Draw each primitive with its own pipeline, registered rather than declared
The `primitives!` macro, `PrimitiveData`, `PrimitiveVec`, `PrimitiveBuffers`, the `Primitive` trait and the shader's dispatch switch are gone. A primitive is now a registration: its WGSL and, implicitly, the size of the entry that WGSL reads. Everything else -- its instance list, its free list, its buffers, its bind group and its pipeline -- follows from that, so adding one is a `register` call and a shader file, with nothing per-type to remember and no cross-type dispatch to extend. Nothing dispatches dynamically. Push, free, renumber, upload and draw are identical for every primitive; what differs is the entry size and the pipeline, which are data. So `InstanceList` carries a runtime stride and its instances' data as bytes, and one concrete type serves every primitive and the textures. Measured against a typed list it costs 0.2ns per write, where a trait object costs 1.6ns. Because each type has its own list, an instance's index is also its data index: `@builtin(instance_index)` replaces the `idx` field, the `binding` field goes with the switch, and `PrimitiveInstance` drops from 28 bytes to 20. `PrimitiveVec`'s free list merges into the instance list's, so an instance and its data are freed by one `swap_remove` rather than two arenas kept in step. `shader.wgsl` becomes `shader/prelude.wgsl` plus one file per primitive. The prelude carries the window, masks, sampled texture, vertex shader and `masked()`, and is compiled ahead of each primitive's own source -- which is also what a caller's own primitive would be. Masks move back into group 0 beside the window uniform, since every pipeline shares one layout. Within a layer, types now draw in registration order: a rect under a glyph under a texture. Order within a layer was never meaningful -- freeing an instance swaps another into its place -- so this replaces an accident with a defined order, and backgrounds land under their content. Verified with a headless run per case: text over its own rect and an image over its own rect in one layer, a masked stack clipping, the text-layout tab, and adding three images and deleting one.
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@@ -2,7 +2,7 @@ use std::ops::{Index, IndexMut};
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use crate::{
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UiRegion, WidgetId,
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render::{LayerDraws, MaskIdx, Primitive, PrimitiveHandle, PrimitiveInst},
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render::{LayerDraws, MaskIdx, PrimitiveHandle, PrimitiveKind},
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util::to_mut,
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};
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@@ -121,12 +121,16 @@ impl<T: Default> Layers<T> {
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}
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impl DrawLayers {
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pub fn write<P: Primitive>(
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pub fn write<P: bytemuck::Pod>(
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&mut self,
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layer: LayerId,
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info: PrimitiveInst<P>,
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kind: PrimitiveKind<P>,
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id: WidgetId,
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primitive: P,
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region: UiRegion,
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mask_idx: MaskIdx,
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) -> PrimitiveHandle {
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self[layer].write(layer, info)
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self[layer].write(layer, kind, id, primitive, region, mask_idx)
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}
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pub fn free(&mut self, h: &PrimitiveHandle) -> MaskIdx {
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