Resolve a primitive's position through a chain of move slots
The plumbing for O(1) subtree movement (LAYOUT.md §2), with every slot still at zero, so this changes no pixels and the next commit can change behaviour against a known-good picture. Every active widget owns a slot in `UiData::moves`: a translation in physical pixels and the slot it is relative to. A primitive instance and a mask each name one, and `prelude.wgsl` walks the chain and adds the accumulated delta. A mask resolves its own chain rather than the drawn primitive's, so a stationary viewport can clip content that moves inside it. `CHAIN_LIMIT` is stated on both sides; it bounds a malformed cycle rather than any real tree. A slot outlives any one `ActiveData`, because a redraw replaces that while the widget's children go on pointing at the slot, so it lives in `UiRenderState::moves` keyed by widget and is retired when the widget stops being drawn. `MoveIdx` is its own type rather than another `Id<u32>`: it sits beside `MaskIdx` in an instance and the two must not be swappable. `Vec2` is now `repr(align(8))`, which is WGSL's alignment for a `vec2<f32>`, so a GPU struct holding one is laid out the way its shader reads it without saying so itself -- `GlyphPrimitive` no longer states its own alignment, and `MoveOffset` never has to. Both keep a manual `unsafe impl Pod`, since the trailing padding that alignment introduces is what `derive(Pod)` refuses. `WindowUniform` holds the `Vec2` its shader has always called `dim` rather than two loose floats, which was the last place the two sides described the same bytes differently. Checked: fmt, clippy and 40 tests. `tabs` (with the image replay), `view` and `minimal` render byte-identical to `upstream/main`, and `text` is unchanged.
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@@ -1,11 +1,10 @@
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use crate::{UiRegion, util::Id};
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use crate::{UiRegion, util::Id, util::Vec2};
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use wgpu::*;
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable, Default)]
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pub struct WindowUniform {
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pub width: f32,
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pub height: f32,
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pub dim: Vec2,
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}
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#[repr(C)]
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@@ -13,15 +12,17 @@ pub struct WindowUniform {
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pub struct PrimitiveInstance {
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pub region: UiRegion,
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pub mask_idx: MaskIdx,
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pub move_idx: MoveIdx,
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}
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impl PrimitiveInstance {
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const ATTRIBS: [VertexAttribute; 5] = vertex_attr_array![
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const ATTRIBS: [VertexAttribute; 6] = vertex_attr_array![
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0 => Float32x2,
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x2,
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4 => Uint32,
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5 => Uint32,
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];
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pub fn desc() -> VertexBufferLayout<'static> {
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@@ -43,4 +44,45 @@ impl MaskIdx {
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Mask {
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pub region: UiRegion,
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pub move_idx: MoveIdx,
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}
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/// Its own type rather than another `Id<u32>`, because it sits beside
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/// `MaskIdx` in an instance and the two must not be swappable.
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#[repr(transparent)]
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct MoveIdx(u32);
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impl MoveIdx {
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pub const NONE: Self = Self(u32::MAX);
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pub(crate) fn slot(idx: usize) -> Self {
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Self(idx as u32)
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}
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pub(crate) fn idx(self) -> usize {
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self.0 as usize
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}
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}
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/// One link of the chain a primitive's position is resolved through: a
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/// translation in physical pixels, and the slot it is relative to. Moving a
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/// subtree writes its own slot and nothing else.
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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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pub struct MoveOffset {
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pub delta: Vec2,
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pub parent: MoveIdx,
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}
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unsafe impl bytemuck::Pod for MoveOffset {}
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unsafe impl bytemuck::Zeroable for MoveOffset {}
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impl MoveOffset {
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pub fn root(parent: MoveIdx) -> Self {
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Self {
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delta: Vec2::ZERO,
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parent,
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}
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}
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}
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