`Px` and `PxVec2` reach the last places a pixel was a float: the window, the
box a widget reads, the box it is compared against, and `PixelRegion`. A
pointer, a wheel notch and a shaped glyph advance still arrive as floats,
and each is put on the grid where it arrives.
`Holds` is an interval of `Px`. `HOLDS_EPSILON_PX` is gone with the
`exact`/tolerant split it existed for: `at` is the length a widget read, an
open end is the next step along, and `same_px` is equality. `Span`'s margin
from `5ed9e87` goes too -- the box a parent hands back and the sum of what
its children asked for are counts of the same step, so the boundary decides
the same way from either side.
Three things had to be true for that, and were not:
`Holds::through` inverts `px + rel * box`, which rounds -- so a part of a
given length came from a range of boxes, and inverting the length alone gave
a point that need not contain the box the part was drawn in. It now maps the
half step either side, and one more for a length composed down the chain
against the same length measured against the window.
`RegionRemap` translates when a box only moved, rather than dividing to find
each part's fraction and multiplying to place it again. Two roundings landed
a step from where growing the tree that way does; a move is exact on a grid,
which is the whole reason `tests/drift.rs` was written.
A pixel is `1/1024` rather than `1/64`. At `1/64` the residue of a length
reached two ways was one step, and one step was 0.016 px -- enough to move
a box. `PX_SHIFT` and `REL_SHIFT` are the only statement of the grid now,
and the shader's copy is prepended from them rather than written twice.
Checked: fmt, clippy, 102 tests, 100 generated seeds in 75 s, all five
shrinker cases at 300 seeds, and `tabs`, `view`, `minimal`, `text` and
`random` byte-identical at 1920x1200.
What the fuzzers ask for is now a step, not a twentieth of a pixel: the
shrinker's five cases agree within one (`resize` exactly), and the oracle's
two-operation cases within two. The residue is a single rounding either way
-- it scales with the grid rather than accumulating, which is why it is a
thousandth of a pixel now. Closing it means one way of asking how long a box
is, rather than a chain composed down and a length measured against the
window; that is a bigger change than this one.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`7c50a3e` renamed a length's `abs` component to `px` and took the WGSL `abs()`
builtin in the rounded-rect distance with it, so every window failed shader
validation on the first frame while `cargo test` stayed green. `naga` is
reachable through `wgpu`, so a unit test now composes each shader file with the
prelude the way the renderer does and parses and validates it; it reads the
shader directory rather than naming primitives, so a new one is covered by
adding its file.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
`try_reuse`'s pure-translation case now writes the widget's move slot
instead of remapping every primitive in its subtree. Counted on a span
of 20 rows, each five primitives deep, when the row above them changes
height:
before 100 primitive region writes
now 0, and 20 slot writes -- one per row the span re-placed
`window_region` walks the same chain on the CPU, so hit testing and
anyone asking in window pixels see a widget where the shader draws it.
`Moves::resolve` stops at `CHAIN_LIMIT` like the shader, and asserts in
debug that it got to the end rather than running out.
Two things fall out of it. Rewriting a region is the one thing a slot
cannot express, so `mov` zeroes the slots of everything it rewrites: a
region is what its slot was a delta from. And `try_reuse` loses its
`old == region` shortcut, which was wrong once a slot exists -- a widget
offered exactly the box it drew against has to have its delta cleared,
not skipped.
`Moves` lives on `UiRenderState` rather than `UiData`, because the draw
is what produces it and `window_region` should not need the ui's
resources to answer where something is. The renderer already takes both.
A slot is retired in `remove_rec`, after the descendants whose slots
name it as their parent. Either order is correct here -- nothing can
claim a freed index while a subtree is coming down, since `on_undraw`
cannot reach the slots -- but this way `remove`'s `undraw` flag only
notifies rather than also deciding slot lifetime, and the retirement
sits beside the recursion it follows.
Checked: fmt, clippy and 41 tests. `tabs` (with the image replay),
`view`, `minimal` and `text` all still render byte-identical, and the
live sway resize round trip -- which re-places most of the tree at the
same size, so it is the slot path throughout -- matches a cold start at
each size.
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.
Two majors, and the renderer is under everything else left to extract -- so it goes before the slices that would otherwise be written against wgpu 28 and then again against 30. `image` 0.25.6 -> 0.25.10 rides along. `winit` stays on 0.30.12, since 0.31 is only a prerelease and nothing here needs it; `parley` 0.11.1 is current.
What the API asked for, beyond the version:
- **An instance takes the display it will present on**, and GLES on Wayland needs it, so the window the surface is made from is handed over with it. That one matters for Android rather than for this machine.
- **`get_current_texture` returns a status rather than a `Result`**, which replaced an `unwrap` that would have panicked on a resize or an occluded window: reconfigure when the surface is outdated, lost or suboptimal, and skip the frame when there is nothing to draw into.
- **Presenting moved to the queue**, still after `pre_present_notify`.
- **Bind group and vertex buffer layouts are sparse**, so each slot states `Some(layout)`.
Verified the same way as #11: the tabs example with two runtime-added images, an image alone in a layer, and glyphs from a four-page atlas all render identically. `tests/draw_cost.rs` gives 33.6/167/587/2855 us per frame at 8/64/256/1024 layers, against 33.3/161/588/2903 on wgpu 28 -- no change.
---------
Co-authored-by: iris <2+iris@noreply.localhost>
Reviewed-on: iris/iris#13
Reviewed-by: iris <2+iris@noreply.localhost>
Co-authored-by: AIris <4+iris-ai@noreply.localhost>
Replaces the bindless `binding_array<texture_2d<f32>>` the renderer bound every texture through. That array needs `VK_EXT_descriptor_indexing`, which a real share of Android GPUs lack, so the old shape did not run there at all.
The two things being bound want opposite treatment, so they are now split:
- **Glyph atlas pages become layers of one `texture_2d_array`.** A glyph primitive carries a `layer` instead of a view/sampler index pair. A layer index is an ordinary sampling operand, so this needs nothing beyond plain Vulkan 1.0 / GLES. Growing the atlas recreates the array with headroom and `copy_texture_to_texture`s the old layers across, no readback.
- **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`: the bind group has already picked the texture.
`Primitives` keeps images in a list of their own as a result, with `PrimitiveChange::is_image` naming which list a renumbering belongs to -- the two have independent index spaces, so `(layer, inst_idx)` alone would collide between them.
Two notes on judgement calls, since this slice was rebuilt on top of `main` rather than transplanted:
- The source version renamed `GlyphEntry::is_colored` to `is_color` and added a second `IS_COLOR` flag constant beside the existing `GlyphEntry::IS_COLORED`. Both dropped: #10's naming and its `flags()` are kept, and UVs stay `Vec2` rather than going back to `[f32; 2]`.
- `ImageGpu` no longer holds the `Texture` behind its view, which removes an `#[allow(dead_code)]`. A `TextureView` keeps its own reference to the texture, checked by rendering rather than assumed -- see below.
### Verification
```
cargo fmt --all --check
cargo clippy --workspace --all-targets --locked -- -D warnings
cargo test --workspace --locked
```
All clean; the 4 text-edit tests pass. The only clippy output is the pre-existing future-incompatibility notice about `naga`/`wgpu`/`winit`.
Because this is a rendering change, it was also run for real rather than only compiled. The `tabs` example was rendered on this machine's GPU -- Venus onto an RX 7900 XT, confirmed from the loaded ICD (`libvulkan_virtio.so` on `/dev/dri/renderD128`) rather than assumed, since a failed Vulkan init here silently falls back to llvmpipe and would make the screenshots meaningless.
Screenshots before and after the change are **byte-identical** (same md5) in two scenes: the default tab, which exercises text (the atlas path) and rects, and the image tab with a standalone image pushed at startup, which exercises the per-image bind group. The image-tab scene needed a temporary local edit to the example to push the image without a click; that edit is not part of this branch. The same comparison, re-run after dropping the `Texture` field, is still byte-identical -- which is the check that the view alone keeps it alive.
---------
Co-authored-by: iris <2+iris@noreply.localhost>
Reviewed-on: iris/iris#11
Reviewed-by: iris <2+iris@noreply.localhost>
Co-authored-by: AIris <4+iris-ai@noreply.localhost>
Replace the cosmic-text path with Parley layout and Swash rasterization, backed by shared glyph-atlas pages. Shaping, editing, rasterization, and glyph rendering move together because they share the text buffer and rendered-glyph types; splitting them further would require a temporary renderer that is immediately removed.
This is reconstructed rather than replayed from the extraction history. It also fixes issues found during review:
- texture binding changes remain set when an atlas patch follows a new page
- pressing an empty field places a caret and accepts input
- selection motion delegates collapse behavior to Parley
- character deletion follows logical clusters rather than visual neighbors
- the unused root-level Swash dependency is omitted
Four public-behavior integration tests live in `tests/text_edit.rs`: empty-field input, multibyte IME preedit replacement, UTF-8-safe backspace, and selection replacement. The old twelve-test inline block and implementation-restating cases are omitted.
Every added source comment was manually reviewed. Comments that narrated implementation or history were removed; retained comments document cache/rasterization keys, GPU upload constraints, focus representation, bidi geometry, or IME semantics.
Known limitation: atlas pages currently grow without eviction. Each page is 4 MiB on CPU and GPU. An arbitrary cap would leave cached rendered-text UVs pointing at reused glyph slots, so bounding this safely needs a later generation/invalidation change.
This changes public text types and signatures. GPU glyph rendering is covered by compilation rather than a live-surface test.
Verified with:
- `cargo fmt --all --check`
- `cargo clippy --workspace --all-targets -- -D warnings`
- `cargo test --workspace` (four integration tests pass)
Cargo still reports inherited future-incompatibility notices for existing wgpu/winit dependencies; there are no current clippy warnings.
---------
Co-authored-by: iris <2+iris@noreply.localhost>
Reviewed-on: iris/iris#10
Reviewed-by: iris <2+iris@noreply.localhost>
Co-authored-by: AIris <4+iris-ai@noreply.localhost>