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:
iris-aiandClaude Opus 5 committed 2026-09-16 21:30:45 -04:00
1 parent d21a21524f
commit 45a717695b
5 files changed
+240 -34

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+35 -7
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@@ -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