iris is the framework alone; the app is one crate in app-rust/

Iris: "the organization of the rust rewrite is a mess right now... there
shouldn't be anything related to the app inside of iris. Iris is supposed
to be the UI framework alone." And, on the crate count: "I'm confused why
the app only code needs more than one crate though."

Nine cargo workspaces become three, and the port's project code -- which
sat in five places, four of them inside the framework -- becomes one crate,
`ai-app`, in `app-rust/`:

  client-core                -> app-rust/src/client
  iris/transcript-ui         -> app-rust/src/ui
  iris/transcript-fixture    -> app-rust/src/ui/fixture.rs + tests/ + touch/
  iris/desktop-app           -> app-rust/src/desktop + src/bin_desktop.rs
  iris/android-app           -> app-rust/src/android + android-project/
  android-shell              -> app-rust/src/shell

iris/ keeps core, macro, the iris crate, tabs-ui and rig-input, and now
mentions no session, transcript, setup or server anywhere.

Only two of the old splits had a reason that survived reading. event-model
stays a crate at the repo root because server/ depends on it too, so a
crate is what makes the backend and the app agree by construction. The two
Android .so names looked like a hard constraint -- a package produces one
library artifact -- until P2 turned out to already plan merging those two
Android apps into one; both faces now come out of libai_app.so, picked
apart by features so `--no-default-features --features shell` keeps wgpu,
parley and iris out of the Compose app's APK. docs/RUST.md's "One app
crate" has the rest, including what each remaining feature is for.

DECISIONS.md and SUBAGENTS.md move into docs/ with everything else.

Verified: ./run-tests.sh and `cd iris && cargo test` green, clippy and fmt
clean in all five workspaces, `cargo ndk -t x86_64` links libai_app.so,
build-apk.sh produces an APK that installs and launches on this checkout's
emulator (Gl ... virgl, as expected), and the phone-sized headless
screenshot renders the transcript unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
irisandClaude Opus 5 committed 2026-09-08 23:36:38 -04:00
1 parent 7b54aaf3c4
commit a9312e9431
113 files changed
+23221 -2992

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+125 -22
View File
@@ -1,4 +1,5 @@
use iris_core::{UiData, UiLimits, UiRenderNode, UiRenderState};
use crate::task::RequestRedraw;
use iris_core::{UiData, UiRenderNode, UiRenderState, util::Vec2};
use pollster::FutureExt;
use std::sync::Arc;
use wgpu::*;
@@ -6,6 +7,12 @@ use winit::{dpi::PhysicalSize, window::Window};
pub const CLEAR_COLOR: Color = Color::BLACK;
impl RequestRedraw for Window {
fn request_redraw(&self) {
Window::request_redraw(self);
}
}
pub struct UiRenderer {
window: Arc<Window>,
surface: Surface<'static>,
@@ -22,7 +29,16 @@ impl UiRenderer {
}
pub fn draw(&mut self) {
let output = self.surface.get_current_texture().unwrap();
let output = match self.surface.get_current_texture() {
CurrentSurfaceTexture::Success(texture)
| CurrentSurfaceTexture::Suboptimal(texture) => texture,
// wgpu 30 turned this Result into an enum; every arm here was an
// `Err` the previous `.unwrap()` panicked on, except `Occluded`,
// which is new. Named rather than swallowed: a window that stops
// presenting silently is the state this file's `pre_present_notify`
// comment was written about.
other => panic!("no surface texture to draw into: {other:?}"),
};
let view = output
.texture
.create_view(&TextureViewDescriptor::default());
@@ -45,14 +61,25 @@ impl UiRenderer {
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
// Immediately before presenting, so the windowing system can schedule
// the frame. On Wayland this is what ties the commit to the surface's
// frame callback; without it a frame drawn when nothing else follows
// could sit unpresented, and the window kept the layout it had before
// the compositor's first resize -- intermittently, on about a fifth of
// starts, with nothing left to flush it.
self.window.pre_present_notify();
self.queue.present(output);
}
pub fn resize(&mut self, size: &PhysicalSize<u32>) {
self.config.width = size.width;
self.config.height = size.height;
self.surface.configure(&self.device, &self.config);
self.ui.resize(size, &self.queue);
// Physical, matching `new`'s own seed -- see the comment there.
self.ui.resize(
Vec2::new(size.width as f32, size.height as f32),
&self.queue,
);
}
fn create_encoder(device: &Device) -> CommandEncoder {
@@ -64,10 +91,44 @@ impl UiRenderer {
pub fn new(window: Arc<Window>) -> Self {
let size = window.inner_size();
let instance = Instance::new(&InstanceDescriptor {
backends: Backends::PRIMARY,
..Default::default()
// `force-gles` on the desktop too, not just on Android: the
// GLES backend has behaviour of its own (a one-layer array
// texture is a `GL_TEXTURE_2D` -- see
// `GpuTextures::create_array_texture`), and a machine with a
// real GPU is where that is cheap to reproduce and screenshot.
let mut backends = if cfg!(feature = "force-gles") {
Backends::GL
} else {
Backends::PRIMARY
};
// The display handle comes from the window rather than being left
// out: wgpu 30 asks for it whenever a GLES surface is going to be
// presented on Wayland, which is exactly what the fallback below
// produces on this machine.
let mut instance = Instance::new(InstanceDescriptor {
backends,
..InstanceDescriptor::new_with_display_handle(Box::new(window.clone()))
});
// The same fallback the Android backend grew in 85869d0, and for
// the same reason: a machine can advertise a Vulkan ICD with no
// device behind it, and refusing to draw at all because the only
// usable adapter is a GLES one is iris's bug rather than the
// machine's. On this VM the Vulkan device disappears whenever
// the host refuses a virtio-gpu context, so `run-headless.sh` --
// layer 2 of the test rig -- aborted with `Could not get
// adapter!` while GL was sitting there working. Probed before the
// surface exists, matching Android, where an instance carrying
// both backends fails worse than one carrying the wrong one.
if backends != Backends::GL && instance.enumerate_adapters(backends).block_on().is_empty() {
log::warn!(
"iris renderer: no {backends:?} adapter on this machine, falling back to GLES"
);
backends = Backends::GL;
instance = Instance::new(InstanceDescriptor {
backends,
..InstanceDescriptor::new_with_display_handle(Box::new(window.clone()))
});
}
let surface = instance
.create_surface(window.clone())
@@ -78,25 +139,48 @@ impl UiRenderer {
power_preference: PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
..Default::default()
})
.block_on()
.expect("Could not get adapter!");
.unwrap_or_else(|error| {
panic!("No usable GPU adapter for backends {backends:?}: {error}")
});
let ui_limits = UiLimits::default();
// Say which adapter won, in the same words the Android backend
// uses. Without it a layer-2 screenshot or frame time from this
// window carries no record of what drew it, and the two cases that
// matter look identical in the PNG: the host's real GPU, and
// llvmpipe after this VM lost its virtio-gpu contexts. That
// happened on 2026-09-08, and the only reason anyone noticed is
// that the fallback above did not exist yet and the app aborted
// instead. A silent fallback needs this line to stay honest.
{
let info = adapter.get_info();
log::info!(
"iris renderer: {name} ({backend:?}, {driver}{driver_info}) on {backends:?}",
name = info.name,
backend = info.backend,
driver = info.driver,
driver_info = if info.driver_info.is_empty() {
String::new()
} else {
format!(" {}", info.driver_info)
},
);
}
// No features beyond what wgpu asks for by default, and no
// binding-array limits: the atlas is one texture_2d_array and a
// standalone image is its own ordinary bind group, neither of which
// needs descriptor indexing. See TEXTURES.md's "Recommended shape"
// for why the old binding array asked for
// VK_EXT_descriptor_indexing unconditionally and did not survive a
// real share of Android GPUs. `iris_core::device_limits()` is
// shared with the Android backend; see its own doc for why it is
// not simply `Limits::default()`.
let (device, queue) = adapter
.request_device(&DeviceDescriptor {
required_features: Features::TEXTURE_BINDING_ARRAY
| Features::PARTIALLY_BOUND_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
required_limits: Limits {
max_binding_array_elements_per_shader_stage: ui_limits
.max_binding_array_elements_per_shader_stage(),
max_binding_array_sampler_elements_per_shader_stage: ui_limits
.max_binding_array_sampler_elements_per_shader_stage(),
max_buffer_size: 1 << 30,
..Default::default()
},
required_limits: iris_core::device_limits(),
..Default::default()
})
.block_on()
@@ -113,9 +197,16 @@ impl UiRenderer {
let config = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
// wgpu 30's new field; `Auto` is what every earlier version did.
color_space: SurfaceColorSpace::Auto,
width: size.width,
height: size.height,
present_mode: PresentMode::AutoNoVsync,
// Vsync, because a toolkit aiming at battery life must not present
// frames a display will never show: AutoNoVsync accepts them as
// fast as the GPU will take them, so a redraw burst costs whatever
// the hardware can be made to do rather than one frame.
// AutoVsync picks Fifo, which every backend supports.
present_mode: PresentMode::AutoVsync,
alpha_mode: surface_caps.alpha_modes[0],
desired_maximum_frame_latency: 2,
view_formats: vec![],
@@ -125,7 +216,19 @@ impl UiRenderer {
let encoder = Self::create_encoder(&device);
let ui = UiRenderNode::new(&device, &queue, &config, ui_limits);
// Unlike the Android backend, the desktop backend has no on-screen
// fallback to show a diagnostic through, so a renderer-creation
// failure still panics here -- but now with wgpu's full "Caused
// by:" chain as the message, since `UiRenderNode::new` returns it
// rather than letting wgpu's own default handler panic first (see
// that function's doc comment).
// Physical size, the same units the swapchain, `WindowEvent::
// Resized`, the pointer and the widget tree all use -- see
// `default::content_scale` for why this backend stopped dividing
// into a separate logical space, and what disagreed while it did.
let physical_size = Vec2::new(size.width as f32, size.height as f32);
let ui = UiRenderNode::new(&device, &queue, &config, physical_size)
.expect("Could not create iris render node!");
Self {
surface,