`draw` had three branches, one per shader, which is the dynamic dispatch this was asking for. A primitive now brings a `PrimitiveRender`: it states the layout its shader reads, uploads whatever it owns, and records its own draws. `GlyphRender` owns the atlas and binds it once for a list; `ImageRender` owns the images and binds one per instance; the default owns nothing and draws them all in one call. The renderer sets the pipeline, the shared group, the list's data and the vertex buffer, and knows nothing else about what it is drawing. Measured before committing to it, since dispatch per list is the cost. Wall time on this machine swings 2x between runs of one binary, so the comparison is instructions retired, which is stable to 0.1%: at 256 layers drawing 8 rects, 8 glyphs and 2 images each, 7.4074e9 against 7.4145e9, and at 1024 layers 27.467e9 against 27.498e9. Both are 0.1%, which is 6 instructions per list drawn -- one indirect call. Recording a list into the pass costs wgpu about 5,400. `tests/draw_cost.rs` is that measurement, kept. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
iris
My experimental attempt at a rust ui library (also my first ui library).
It's currently designed around using retained data structures (widgets), rather than diffing generated trees from data like xilem or iced. This is an experiment and I'm not sure if it's a good idea or not.
Examples are in examples, eg. cargo run --example tabs.
Goals, in general order:
- does what I want it to (text, images, video, animations)
- very easy to use ignoring ergonomic ref counting
- reasonably fast / efficient (a lot faster than electron, save battery life, try to beat iced and xilem)
dev details
not targeting web rn cause wanna use actual nice gpu features & entire point of this is to make desktop apps / not need a web browser
general ideas trynna use rn / experiment with:
- retained mode
- specifically designed around wgpu so there's no translation
- postfix functions for most things to prevent unreadable indentation (going very well)
- events can be done directly where you draw the widgets
- almost no macros in user code & actual LSP typechecking (variadic generics if you can hear me please save us)
- relative anchor + absolute offset coord system (+ "rest" / leftover during widget layout)
- single threaded ui & pass context around to make non async usage straightforward (pretty unsure about this)
- widgets store outside of the actual rendering so they can be moved around and swapped easily (unsure about this but seems to work good for now)
under heavy initial development so not gonna try to explain status, maybe check TODO for that; sizable chance it gets a rewrite once I know everything I need and what seems to work best
it's called iris because it's the structure around what you actually want to display and colorful