Files
iris/core/src/render/shader/glyph.wgsl
T
irisandClaude Opus 5 01a9b8633d Register a primitive only when it is drawn, and keep the prelude shared
Nothing seeds the registry any more, so a kind's id is decided by the first
draw and no order within a layer can be relied on even by accident. A ui that
draws no images now pays for no image pipeline, and a layer's list vector only
reaches the highest kind that layer draws.

The atlas and the sampler are still bound for every draw, but are declared by
the two shaders that read them rather than by the prelude, which is now only
what every primitive uses.

`TexturePrimitive` gets a `From<&TextureHandle>`; `Painter::texture_at` stays
because the share of the handle is what keeps the slot from being freed while
it is drawn, which a `Pod` primitive cannot hold.

Checked on the headless rig that the layers carry the ordering rather than the
ids: with a bare text drawn first, so glyph registers before rect, a stacked
label still draws over its background. Also re-ran an image alone in a layer,
now the only primitive a ui registers, and a four-layer atlas.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 16:52:32 -04:00

34 lines
827 B
WebGPU Shading Language

// Matches `GlyphEntry::IS_COLORED`.
const COLORED: u32 = 1u;
// The glyph atlas, whose array layers are its pages.
@group(0) @binding(2)
var atlas: texture_2d_array<f32>;
@group(0) @binding(3)
var samp: sampler;
struct GlyphInfo {
uv_min: vec2<f32>,
uv_max: vec2<f32>,
// Which layer of the atlas array this glyph's page is.
layer: u32,
color: u32,
flags: u32,
}
@group(1) @binding(0)
var<storage> glyphs: array<GlyphInfo>;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let g = glyphs[in.idx];
let uv = mix(g.uv_min, g.uv_max, in.uv);
let texel = textureSample(atlas, samp, uv, i32(g.layer));
if (g.flags & COLORED) != 0u {
return masked(in, texel);
}
var color = unpack4x8unorm(g.color);
color.a *= texel.a;
return masked(in, color);
}