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>
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@@ -1,7 +1,7 @@
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use crate::{
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Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, WeakWidget, WidgetId,
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Widgets,
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util::{Arena, Id, TrackedArena, Vec2},
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Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
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WidgetId, Widgets,
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util::{Arena, Id, TrackedArena},
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};
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/// How far the shader will walk a move chain. It bounds a malformed cycle
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@@ -46,26 +46,27 @@ impl Moves {
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self.arena.remove(Id::preset(idx.idx() as u32));
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}
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/// Sets a slot's translation, in physical pixels, relative to its parent.
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pub fn set(&mut self, idx: MoveIdx, delta: Vec2) {
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/// Sets the box a slot's contents are placed within, itself given in the
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/// coordinates of its parent slot.
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pub fn set(&mut self, idx: MoveIdx, region: UiRegion) {
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let entry = self.arena.get_mut(Id::preset(idx.idx() as u32));
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if entry.delta != delta {
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entry.delta = delta;
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if entry.region != region {
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entry.region = region;
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self.changed = true;
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}
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}
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/// The translation a primitive in `idx` has accumulated, which is the
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/// same walk the vertex shader does.
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pub fn resolve(&self, idx: MoveIdx) -> Vec2 {
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let mut total = Vec2::ZERO;
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/// Composes a region held in `idx`'s coordinates down the chain, which is
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/// the same walk the vertex shader does.
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pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
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let mut region = local;
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let mut at = idx;
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for _ in 0..CHAIN_LIMIT {
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if at == MoveIdx::NONE {
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return total;
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return region;
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}
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let entry = self.arena[at.idx()];
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total += entry.delta;
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region = region.within(&entry.region);
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at = entry.parent;
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}
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debug_assert!(
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@@ -73,7 +74,7 @@ impl Moves {
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"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
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and the shader stops at the same depth"
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);
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total
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region
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}
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pub fn entries(&self) -> &[MoveOffset] {
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@@ -110,7 +110,7 @@ impl UiRenderState {
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// draw widget
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let move_idx = self.move_slot(id, parent);
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self.moves.set(move_idx, Vec2::ZERO);
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self.moves.set(move_idx, UiRegion::FULL);
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rsc.widgets_mut().needs_redraw.remove(&id);
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self.draw_started.insert(id);
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@@ -211,7 +211,7 @@ impl UiRenderState {
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// coordinates its parent drew, so the chain above applies alike.
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let moved =
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region.to_px(self.output_size).top_left - old.to_px(self.output_size).top_left;
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self.moves.set(slot, moved);
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self.moves.set(slot, UiRegion::FULL.offset(moved));
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return Some(size);
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}
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if !self.reusable(id, region, rsc) || !old.stretchable() {
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@@ -269,7 +269,7 @@ impl UiRenderState {
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*region = region.stretch(&from, &to);
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}
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active.region = active.region.stretch(&from, &to);
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self.moves.set(active.move_idx, Vec2::ZERO);
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self.moves.set(active.move_idx, UiRegion::FULL);
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// SAFETY: children cannot be recursive
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let children = unsafe { forget_ref(&active.children) };
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for child in children {
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@@ -367,12 +367,8 @@ impl UiRenderState {
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/// chain above has moved since, which is the walk the vertex shader does.
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pub fn window_region(&self, id: &impl IdLike) -> Option<PixelRegion> {
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let active = self.active.get(&id.id())?;
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let moved = self.moves.resolve(active.move_idx);
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let region = active.region.to_px(self.output_size);
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Some(PixelRegion {
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top_left: region.top_left + moved,
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bot_right: region.bot_right + moved,
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})
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let region = self.moves.resolve(active.move_idx, active.region);
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Some(region.to_px(self.output_size))
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}
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/// redraws a widget that's currently active (drawn)
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