byte-identical either way.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
iris-aiandClaude Opus 5 committed 2026-09-15 12:31:31 -04:00
1 parent 4063635f39
commit 169db7f16f
1 file changed
+5 -2
+5 -2
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@@ -37,10 +37,13 @@ const MOVE_NONE: u32 = 4294967295u;
// resolve a deep one the same way.
const CHAIN_LIMIT: u32 = 64u;
// Written the way `UiScalar::within` writes it rather than as `mix`, so the
// CPU and the shader compose a position with the same arithmetic and answer
// the same thing about where a widget is.
fn scalar_within(s: UiScalar, p: UiSpan) -> UiScalar {
return UiScalar(
mix(p.start.rel, p.end.rel, s.rel),
s.px + mix(p.start.px, p.end.px, s.rel),
p.start.rel + (p.end.rel - p.start.rel) * s.rel,
s.px + (p.start.px + (p.end.px - p.start.px) * s.rel),
);
}