Compose a box down its chain once, not once a level
Bryan's call, 2026-09-16, for correctness. `Moves` walked the move chain in `Len`, so every level's four multiplies landed back on the grid before the next started and the residue grew with the depth of the tree. `WideLen` carries a length through the walk on a grid twenty-four bits of a box and twenty-two of a pixel finer, and rounds once at the end. What it buys, measured rather than argued: `Holds::through`'s allowance for the two routes to a length drops from three half steps to two, and the whole of a box now maps back to a range one step wide rather than one step per level of nesting. One half step further is arithmetically available -- the `Holds` assertion is quiet there and the whole-box case becomes an exact identity -- and it is **not taken**, because shrinker seed 220 then lays out differently warm than cold. Too narrow is meant to cost a redraw and no more; there it re-breaks a wrapping text, whose reported width moves a `Branch` onto its other subtree. That is the unsettled-text family, and closing it is what would let this go lower. The note is in `through`. `Moves` now answers three questions instead of one, and they are different questions: `size_of` for how long a box is, which is what reads a box in pixels; `compose` for where both of its ends are, which is what compares two boxes; and `resolve`, unchanged, for the `Len` walk the vertex shader does again in floats. A length composes on its own in two multiplies a level rather than four, since where the parent sits falls out of the difference -- which is most of why this is not slower. Measured on the fixed-shape fixture, seed 1 depth 8, 500 frames of `many`, medians of 25 runs with all twenty-five work counters identical between the two: 1,880M instructions and 755M cycles against 1,908M and 760M. So it is free, and a little better on instructions. Three things were tried on the way and two kept: composing the length alone rather than both ends (-111M instructions), taking the pixel term's fraction on the ordinary grid so it stays in an `i64` (-2M instructions, -8M cycles), and skipping a parent that spans its own box, which **cost** 18M instructions and is not here -- the same verdict a short-circuit got in `UiSpan::within`. Checked: fmt, clippy, 83 suite tests, 17 core unit tests, the release oracle at 100 seeds and at 1000 seeds of depth 6, all fifteen shrinker cases at 400 seeds of depth 5, and `tabs`, `view`, `minimal`, `text` and `random` byte-identical at 1920x1200 against `d21a215`. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
d21a21524f
commit
45a717695b
5 files changed
+240
-34
No files matched your search
+35
-7
@@ -1,6 +1,6 @@
|
||||
use crate::{
|
||||
Mask, MoveIdx, MoveOffset, PrimitiveRegistry, TextData, Textures, UiRegion, WeakWidget,
|
||||
WidgetId, Widgets,
|
||||
WideRegion, WideSize, WidgetId, Widgets,
|
||||
util::{Arena, Id, TrackedArena},
|
||||
};
|
||||
|
||||
@@ -68,17 +68,46 @@ impl Moves {
|
||||
}
|
||||
}
|
||||
|
||||
/// Composes a region held in `idx`'s coordinates down the chain, which is
|
||||
/// the same walk the vertex shader does.
|
||||
/// Composes a region held in `idx`'s coordinates down the chain, on a
|
||||
/// grid fine enough that the whole walk rounds once. Composing in `Len`
|
||||
/// rounds four multiplies a level, so the residue grew with the depth of
|
||||
/// the tree -- and it is the box this produces that layout takes a
|
||||
/// structural decision on.
|
||||
pub fn compose(&self, idx: MoveIdx, local: UiRegion) -> WideRegion {
|
||||
let mut region = WideRegion::of(local);
|
||||
self.walk(idx, |entry| region = region.within(entry));
|
||||
region
|
||||
}
|
||||
|
||||
/// How long a region held in `idx`'s coordinates is, composed down the
|
||||
/// chain on the same fine grid as [`Self::compose`] and for the same
|
||||
/// reason. Half the multiplies of composing the box, since a length does
|
||||
/// not need to know where the box sits -- and what reads a box in pixels
|
||||
/// nearly always wants only this.
|
||||
pub fn size_of(&self, idx: MoveIdx, local: UiRegion) -> WideSize {
|
||||
let mut size = WideSize::of(local);
|
||||
self.walk(idx, |entry| size = size.within(entry));
|
||||
size
|
||||
}
|
||||
|
||||
/// The same walk the vertex shader does, in the same `Len` the shader is
|
||||
/// handed. What layout decides on is [`Self::compose`]; this is for
|
||||
/// asking where the drawing will actually land, which the shader works
|
||||
/// out again in floats from these same entries.
|
||||
pub fn resolve(&self, idx: MoveIdx, local: UiRegion) -> UiRegion {
|
||||
let mut region = local;
|
||||
self.walk(idx, |entry| region = region.within(entry));
|
||||
region
|
||||
}
|
||||
|
||||
fn walk(&self, idx: MoveIdx, mut step: impl FnMut(&UiRegion)) {
|
||||
let mut at = idx;
|
||||
for _ in 0..CHAIN_LIMIT {
|
||||
if at == MoveIdx::NONE {
|
||||
return region;
|
||||
return;
|
||||
}
|
||||
let entry = self.arena[at.idx()];
|
||||
region = region.within(&entry.region);
|
||||
let entry = &self.arena[at.idx()];
|
||||
step(&entry.region);
|
||||
at = entry.parent;
|
||||
}
|
||||
debug_assert!(
|
||||
@@ -86,7 +115,6 @@ impl Moves {
|
||||
"a move chain longer than {CHAIN_LIMIT} resolves to the wrong place, \
|
||||
and the shader stops at the same depth"
|
||||
);
|
||||
region
|
||||
}
|
||||
|
||||
/// How many slots a region in `idx` is composed through, which is what
|
||||
|
||||
Reference in new issue
Block a user