Carry a box in a move slot, not a translation

A slot now holds the box its contents are placed within, in the coordinates
of the slot it names, and `prelude.wgsl` composes the chain with `within`
instead of adding a delta. A translation is the special case where the box
has its parent's relative extent, so every caller passes
`UiRegion::FULL.offset(delta)` and nothing changes on screen yet: 42 tests
pass and `tabs` at 1920x1200 is byte-identical.

`Moves::resolve` takes the region to compose rather than returning a sum, so
the CPU walk is the same operation the shader performs.

Measured against the translate slot on the same binary with
`tests/chain_cost.rs`, 200k instances: +0.6% at depth 1, +0.5% at 2, +0.8% at
4, then +9.6% at 8 and +32.2% at 64. Free at the depth opt-in slots produce,
which is the next commit; the per-level cost was always the dependent load
rather than the arithmetic.

The identity is `UiRegion::FULL` rather than zero, which `MoveOffset`'s
comment says beside the `Zeroable` that `Pod` requires: a zeroed entry is a
box of no extent and collapses its subtree to a point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
iris-aiandClaude Opus 5 committed 2026-09-14 12:14:24 -04:00
1 parent db1751fdfd
commit 1f9dc48b80
4 files changed
+69 -48

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+8 -5
View File
@@ -65,13 +65,16 @@ impl MoveIdx {
}
}
/// One link of the chain a primitive's position is resolved through: a
/// translation in physical pixels, and the slot it is relative to. Moving a
/// subtree writes its own slot and nothing else.
/// One link of the chain a primitive's position is resolved through: the box
/// its contents are placed within, given in the coordinates of the slot it
/// names. Moving or resizing a subtree writes its own slot and nothing else.
///
/// The identity is `UiRegion::FULL`, not zero: a zeroed entry is a box of no
/// extent, which collapses everything under it to a point.
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct MoveOffset {
pub delta: Vec2,
pub region: UiRegion,
pub parent: MoveIdx,
}
@@ -81,7 +84,7 @@ unsafe impl bytemuck::Zeroable for MoveOffset {}
impl MoveOffset {
pub fn root(parent: MoveIdx) -> Self {
Self {
delta: Vec2::ZERO,
region: UiRegion::FULL,
parent,
}
}
+41 -20
View File
@@ -21,28 +21,45 @@ struct Mask {
}
struct MoveOffset {
delta: vec2<f32>,
x: UiSpan,
y: UiSpan,
parent: u32,
}
struct Region {
x: UiSpan,
y: UiSpan,
}
const MOVE_NONE: u32 = 4294967295u;
// Keep in step with `iris_core::CHAIN_LIMIT`. It bounds a malformed cycle
// rather than any real tree, and the CPU walk uses the same number so both
// resolve a deep one the same way.
const CHAIN_LIMIT: u32 = 64u;
fn resolve_move(idx: u32) -> vec2<f32> {
var total = vec2<f32>(0.0, 0.0);
fn scalar_within(s: UiScalar, p: UiSpan) -> UiScalar {
return UiScalar(
mix(p.start.rel, p.end.rel, s.rel),
s.abs + mix(p.start.abs, p.end.abs, s.rel),
);
}
fn span_within(s: UiSpan, p: UiSpan) -> UiSpan {
return UiSpan(scalar_within(s.start, p), scalar_within(s.end, p));
}
fn resolve_move(idx: u32, local: Region) -> Region {
var r = local;
var at = idx;
for (var step = 0u; step < CHAIN_LIMIT; step++) {
if at == MOVE_NONE {
break;
}
let entry = move_offsets[at];
total += entry.delta;
r = Region(span_within(r.x, entry.x), span_within(r.y, entry.y));
at = entry.parent;
}
return total;
return r;
}
struct UiSpan {
@@ -81,14 +98,18 @@ fn vs_main(
) -> VertexOutput {
var out: VertexOutput;
let top_left_rel = vec2(in.x_start.x, in.y_start.x);
let top_left_abs = vec2(in.x_start.y, in.y_start.y);
let bot_right_rel = vec2(in.x_end.x, in.y_end.x);
let bot_right_abs = vec2(in.x_end.y, in.y_end.y);
let local = Region(
UiSpan(UiScalar(in.x_start.x, in.x_start.y), UiScalar(in.x_end.x, in.x_end.y)),
UiSpan(UiScalar(in.y_start.x, in.y_start.y), UiScalar(in.y_end.x, in.y_end.y)),
);
let r = resolve_move(in.move_idx, local);
let top_left_rel = vec2(r.x.start.rel, r.y.start.rel);
let top_left_abs = vec2(r.x.start.abs, r.y.start.abs);
let bot_right_rel = vec2(r.x.end.rel, r.y.end.rel);
let bot_right_abs = vec2(r.x.end.abs, r.y.end.abs);
let moved = resolve_move(in.move_idx);
let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs + moved);
let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs + moved);
let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs);
let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs);
let size = bot_right - top_left;
let uv = vec2<f32>(
@@ -111,16 +132,16 @@ fn masked(in: VertexOutput, color: vec4<f32>) -> vec4<f32> {
return color;
}
let mask = masks[in.mask_idx];
let tl = vec2(mask.x.start.rel, mask.y.start.rel);
let tl_abs = vec2(mask.x.start.abs, mask.y.start.abs);
let br = vec2(mask.x.end.rel, mask.y.end.rel);
let br_abs = vec2(mask.x.end.abs, mask.y.end.abs);
// Its own chain, not the drawn primitive's, so a stationary viewport
// clips content that moves inside it.
let moved = resolve_move(mask.move_idx);
let top_left = floor(tl * window.dim) + floor(tl_abs + moved);
let bot_right = floor(br * window.dim) + floor(br_abs + moved);
let m = resolve_move(mask.move_idx, Region(mask.x, mask.y));
let tl = vec2(m.x.start.rel, m.y.start.rel);
let tl_abs = vec2(m.x.start.abs, m.y.start.abs);
let br = vec2(m.x.end.rel, m.y.end.rel);
let br_abs = vec2(m.x.end.abs, m.y.end.abs);
let top_left = floor(tl * window.dim) + floor(tl_abs);
let bot_right = floor(br * window.dim) + floor(br_abs);
let pos = in.clip_position.xy;
if pos.x < top_left.x || pos.x > bot_right.x || pos.y < top_left.y || pos.y > bot_right.y {
return color * 0.0;