Iris: "the organization of the rust rewrite is a mess right now... there shouldn't be anything related to the app inside of iris. Iris is supposed to be the UI framework alone." And, on the crate count: "I'm confused why the app only code needs more than one crate though." Nine cargo workspaces become three, and the port's project code -- which sat in five places, four of them inside the framework -- becomes one crate, `ai-app`, in `app-rust/`: client-core -> app-rust/src/client iris/transcript-ui -> app-rust/src/ui iris/transcript-fixture -> app-rust/src/ui/fixture.rs + tests/ + touch/ iris/desktop-app -> app-rust/src/desktop + src/bin_desktop.rs iris/android-app -> app-rust/src/android + android-project/ android-shell -> app-rust/src/shell iris/ keeps core, macro, the iris crate, tabs-ui and rig-input, and now mentions no session, transcript, setup or server anywhere. Only two of the old splits had a reason that survived reading. event-model stays a crate at the repo root because server/ depends on it too, so a crate is what makes the backend and the app agree by construction. The two Android .so names looked like a hard constraint -- a package produces one library artifact -- until P2 turned out to already plan merging those two Android apps into one; both faces now come out of libai_app.so, picked apart by features so `--no-default-features --features shell` keeps wgpu, parley and iris out of the Compose app's APK. docs/RUST.md's "One app crate" has the rest, including what each remaining feature is for. DECISIONS.md and SUBAGENTS.md move into docs/ with everything else. Verified: ./run-tests.sh and `cd iris && cargo test` green, clippy and fmt clean in all five workspaces, `cargo ndk -t x86_64` links libai_app.so, build-apk.sh produces an APK that installs and launches on this checkout's emulator (Gl ... virgl, as expected), and the phone-sized headless screenshot renders the transcript unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
105 lines
3.7 KiB
Rust
105 lines
3.7 KiB
Rust
//! (d) of IRIS_TODO.md's "Benchmarks" item: 1,000 image rows, checking that
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//! standalone-image bind-group *creation* -- a real `wgpu` resource, unlike
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//! the counters in `benches/message_lazy_span.rs` -- goes to zero once every
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//! image has loaded. This needs an actual `wgpu` device (`GpuTextures`,
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//! `UiRenderNode`), so unlike the rest of the suite it cannot run as a
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//! plain binary; run it through `iris/run-headless.sh bench_images`, which
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//! gives it a real (headless, GPU-accelerated) compositor and surface. See
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//! `run-bench.sh` for the wrapper that greps its output into one line.
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//!
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//! Each `RedrawRequested` prints the frame number and
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//! `UiRenderNode::take_image_bind_group_creates()` for that frame, then
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//! requests another redraw (nothing else marks the scene dirty, so without
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//! this the app would only ever draw once). The first frame is expected to
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//! report 1,000 (one create per image, on first load); the steady state
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//! IRIS_TODO.md asks this scenario to prove is every frame after settling
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//! down to 0.
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//!
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//! After `SETTLE_FRAMES` it appends one *new* image row (a transcript
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//! receiving one more message) and keeps counting -- a chat transcript's
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//! real access pattern is "one more image arrives," not "reload the whole
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//! list," so the steady-state question that actually matters is the
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//! *incremental* cost of that one append, not just whether an untouched
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//! scene costs zero. It exits after `FRAMES`.
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use iris::prelude::*;
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const ROWS: usize = 1000;
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const SETTLE_FRAMES: usize = 4;
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const FRAMES: usize = 6;
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#[derive(DefaultUiState)]
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struct State {
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ui_state: DefaultUiState,
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span: WeakWidget<Span>,
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frame: usize,
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appended: bool,
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}
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impl DefaultAppState for State {
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fn new(
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mut ui_state: DefaultUiState,
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rsc: &mut DefaultRsc<Self>,
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_: Proxy<Self::Event>,
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) -> Self {
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let mut span = Span::empty(Dir::DOWN);
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for _ in 0..ROWS {
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let img = image::DynamicImage::new_rgba8(32, 32);
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let widget = image::<DefaultRsc<Self>>(img)(rsc);
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let widget = rsc.ui.widgets.add_strong(widget);
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span.push(widget.any());
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}
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let span = rsc.ui.widgets.add_strong(span);
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let span_weak = span.weak();
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let root = rsc
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.ui
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.widgets
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.add_strong(ScrollArea::new(span.any(), Axis::Y, Pin::End));
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ui_state.set_root(root.any());
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Self {
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ui_state,
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span: span_weak,
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frame: 0,
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appended: false,
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}
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}
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fn window_event(
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&mut self,
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event: winit::event::WindowEvent,
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rsc: &mut DefaultRsc<Self>,
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_render: &mut UiRenderState,
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) {
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if !matches!(event, winit::event::WindowEvent::RedrawRequested) {
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return;
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}
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self.frame += 1;
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let creates = self.ui_state.renderer.ui.take_image_bind_group_creates();
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println!(
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"BENCH_IMAGES frame={} bind_group_creates={creates}",
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self.frame
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);
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if self.frame == SETTLE_FRAMES && !self.appended {
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self.appended = true;
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let img = image::DynamicImage::new_rgba8(32, 32);
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let widget = image::<DefaultRsc<Self>>(img)(rsc);
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let widget = rsc.ui.widgets.add_strong(widget);
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rsc.ui
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.widgets
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.get_mut(&self.span)
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.unwrap()
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.push(widget.any());
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println!("BENCH_IMAGES appended one image after settling");
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}
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if self.frame < FRAMES {
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self.ui_state.window.request_redraw();
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} else {
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std::process::exit(0);
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}
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}
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}
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fn main() {
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DefaultApp::<State>::run();
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}
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