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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@@ -65,13 +65,16 @@ impl MoveIdx {
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}
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}
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/// One link of the chain a primitive's position is resolved through: a
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/// translation in physical pixels, and the slot it is relative to. Moving a
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/// subtree writes its own slot and nothing else.
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/// One link of the chain a primitive's position is resolved through: the box
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/// its contents are placed within, given in the coordinates of the slot it
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/// names. Moving or resizing a subtree writes its own slot and nothing else.
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///
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/// The identity is `UiRegion::FULL`, not zero: a zeroed entry is a box of no
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/// extent, which collapses everything under it to a point.
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct MoveOffset {
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pub delta: Vec2,
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pub region: UiRegion,
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pub parent: MoveIdx,
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}
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@@ -81,7 +84,7 @@ unsafe impl bytemuck::Zeroable for MoveOffset {}
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impl MoveOffset {
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pub fn root(parent: MoveIdx) -> Self {
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Self {
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delta: Vec2::ZERO,
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region: UiRegion::FULL,
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parent,
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}
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}
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@@ -21,28 +21,45 @@ struct Mask {
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}
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struct MoveOffset {
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delta: vec2<f32>,
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x: UiSpan,
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y: UiSpan,
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parent: u32,
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}
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struct Region {
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x: UiSpan,
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y: UiSpan,
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}
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const MOVE_NONE: u32 = 4294967295u;
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// Keep in step with `iris_core::CHAIN_LIMIT`. It bounds a malformed cycle
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// rather than any real tree, and the CPU walk uses the same number so both
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// resolve a deep one the same way.
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const CHAIN_LIMIT: u32 = 64u;
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fn resolve_move(idx: u32) -> vec2<f32> {
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var total = vec2<f32>(0.0, 0.0);
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fn scalar_within(s: UiScalar, p: UiSpan) -> UiScalar {
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return UiScalar(
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mix(p.start.rel, p.end.rel, s.rel),
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s.abs + mix(p.start.abs, p.end.abs, s.rel),
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);
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}
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fn span_within(s: UiSpan, p: UiSpan) -> UiSpan {
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return UiSpan(scalar_within(s.start, p), scalar_within(s.end, p));
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}
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fn resolve_move(idx: u32, local: Region) -> Region {
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var r = local;
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var at = idx;
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for (var step = 0u; step < CHAIN_LIMIT; step++) {
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if at == MOVE_NONE {
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break;
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}
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let entry = move_offsets[at];
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total += entry.delta;
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r = Region(span_within(r.x, entry.x), span_within(r.y, entry.y));
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at = entry.parent;
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}
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return total;
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return r;
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}
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struct UiSpan {
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@@ -81,14 +98,18 @@ fn vs_main(
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) -> VertexOutput {
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var out: VertexOutput;
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let top_left_rel = vec2(in.x_start.x, in.y_start.x);
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let top_left_abs = vec2(in.x_start.y, in.y_start.y);
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let bot_right_rel = vec2(in.x_end.x, in.y_end.x);
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let bot_right_abs = vec2(in.x_end.y, in.y_end.y);
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let local = Region(
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UiSpan(UiScalar(in.x_start.x, in.x_start.y), UiScalar(in.x_end.x, in.x_end.y)),
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UiSpan(UiScalar(in.y_start.x, in.y_start.y), UiScalar(in.y_end.x, in.y_end.y)),
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);
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let r = resolve_move(in.move_idx, local);
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let top_left_rel = vec2(r.x.start.rel, r.y.start.rel);
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let top_left_abs = vec2(r.x.start.abs, r.y.start.abs);
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let bot_right_rel = vec2(r.x.end.rel, r.y.end.rel);
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let bot_right_abs = vec2(r.x.end.abs, r.y.end.abs);
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let moved = resolve_move(in.move_idx);
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let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs + moved);
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let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs + moved);
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let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs);
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let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs);
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let size = bot_right - top_left;
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let uv = vec2<f32>(
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@@ -111,16 +132,16 @@ fn masked(in: VertexOutput, color: vec4<f32>) -> vec4<f32> {
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return color;
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}
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let mask = masks[in.mask_idx];
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let tl = vec2(mask.x.start.rel, mask.y.start.rel);
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let tl_abs = vec2(mask.x.start.abs, mask.y.start.abs);
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let br = vec2(mask.x.end.rel, mask.y.end.rel);
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let br_abs = vec2(mask.x.end.abs, mask.y.end.abs);
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// Its own chain, not the drawn primitive's, so a stationary viewport
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// clips content that moves inside it.
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let moved = resolve_move(mask.move_idx);
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let top_left = floor(tl * window.dim) + floor(tl_abs + moved);
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let bot_right = floor(br * window.dim) + floor(br_abs + moved);
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let m = resolve_move(mask.move_idx, Region(mask.x, mask.y));
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let tl = vec2(m.x.start.rel, m.y.start.rel);
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let tl_abs = vec2(m.x.start.abs, m.y.start.abs);
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let br = vec2(m.x.end.rel, m.y.end.rel);
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let br_abs = vec2(m.x.end.abs, m.y.end.abs);
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let top_left = floor(tl * window.dim) + floor(tl_abs);
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let bot_right = floor(br * window.dim) + floor(br_abs);
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let pos = in.clip_position.xy;
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if pos.x < top_left.x || pos.x > bot_right.x || pos.y < top_left.y || pos.y > bot_right.y {
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return color * 0.0;
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+15
-14
@@ -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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