Draw textures separately, and keep them out of Primitives

Interleaving textures with primitives was solving a problem that does not
exist: within a layer, order is already undefined because freeing an
instance swap-removes it, and layering is what layers are for. So the run
batching is gone.

A layer is now `LayerDraws`: a `Primitives` and a texture `InstanceList`
side by side, with `updated` covering both. `Primitives` holds only
primitives again -- its instance list plus the group-1 data those
instances read -- and `InstanceList` is the shared push/free/apply_free
the two lists have in common rather than a second copy of it.
`PrimitiveHandle` names which list with `InstanceKind`, and
`PrimitiveChange` carries the same, since the two index independently.
The handle no longer carries a group-1 index at all: a primitive
instance already records where its entry is.

The renderer gives each layer a second instance buffer and draws its
textures one at a time after the instanced draw, each binding its own
group 2.

Review fixes alongside: `GlyphAtlas::allocate` returns the `PageUpload`
it reserved instead of a bare tuple; a page or image region uploads
through a new `write_region`, which passes the row stride to
`write_texture` rather than copying the rectangle out first.

Verified by replaying taps into the `tabs` example: three images added
and one deleted leaves two drawn with two live texture slots, and the
masked text-edit tab still clips, with the images freed on tab switch.
This commit is contained in:
iris committed 2026-09-13 13:32:05 -04:00
1 parent f5864da3c4
commit b3d3da5dab
10 files changed
+282 -241

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+13 -30
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@@ -1,18 +1,17 @@
use image::EncodableLayout;
use wgpu::*;
use crate::GlyphAtlas;
use super::{
atlas::PAGE,
texture::{array_view, texture_group},
texture::{array_view, texture_group, write_region},
};
/// The glyph atlas on the GPU: one array texture whose layers are the pages
/// `GlyphAtlas` packs.
///
/// An array rather than a `binding_array<texture_2d<f32>>` because a layer
/// index is ordinary Vulkan 1.0 / GLES sampling, while a binding array needs
/// One array rather than a texture per page because a layer index is ordinary
/// Vulkan 1.0 / GLES sampling, where a `binding_array` would need
/// `VK_EXT_descriptor_indexing`, which a real share of Android GPUs lack.
pub struct GpuPages {
device: Device,
@@ -43,33 +42,17 @@ impl GpuPages {
self.grow(atlas.page_count(), layout, sampler);
}
for (upload, page) in atlas.uploads() {
let rect = upload.rect;
// `write_texture` wants tightly packed rows; the page is wider.
let sub =
image::imageops::crop_imm(page, rect.x, rect.y, rect.width, rect.height).to_image();
self.queue.write_texture(
TexelCopyTextureInfo {
texture: &self.texture,
mip_level: 0,
origin: Origin3d {
x: rect.x,
y: rect.y,
z: upload.layer,
},
aspect: TextureAspect::All,
let dst = TexelCopyTextureInfo {
texture: &self.texture,
mip_level: 0,
origin: Origin3d {
x: upload.rect.x,
y: upload.rect.y,
z: upload.layer,
},
sub.as_bytes(),
TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(rect.width * 4),
rows_per_image: Some(rect.height),
},
Extent3d {
width: rect.width,
height: rect.height,
depth_or_array_layers: 1,
},
);
aspect: TextureAspect::All,
};
write_region(&self.queue, dst, page, upload.rect);
}
}