Prune commentary and stale Rust port notes

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# iris: one `draw` that records a size
Iris, 2026-09-04:
> I don't like that widgets need both a draw and size functions. I'd much
> rather them have a single draw that reports a size, and if it needs to be
> moved then that can be done after the fact efficiently, or resized just
> done after as well. This should be done efficiently like everything else
> tries to do right now.
**Implemented 2026-09-04; size dependencies made explicit 2026-09-09.**
Every widget was migrated in one change; none kept
`desired_width`/`desired_height`. `draw` no longer returns its size directly:
it records it once on its `Painter`, and a parent that reads a child draw's
`DrawResult::size()` records the retained dependency between them. What is
kept below is the design as it stands, the corrections implementation forced
(read those before
touching `Aligned`, `Sized`, `MaxSize`, `Scroll` or the move-slot lifecycle
in `render_state.rs` -- each is a real bug the first draft would have
reproduced), and the two later additions that build on it. The
pre-implementation framing -- what the old trait looked like, the checklist
the design had to answer, the migration list, the pass conditions and the
"copy this into the design log" note -- was deleted on 2026-09-08,
having been carried out.
A widget draws once and records its size on the `Painter`. Reading a child
`DrawResult::size()` records a retained size dependency; drawing the child
without reading that result does not make the parent's size depend on it.
## Design
@@ -63,187 +44,36 @@ set in the context, which makes this slow and not cool." Folding sizing into
an axis the widget declares without painter context or child access. A
lying hint fails a debug assertion when the widget is drawn.
### 2. Move: O(1) per moved subtree, via a per-widget offset chain
### 2. O(1) subtree movement
**What exists today, and why it is not O(1).** `UiRenderState::mov`
(`core/src/ui/render_state.rs:156-168`) fires when a widget's region keeps
its *size* but changes *position* (`draw_inner`, `:85-100`:
`active.region.size() == region.size()` after excluding the exact-match
case). It rewrites every primitive's `region` field via
`Primitives::region_mut` (`core/src/render/primitive.rs:176-179`) for the
widget's own primitives, then recurses into every child — O(primitives in
the subtree). Both call sites that trigger it today, `Scroll::draw`
(`iris/src/widget/position/scroll.rs:29-31`) and `Offset::draw`
(`iris/src/widget/position/offset.rs:9-11`), are "translate this subtree by
an abs pixel amount, `rel` framing unchanged" — a transcript scroll
re-touches every glyph in every visible row, every frame of the drag, and
I3's target is 800 rows on screen.
Every active widget owns a slot in `UiData::move_offsets`. A slot stores an
absolute-pixel delta and its parent slot; each primitive instance stores the
slot of the widget that drew it. The vertex shader walks this bounded chain
and adds the accumulated translation. Moving a subtree therefore writes one
slot instead of rewriting every descendant primitive.
**Recommendation: a per-widget offset slot forming a parent-linked chain,
resolved in the vertex shader.**
The parent chain is required for independently movable nested subtrees, such
as a swipeable row inside a scrolling list. A flat offset table would require
rewriting the row whenever an ancestor moved and would restore the very
O(subtree) work this design removes. Chain depth is bounded in both Rust and
WGSL.
- `UiData` (`core/src/ui/mod.rs:14-20`) gains
`pub move_offsets: TrackedArena<MoveOffset, u32>`, the same arena shape
already used for `masks: TrackedArena<Mask, u32>` on the line above it.
- `render/data.rs` gains `pub struct MoveOffset { pub delta: [f32; 2], pub
parent: u32 }` (`Pod`/`Zeroable`, `parent = u32::MAX` = "no ancestor,
add nothing more"). A pure abs-pixel translation, not a general
`UiRegion` remap — sufficient for every existing call site (above).
- `PrimitiveInstance` (`render/data.rs:11-18`) gains `pub move_idx: u32`,
a vertex attribute at `@location(7)` beside `mask_idx` at `6` — the same
kind of per-instance handle.
- `ActiveData` (`core/src/ui/active.rs`) gains `pub move_slot: MoveIdx`,
assigned **when the widget is first drawn** (`draw_inner`, beside
`active.insert`), with `parent` = the drawing widget's parent's slot.
`Painter` threads a `move_slot` field down exactly as it already threads
`mask` and `layer` (`painter.rs:9-20`), so a freshly-drawn descendant is
correct from its first frame — nothing is ever retrofitted onto an
already-active primitive. An unmoved widget's slot just stays `[0, 0]`.
- `Painter::primitive_at` (`painter.rs:23-38`) writes `move_idx:
self.move_slot`, matching how it already writes `mask_idx: self.mask`.
- `mov(id, delta)` becomes: look up `id`'s slot, write
`move_offsets[slot].delta += delta`. One write — no primitive touched, no
recursion, since descendants already reference this slot transitively.
- A container may also retain one optional **child-coordinate slot** between
its own slot and every direct child's slot. `Painter::set_child_offset`
creates that boundary before the first child is drawn and can update it
after measuring a child on later redraws. The container's own primitives,
hit region and mask stay fixed; its whole child subtree moves through one
write and every existing GPU, hit-test and accessibility chain sees the
same result. `LazySpan` uses this while still walking visible rows for
virtualisation: row boxes stay in stable local coordinates and the shared
boundary carries the changing screen translation.
- `shader.wgsl`'s vertex stage, after computing `top_left`/`bot_right` in
pixels (after `:106`, before the clip-space divide at `:113`), walks
`move_idx → move_offsets[i].parent` for a bounded number of steps (a
small constant, e.g. 16, with a CPU-side debug assertion that no chain
exceeds it), summing `delta` into both corners. Cost is O(chain depth),
paid every frame regardless of whether anything moved — negligible next
to the per-fragment texture sampling TEXTURES.md already measures this
GPU as not bound by.
`Painter::set_child_offset` inserts a retained coordinate slot between a
container and its direct children. `LazySpan` uses one so visible row boxes
remain stable while scrolling changes a single shared translation. Ordinary
window-relative positions remain `rel + abs`; move slots carry translation
only, not general remapping.
**Why the chain, not the flatter thing first proposed.** Iris's own
phrasing — "every instance carries an index into a small per-widget offset
buffer" — describes a flat table: one slot per subtree *declared* movable,
no parent link. It breaks the moment two such subtrees nest — a row inside
a scrolling list, itself later given its own animated offset (a
swipe-to-delete mid-scroll) — because the row's primitives would have to
pick one slot and lose the other's contribution. The chain costs one extra
field and a bounded shader loop in exchange for no such gap, and since
every `ActiveData` gets a slot unconditionally rather than lazily, it costs
no more at the common depth of one than the flat version would.
`UiRenderState::resolved_region` performs the same chain walk on the CPU for
hit-testing, accessibility, and public window-coordinate queries. Masks store
the move slot of their owning widget and resolve it independently in the
fragment shader, so a stationary viewport can clip moving content.
**Against `region_mut` as the steady-state mechanism**: rejected for being
O(primitives in the subtree) — the cost this section removes — but kept
for a resize that changes a region's `rel` component (a genuine reflow,
§3) and for a size-independent widget's resize (§3), where the content's
shape doesn't change and one field write already suffices.
Provisional layout can still write an instance at an intermediate position
and restore it before upload. `Primitives::set_instance` remembers the value
at the first write in a frame and clears the dirty bit when the final bytes
match it. The GPU therefore observes final layout state, not CPU-only
measurement work.
### 2b. Two more readers of "where is this widget," and masks
Moving the offset into the vertex shader means `ActiveData.region` is no
longer the on-screen truth once a widget has been moved — it is where the
widget was *drawn*, before any `move_offsets` delta. Two things read it as
if it still were, and both must move to a resolved query or they silently
answer with the pre-move position: a click landing on a scrolled row would
be routed to whatever used to be there, with nothing on screen to say so —
exactly the "wrong answer that looks like a right one" case the code rules
single out.
**Hit-testing.** `SensorUi::run_sensors` (`src/default/sense.rs:154-200`)
does the actual pointer routing, and line 170 is the read in question:
`let shape = self.active.get(id).unwrap().region;` (`self: &UiRenderState`),
immediately turned into pixels and tested against the cursor at `:171-172`.
Under this design that region must be resolved through the same chain the
GPU walks before it means anything. Add to `UiRenderState`:
```rust
/// `active[id].region`, corrected by every `move_offsets` delta between
/// `id` and the root — the CPU-side twin of the vertex shader's chain
/// walk, over the same arena, so the two cannot disagree about where a
/// widget is. O(chain depth), not O(primitives): a plain Rust loop over
/// `move_offsets`, bounded by the same constant the shader loop uses
/// (name it once, e.g. `render::MOVE_CHAIN_LIMIT`, and reference it from
/// the WGSL loop bound in a comment, since WGSL cannot `include!` a Rust
/// const across the language boundary).
pub fn resolved_region(&self, id: WidgetId) -> UiRegion;
```
`window_region` (`core/src/ui/render_state.rs:264-267`), the public
coordinate query already used outside hit-testing
(`src/default/attr.rs:15,17,70`, e.g. positioning one widget relative to
another's on-screen box), is reimplemented to call `resolved_region(id)`
before `.to_px(...)` instead of reading `.region` directly — one change
covers both call sites listed there. `sense.rs:170` changes to
`let shape = self.resolved_region(*id);`. Both are required the moment §2
lands, not an optional follow-up: an unmoved widget's chain is empty and
`resolved_region` costs one arena read to find that out, so there is no
version of this design where skipping the fix is a legitimate
optimization — it is a correctness gap, not a performance one.
**Masks.** `Painter::set_mask` (`core/src/ui/painter.rs:49-52`) bakes the
painter's *current* region into a `Mask` pushed onto
`masks: TrackedArena<Mask, u32>` (`core/src/ui/mod.rs:19`), and the
fragment shader clips every primitive against `masks[in.mask_idx]`'s raw
`rel`/`abs` fields, unaffected by any move (`shader.wgsl:147-157`). If the
widget that called `set_mask` — `Masked::draw`,
`iris/src/widget/mask.rs:7-11`, `painter.set_mask(painter.region()); ...` —
is itself later moved, its clip rectangle stays where it was drawn while
its content moves out from under it: a visibly wrong clip, immediately on
screen, not a latency question.
Fix: `Mask` (`core/src/render/data.rs:46-49`) gains `pub move_idx: u32`,
written from `Painter::set_mask` as `self.move_slot` — the identical slot
the mask-owning widget's own primitives already get (§2), not a second
mechanism. Resolution happens in the **fragment** shader, not the CPU, and
not the vertex shader either: `shader.wgsl`'s mask check (`:147-157`)
currently computes the mask's `top_left`/`bot_right` inline from
`masks[in.mask_idx]`; that computation is extended to walk the same
move-offset chain §2 added, via one shared function —
```wgsl
fn resolve_move(idx: u32) -> vec2<f32> { /* the bounded parent walk, used by both stages */ }
```
— called from `vs_main` for a primitive's own corners and from `fs_main`
for its mask's corners, so the walk is written once and the two stages
cannot drift apart (the sibling-rule from the code rules: one loop, not a
hand-copied second one in the other shader stage).
**Why the fragment shader, not a CPU-side mask rewrite at move time.** A
primitive's mask is frequently owned by a *different* widget than the
primitive itself — often several levels up a subtree, with its own,
independent move slot — so a primitive's resolved offset and its mask's
resolved offset are two different chain sums, both needed, and only the
fragment shader has both `in.move_idx` (this fragment's own chain) and
`in.mask_idx` (indirecting to a second, possibly unrelated chain) already
in hand per-fragment. Resolving mask regions on the CPU at move time would
mean, for every `mov()` call, walking forward to every mask instance the
moved widget's slot could affect and rewriting its raw region — exactly
the O(subtree) cost §2 exists to remove, just moved from primitives to
masks. The fragment shader already re-reads `masks[in.mask_idx]` every
frame (`:148`); one more arena read to resolve its chain costs nothing
extra in kind.
**The scroll-container case, checked rather than assumed.** A masked,
scrollable region is built as a `Masked` wrapping a `Scroll`
(`iris/src/widget/position/scroll.rs`, `iris/src/widget/mask.rs`) — the
viewport border is drawn (and `set_mask` called) by `Masked`, which is
never itself the target of `mov()`; only `Scroll`'s inner content is,
every frame the user drags. Because each widget's move slot is its own
(§2: assigned per `ActiveData`, not shared), `Masked`'s mask references
its own, stationary slot, while the scrolled content underneath references
a separate, deeper slot whose `parent` chain passes through — but does not
write to — the viewport's slot. Moving the content therefore never touches
the mask's resolved position, and the mask staying still while its content
slides past it is what this design already produces with no special case,
not an extra rule that had to be added for it.
Slots follow `ActiveData`'s lifecycle. Removing a widget recursively retires
its slot only after descendants are gone, and a reused arena slot is reset
before new primitives can reference it. `Primitives::set_instance` also
cancels a dirty mark when provisional layout restores the original bytes, so
CPU-only measurement positions are never uploaded.
### 3. Resize scope
@@ -366,91 +196,7 @@ widget observed during that same draw; the next draw replaces the list, so a
dependency disappears as soon as the widget stops reading it. Both fields
have `ActiveData`'s existing lifecycle through `remove`/`remove_rec`.
### 6. Before / after
**A leaf, `iris/src/widget/rect.rs`** — the size-independent case:
```rust
// before
impl Widget for Rect {
fn draw(&mut self, painter: &mut Painter) {
painter.primitive(RectPrimitive { color: self.color, radius: self.radius,
thickness: self.thickness, inner_radius: self.inner_radius });
}
fn desired_width(&mut self, _: &mut SizeCtx) -> Len { Len::rest(1) }
fn desired_height(&mut self, _: &mut SizeCtx) -> Len { Len::rest(1) }
}
```
```rust
// after
impl Widget for Rect {
fn draw(&mut self, painter: &mut Painter) {
painter.primitive(RectPrimitive { color: self.color, radius: self.radius,
thickness: self.thickness, inner_radius: self.inner_radius });
painter.set_size(Size::REST); // fills whatever it was given
}
fn is_size_independent(&self) -> bool { true } // content never depends on region size
}
```
**A container that needs the child's size before placing it,
`iris/src/widget/position/align.rs`**:
```rust
// before
impl Widget for Aligned {
fn draw(&mut self, painter: &mut Painter) {
let region = match self.align.tuple() {
(Some(x), Some(y)) => painter.size(&self.inner).to_uivec2().align(RegionAlign { x, y }),
(Some(x), None) => { let x = painter.size_ctx().width(&self.inner).apply_rest().align(x);
UiRegion::new(x, UiSpan::FULL) }
(None, Some(y)) => { let y = painter.size_ctx().height(&self.inner).apply_rest().align(y);
UiRegion::new(UiSpan::FULL, y) }
(None, None) => UiRegion::FULL,
};
painter.widget_within(&self.inner, region);
}
fn desired_width(&mut self, ctx: &mut SizeCtx) -> Len { ctx.width(&self.inner) }
fn desired_height(&mut self, ctx: &mut SizeCtx) -> Len { ctx.height(&self.inner) }
}
```
```rust
// after
impl Widget for Aligned {
fn draw(&mut self, painter: &mut Painter) {
let full = painter.region();
// Draw once at the full region to learn the child's real size --
// this placement is provisional and corrected below without a
// second draw.
let used = painter.widget_within(&self.inner, full).size();
let region = match self.align.tuple() {
(Some(x), Some(y)) => used.to_uivec2().align(RegionAlign { x, y }).within(&full),
(Some(x), None) => used.x.apply_rest().align(x).within(&full),
(None, Some(y)) => used.y.apply_rest().align(y).within(&full),
(None, None) => full,
};
painter.place(&self.inner, region);
painter.set_size(used);
}
}
```
`Painter::widget_within`/`widget`/`widget_at` (`painter.rs:55-76`) change
return type from `()` to `DrawResult`. Calling `.size()` reads the size the
child recorded on its painter and records the parent's dependency on that
answer; leaving it unread records no dependency.
`Painter::place` moves an already-drawn child when its used area fits the
target box, and redraws it when the target changes its size. `SizeCtx` and
`Painter::size_ctx`/`size`/`len_axis` (`painter.rs:141-150,
180-182`) are deleted — nothing calls `desired_len` any more, so there is
nothing left for `SizeCtx` to answer; `draw_text`/`label`/`px_size`/
`output_size` already exist redundantly on both `SizeCtx` and `Painter`
today (compare `size.rs:71-90` against `painter.rs:152-174`) and this
deletes the `SizeCtx` copies, keeping the `Painter` ones.
### 7. Rejected, and why
### 6. Rejected alternatives
- **A flat (non-chained) per-subtree offset table**, Iris's literal
phrasing — rejected in §2 for breaking under nested independent moves
@@ -477,7 +223,7 @@ deletes the `SizeCtx` copies, keeping the `Painter` ones.
but still not O(1), and the shader-side chain costs nothing extra to get
the better bound.
## Density: `Len::dp`, resolved at `apply_rest` time (2026-09-06)
## Density: `Len::dp`, resolved at `apply_rest` time
Iris asked for a third length kind beside `abs` (physical pixels) and
`rel`/`rest` (a fraction of the parent) — IRIS_TODO.md's "density-
@@ -529,171 +275,28 @@ resolution-independent, a fraction of the parent). `Span::gap` and
on them the same as any other size; a bare number is still `abs`,
physical pixels, unchanged.
## Masks with a shape (decided 2026-09-07, built 2026-09-08)
## Masks
Iris, on the code block's scrolling: "the code block scrolling currently
masks in an inner rectangle. Ideally masks should have a shape
associated with them, rounded rectangle being one of them, and/or
another widget you can select, so that the mask becomes the parent
container with rounded edges. Make sure alpha works properly with it,
eg. on the corners where alpha should be decreased / multiplied."
A `Mask` references a rectangle primitive and its parent mask. Nested masks
multiply coverage. Plain `.masked()` creates an undrawn rectangle at the
widget's region; `.masked_by(shape)` draws the shape behind the content and
clips to its first primitive. Keeping the shape in one primitive prevents a
rounded background and its clip from drifting apart.
**What exists.** `Mask` in `shader.wgsl`/`data.rs` is two `UiSpan`s and
a `move_idx`; `fs_main` resolves it and does `color *= 0.0` outside the
rectangle -- a hard cut on a pixel boundary. `Masked` (`widget/mask.rs`)
sets the painter's mask to its own region. Separately, `draw_rounded_rect`
already produces an anti-aliased rounded edge from
`distance_from_rect(pos, center, corner, radius)` with a half-pixel
`smoothstep`, and the border variant multiplies a second coverage in.
Masks are rect-only. Glyph masks would require a CPU-readable alpha plane for
hit-test agreement, and standalone image masks require a bind-group switch the
fragment stage cannot make. Rendering and hit-testing both traverse the full
mask chain and use the same rounded-rectangle coverage; `iris/tests/mask_sdf.rs`
checks the WGSL implementation against the CPU SDF.
**Design** (revised the same day on Iris's two corrections: hit-testing
applies the shape too, and a mask should reference a primitive rather
than carry a copy of its shape).
## Offered boxes
1. **A mask is a reference to a primitive already drawn, plus how to
use it.** `Mask { kind, idx, flags, parent }`: the primitive's
binding (`RECT`, `TEXTURE`, `GLYPH`) and slot, flags (today one:
*alpha only* -- take the primitive's coverage and ignore its colour,
which is the default and the only mode until a need for another
appears), and the enclosing mask's slot for nesting. The fragment
stage evaluates the referenced primitive *at the masked pixel* --
for a `Rect`, the same `draw_rounded_rect` coverage from the same
SDF; for a texture or glyph, the sampled alpha -- and does
`color.a *= coverage`. Nothing about the shape is copied: a rounded
container's corner and its children's clipped corner are the same
primitive's arithmetic, and a texture mask (an alpha image as the
clip) works with no new shader path.
What this needs from the data layout: evaluating a primitive at an
arbitrary pixel means its placement (its spans and `move_idx`, today
vertex attributes) has to be readable from a storage buffer in the
fragment stage. If it is not already there, put it there once, for
every primitive, rather than keeping a second copy for masks -- the
vertex stage can read the same buffer. Textures: the shader binds one
image at a time (see `masks_layout`'s comment on why an image's own
bind group must not name the masks buffer), so a texture mask is
limited to what the fragment can sample without a bind-group switch:
the atlas, and the primitive's own bound image when the masked
primitive is drawn in the same image's batch. Say so at the flag.
2. **Nested masks chain and multiply, like moves.** `parent` walks up
the chain, bounded like `resolve_move` (`MOVE_CHAIN_LIMIT`'s sibling;
debug-assert on overflow and print the chain); coverages multiply,
so a pixel inside two feathered corners is dimmed by both, which is
what a compositor does and what "alpha should be multiplied" asks.
3. **`.masked()` points the mask at the current widget's own
primitives.** `Masked` stops describing a region: it records which
primitive(s) the wrapping widget drew this frame (the painter knows
-- it just allocated the slots) and sets the mask to reference them.
So a rounded `Rect` widget's `.masked()` clips its children to
itself by pointing at the rect it already draws; an image widget's
`.masked()` clips to its alpha. No radius or shape argument exists to
fall out of sync. When a widget draws more than one primitive (a
bordered rect is one primitive; a card with a stripe is two), the
mask references the *first* and the doc says so; a widget that wants
another names it.
4. **Hit-testing applies the shape.** A press is inside a masked
subtree only if the mask's coverage at that point is above one half.
For a `Rect` that is the same rounded-rect SDF evaluated on the CPU
-- one function in the shared crate, with the WGSL a transliteration
of it and a test that compares the two at a grid of points
(`headless` renders to a buffer and reads back, or the Rust version
is checked against the values the shader produced once and recorded).
For a texture, the CPU needs the alpha: keep the alpha channel of an
image used as a mask readable on the CPU (it was uploaded from CPU
memory; keeping the alpha plane is a quarter of the image), and read
it at the point. A masked corner that cannot be tapped and a masked
corner that is not drawn are then the same corner.
`Pad` must work in every container: it offers an inset region to its child and
reports the child's used size plus padding. In a generous parent it behaves as
an inset; in a tight parent it grows the result outward.
**Rejected.** A stencil buffer (a second pass per mask level and no
anti-aliasing); the scissor rectangle (rectangles only, no alpha);
rendering a masked subtree to an offscreen texture and compositing
(a texture allocation per mask, every frame it scrolls, on the phone).
**Pass conditions.** A headless test draws a rounded container with a
masked child that overhangs all four sides and asserts the child's
coverage at a corner pixel equals the container's own coverage there
(same primitive evaluated, so exactly equal, not approximately); a
nested-mask test asserts the product at a pixel inside both feathers; a
texture-mask test clips a rect to an alpha image and asserts a
transparent texel masks fully; a hit-test asserts a press in a
container's clipped corner misses and one just inside the curve hits,
and that the CPU SDF and the shader agree at a grid of points; a
`run-headless.sh --phone` screenshot of a scrolled code block shows
rounded corners with no square pixels poking out at the top and bottom
of the scrolled content. Record the commands in RUST.md when it lands.
### What was built (2026-09-08), and where it differs
The commands and the screenshot are in docs/RUST.md's queue entry. Four
places the code is narrower than the design above, each deliberate:
- **No `kind` and no `flags` on `Mask`.** It is `{ primitive, parent }`.
The referenced instance already carries its own `binding`, so a copy
of it in the mask is a second thing to keep in step; *alpha only* is
the only mode there is, so there is nothing to select. Both are a
field away if a second mode appears.
- **A mask's shape must be a rect.** `Painter::set_mask_to` asserts it,
by name, rather than leaving the shader to read a `rects` entry that
is not there. A glyph would need a CPU-side alpha plane before the
hit test could agree with the shader, and a standalone image needs a
bind-group switch the fragment stage cannot make (`masks_layout`'s own
comment on why an image's bind group must not name the masks buffer).
So **the texture-mask pass condition is not met and no texture mask
exists** — the point of the reference design is that adding one is a
binding check and a sampled alpha, with no new shader path, and the
shader's `mask_coverage` already has the branch where it would go.
- **The shape is a primitive of its own, not always a drawn one.** A
plain `.masked()` writes an undrawn `RectPrimitive` at its region
(`Drawn::No`, `NOT_DRAWN`) and points the mask at that, so "clip to my
box" and "clip to that widget's rounded background" are one mechanism
and square-cornered clipping did not become a special case.
`.masked_by(shape)` draws `shape` behind the content — in its own
layer, the way `Stack` puts a background under its content — and
clips to the first primitive it drew.
- **The CPU/shader agreement is a GPU test**, `iris/tests/mask_sdf.rs`,
the only test in the workspace that needs an adapter. It lifts
`distance_from_rect` and `rounded_rect_coverage` out of
`iris_core::SHAPE_SHADER` *by name* and runs them in a compute pass,
so the thing under test is the shader itself rather than a copy of it
that would be edited alongside.
## What a widget's *offered* box may and may not be (2026-09-08)
Two rules that were each true in one place and missing from a sibling,
found together by Iris's 2026-09-08 phone report.
**Padding works in whatever container it is placed in, and is an inset or
an outset depending on how tight that container's region is.** Iris's
own words, 2026-09-08: "padding should work no matter what container a
widget is placed in, and acts as both inset and outset depending on how
tight the parent region is." `Pad` offers its child the region it was
handed, inset on each side, and reports `used + padding` — so given a
generous box it insets the child inside it, and given a box already the
size of the content it reports a larger size and the parent grows. What
this rules out is any container that offers a padded child a box and then
ignores what it reported, and any caller that reshapes its tree to avoid
a `Pad` (which `transcript-ui/src/tool.rs` did until 2026-09-08, at the
cost of a tool group's 4dp inset).
**A widget offered a box it does not fit is drawn again at the box its
own reported size implies, in the same frame.** Not next frame. The
temptation to defer is real — `LazySpan::place` offers a row its *cached*
height precisely so that an unchanged row hits `draw_inner`'s cheap
skip-or-move path, and `Scroll` sizes its child region from last frame's
content length for the same reason. But a `Rect` fills whatever region it
is given (`Size::REST`, and `rect.rs`'s `is_size_independent` doc says
why it must), and `.background(rect(..))` is the ordinary way to style
anything — so a one-frame-stale box is a background drawn at the wrong
size while the text inside it is already right. On screen that is a tool
card that looks closed while its text is there and open while it is not.
A move alone cannot fix a changed size; `Painter::place` redraws in that
case.
The cost is bounded and worth stating, because it is what makes the rule
safe to apply everywhere: the settling draw happens only on the frame a
widget's own size actually changes, which is a frame that was already
redrawing it. `Sized` also requires its final region before retaining its
children: its own reported size may be known exactly while a descendant was
drawn in the provisional box, so moving only the wrapper is insufficient. A
widget whose reported size is a function of the box it was *offered* would
disagree every frame and redraw every frame — which is why `LazySpan` requires
content-sized rows, and has since long before this.
When a widget does not fit its offered box, it is redrawn at the box implied by
its reported size in the same frame. Deferring would leave ordinary
`.background(rect(..))` surfaces one frame behind their content. The settling
draw occurs only when the widget's own size changes. Widgets whose size varies
with every offered box are therefore unsuitable as `LazySpan` rows.