Draw the glyph atlas as an array texture and images with their own bind groups
The renderer bound every texture through one `binding_array<texture_2d<f32>>` indexed per primitive. That needs `VK_EXT_descriptor_indexing`, which a real share of Android GPUs do not have, so the shape did not run there at all. Split the two things being bound, since they want opposite treatment: - Glyph atlas pages become layers of one `texture_2d_array`. A glyph primitive carries a layer rather than a view/sampler index pair, and a layer index is an ordinary sampling operand -- no extension. Growing the atlas recreates the array with headroom and copies the old layers across GPU-side. - A standalone image gets its own texture and its own bind group, and draws in its own call. It no longer needs a per-instance entry in `PrimitiveData` at all: the bind group has already picked the texture. `Primitives` therefore keeps images in a list of their own, with `PrimitiveChange::is_image` saying which list a renumbering belongs to -- the two have independent index spaces, so `(layer, inst_idx)` alone would collide between them. Verified on this machine's real GPU (Venus onto an RX 7900 XT, confirmed by the loaded ICD rather than assumed): the `tabs` example renders byte-identical screenshots before and after, both for a text-and-rect tab and for one holding a standalone image.
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@@ -1,4 +1,4 @@
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use iris_core::{UiData, UiLimits, UiRenderNode, UiRenderState};
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use iris_core::{UiData, UiRenderNode, UiRenderState};
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use pollster::FutureExt;
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use std::sync::Arc;
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use wgpu::*;
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@@ -83,18 +83,15 @@ impl UiRenderer {
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.block_on()
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.expect("Could not get adapter!");
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let ui_limits = UiLimits::default();
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// No features beyond what wgpu asks for by default, and no
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// binding-array limits: the atlas is one texture_2d_array and a
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// standalone image is its own ordinary bind group, neither of which
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// needs descriptor indexing. The binding array this replaced asked
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// for VK_EXT_descriptor_indexing unconditionally and so did not run
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// on a real share of Android GPUs.
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_features: Features::TEXTURE_BINDING_ARRAY
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| Features::PARTIALLY_BOUND_BINDING_ARRAY
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| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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required_limits: Limits {
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max_binding_array_elements_per_shader_stage: ui_limits
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.max_binding_array_elements_per_shader_stage(),
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max_binding_array_sampler_elements_per_shader_stage: ui_limits
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.max_binding_array_sampler_elements_per_shader_stage(),
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max_buffer_size: 1 << 30,
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..Default::default()
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},
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@@ -126,7 +123,7 @@ impl UiRenderer {
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let encoder = Self::create_encoder(&device);
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let ui = UiRenderNode::new(&device, &queue, &config, ui_limits);
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let ui = UiRenderNode::new(&device, &queue, &config);
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Self {
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surface,
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