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>
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@@ -462,16 +462,14 @@ impl UiRenderState {
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/// The pixel size of a region held in `slot`'s coordinates.
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pub(super) fn px_of(&self, slot: MoveIdx, region: UiRegion) -> PxVec2 {
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self.moves
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.resolve(slot, region)
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.size()
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.to_px(self.output_size)
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self.moves.size_of(slot, region).to_px(self.output_size)
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}
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/// Where a region held in `slot`'s coordinates lands on screen, which is
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/// the walk the vertex shader does.
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/// Where a region held in `slot`'s coordinates lands on screen, to
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/// compare one box against another. Both ends of it, where
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/// [`Self::px_of`] wants only the length between them.
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fn px_region(&self, slot: MoveIdx, region: UiRegion) -> PixelRegion {
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self.moves.resolve(slot, region).to_px(self.output_size)
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self.moves.compose(slot, region).to_px(self.output_size)
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}
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/// A clean widget's retained answer, if that answer holds for a box of
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