The `primitives!` macro, `PrimitiveData`, `PrimitiveVec`, `PrimitiveBuffers`, the `Primitive` trait and the shader's dispatch switch are gone. A primitive is now a registration: its WGSL and, implicitly, the size of the entry that WGSL reads. Everything else -- its instance list, its free list, its buffers, its bind group and its pipeline -- follows from that, so adding one is a `register` call and a shader file, with nothing per-type to remember and no cross-type dispatch to extend. Nothing dispatches dynamically. Push, free, renumber, upload and draw are identical for every primitive; what differs is the entry size and the pipeline, which are data. So `InstanceList` carries a runtime stride and its instances' data as bytes, and one concrete type serves every primitive and the textures. Measured against a typed list it costs 0.2ns per write, where a trait object costs 1.6ns. Because each type has its own list, an instance's index is also its data index: `@builtin(instance_index)` replaces the `idx` field, the `binding` field goes with the switch, and `PrimitiveInstance` drops from 28 bytes to 20. `PrimitiveVec`'s free list merges into the instance list's, so an instance and its data are freed by one `swap_remove` rather than two arenas kept in step. `shader.wgsl` becomes `shader/prelude.wgsl` plus one file per primitive. The prelude carries the window, masks, sampled texture, vertex shader and `masked()`, and is compiled ahead of each primitive's own source -- which is also what a caller's own primitive would be. Masks move back into group 0 beside the window uniform, since every pipeline shares one layout. Within a layer, types now draw in registration order: a rect under a glyph under a texture. Order within a layer was never meaningful -- freeing an instance swaps another into its place -- so this replaces an accident with a defined order, and backgrounds land under their content. Verified with a headless run per case: text over its own rect and an image over its own rect in one layer, a masked stack clipping, the text-layout tab, and adding three images and deleting one.
52 lines
1.2 KiB
Rust
52 lines
1.2 KiB
Rust
use crate::{
|
|
Mask, PrimitiveRegistry, TextData, Textures, WeakWidget, WidgetId, Widgets, util::TrackedArena,
|
|
};
|
|
|
|
mod active;
|
|
mod cache;
|
|
mod painter;
|
|
mod render_state;
|
|
mod size;
|
|
|
|
pub use active::*;
|
|
pub use painter::Painter;
|
|
pub use render_state::*;
|
|
pub use size::*;
|
|
|
|
#[derive(Default)]
|
|
pub struct UiData {
|
|
pub widgets: Widgets,
|
|
/// Every primitive this ui can draw.
|
|
pub primitives: PrimitiveRegistry,
|
|
pub textures: Textures,
|
|
pub text: TextData,
|
|
pub masks: TrackedArena<Mask, u32>,
|
|
}
|
|
|
|
pub trait UiRsc {
|
|
fn ui(&self) -> &UiData;
|
|
fn ui_mut(&mut self) -> &mut UiData;
|
|
|
|
#[allow(unused_variables)]
|
|
fn on_add(&mut self, id: WeakWidget) {}
|
|
#[allow(unused_variables)]
|
|
fn on_remove(&mut self, id: WidgetId) {}
|
|
#[allow(unused_variables)]
|
|
fn on_draw(&mut self, active: &ActiveData) {}
|
|
#[allow(unused_variables)]
|
|
fn on_undraw(&mut self, active: &ActiveData) {}
|
|
|
|
fn widgets(&self) -> &Widgets {
|
|
&self.ui().widgets
|
|
}
|
|
fn widgets_mut(&mut self) -> &mut Widgets {
|
|
&mut self.ui_mut().widgets
|
|
}
|
|
fn free(&mut self) {
|
|
while let Some(id) = self.widgets_mut().free_next() {
|
|
self.on_remove(id);
|
|
}
|
|
self.ui_mut().textures.free();
|
|
}
|
|
}
|