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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@@ -17,7 +17,7 @@ mod texture;
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mod util;
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pub use atlas::*;
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pub use data::{Mask, MaskIdx};
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pub use data::{Mask, MaskIdx, MoveIdx, MoveOffset};
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pub use primitive::*;
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const PRELUDE: &str = include_str!("./shader/prelude.wgsl");
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@@ -34,6 +34,7 @@ pub struct UiRenderNode {
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active: Vec<usize>,
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window_buffer: Buffer,
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masks: ArrBuf<Mask>,
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moves: ArrBuf<MoveOffset>,
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}
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struct RenderLayer {
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@@ -127,32 +128,35 @@ impl UiRenderNode {
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for primitive in &mut self.primitives {
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primitive.render.update(ui);
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}
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let mut regroup = false;
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if ui.masks.changed {
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ui.masks.changed = false;
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if self.masks.update(device, queue, &ui.masks[..]) {
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self.shared_group = Self::shared_group(
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device,
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&self.shared_layout,
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&self.window_buffer,
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&self.masks,
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);
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}
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regroup |= self.masks.update(device, queue, &ui.masks[..]);
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}
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if ui.moves.changed {
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ui.moves.changed = false;
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regroup |= self.moves.update(device, queue, ui.moves.entries());
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}
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if regroup {
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self.shared_group = Self::shared_group(
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device,
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&self.shared_layout,
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&self.window_buffer,
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&self.masks,
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&self.moves,
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);
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}
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}
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pub fn resize(&mut self, size: impl Into<Vec2>, queue: &Queue) {
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let size = size.into();
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let slice = &[WindowUniform {
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width: size.x,
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height: size.y,
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}];
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let slice = &[WindowUniform { dim: size }];
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queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
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}
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pub fn new(device: &Device, config: &SurfaceConfiguration) -> Self {
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let window_uniform = WindowUniform {
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width: config.width as f32,
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height: config.height as f32,
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dim: Vec2::new(config.width as f32, config.height as f32),
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};
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let window_buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: Some("window"),
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@@ -166,7 +170,13 @@ impl UiRenderNode {
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BufferUsages::STORAGE | BufferUsages::COPY_DST,
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"ui masks",
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);
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let shared_group = Self::shared_group(device, &shared_layout, &window_buffer, &masks);
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let moves = ArrBuf::new(
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device,
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BufferUsages::STORAGE | BufferUsages::COPY_DST,
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"ui move offsets",
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);
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let shared_group =
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Self::shared_group(device, &shared_layout, &window_buffer, &masks, &moves);
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Self {
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shared_layout,
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@@ -177,6 +187,7 @@ impl UiRenderNode {
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layers: HashMap::default(),
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active: Vec::new(),
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masks,
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moves,
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}
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}
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@@ -252,7 +263,8 @@ impl UiRenderNode {
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})
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}
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/// What every draw in the ui is given: the window and the masks.
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/// What every draw in the ui is given: the window, the masks and the
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/// move chain every position is resolved through.
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fn shared_layout(device: &Device) -> BindGroupLayout {
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device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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@@ -276,6 +288,16 @@ impl UiRenderNode {
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: BufferSize::new(size_of::<MoveOffset>() as u64),
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},
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count: None,
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},
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],
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label: Some("ui shared"),
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})
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@@ -286,6 +308,7 @@ impl UiRenderNode {
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layout: &BindGroupLayout,
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window: &Buffer,
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masks: &ArrBuf<Mask>,
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moves: &ArrBuf<MoveOffset>,
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) -> BindGroup {
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device.create_bind_group(&BindGroupDescriptor {
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layout,
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@@ -298,6 +321,10 @@ impl UiRenderNode {
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binding: 1,
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resource: masks.buffer.as_entire_binding(),
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},
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BindGroupEntry {
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binding: 2,
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resource: moves.buffer.as_entire_binding(),
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},
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],
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label: Some("ui shared"),
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})
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