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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@@ -1,7 +1,9 @@
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use bytemuck::Pod;
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use crate::{
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Axis, Len, RenderedText, Size, SizeCtx, StrongWidget, TextAttrs, TextBuffer, TextData,
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TextureHandle, UiRegion, UiRenderState, UiRsc, UiScalar, UiVec2, Widget, WidgetId,
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render::{GlyphPrimitive, Mask, MaskIdx, Primitive, PrimitiveHandle, PrimitiveInst},
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render::{GLYPH, GlyphPrimitive, Mask, MaskIdx, PrimitiveHandle, PrimitiveKind},
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util::Vec2,
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};
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@@ -20,16 +22,11 @@ pub struct Painter<'a> {
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}
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impl<'a> Painter<'a> {
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fn primitive_at<P: Primitive>(&mut self, primitive: P, region: UiRegion) {
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let h = self.state.layers.write(
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self.layer,
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PrimitiveInst {
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id: self.id,
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primitive,
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region,
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mask_idx: self.mask,
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},
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);
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fn primitive_at<P: Pod>(&mut self, kind: PrimitiveKind<P>, primitive: P, region: UiRegion) {
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let h = self
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.state
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.layers
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.write(self.layer, kind, self.id, primitive, region, self.mask);
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self.push_primitive(h);
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}
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@@ -42,12 +39,17 @@ impl<'a> Painter<'a> {
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}
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/// Writes a primitive to be rendered
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pub fn primitive<P: Primitive>(&mut self, primitive: P) {
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self.primitive_at(primitive, self.region)
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pub fn primitive<P: Pod>(&mut self, kind: PrimitiveKind<P>, primitive: P) {
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self.primitive_at(kind, primitive, self.region)
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}
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pub fn primitive_within<P: Primitive>(&mut self, primitive: P, region: UiRegion) {
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self.primitive_at(primitive, region.within(&self.region));
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pub fn primitive_within<P: Pod>(
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&mut self,
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kind: PrimitiveKind<P>,
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primitive: P,
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region: UiRegion,
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) {
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self.primitive_at(kind, primitive, region.within(&self.region));
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}
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pub fn set_mask(&mut self, region: UiRegion) {
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@@ -115,6 +117,7 @@ impl<'a> Painter<'a> {
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region.x.end = region.x.start + UiScalar::abs(glyph.entry.width as f32);
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region.y.end = region.y.start + UiScalar::abs(glyph.entry.height as f32);
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self.primitive_at(
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GLYPH,
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GlyphPrimitive {
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uv_min: glyph.entry.uv_min,
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uv_max: glyph.entry.uv_max,
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