iris: replace the bindless texture array with an atlas array + per-image bind groups

The old pipeline bound every texture ever drawn (glyph atlas pages and
standalone images alike) in one binding_array<texture_2d<f32>> and asked
every device, unconditionally, for VK_EXT_descriptor_indexing -- which a
real share of Android GPUs lack and which failed outright on the Android
emulator's software Vulkan (see TEXTURES.md's "iris's binding array does
not survive real Android hardware").

Implements TEXTURES.md's "Recommended shape": the glyph atlas is now one
texture_2d_array (a layer per page, grown by doubling + GPU-side
copy_texture_to_texture); a standalone image is its own ordinary Texture
and BindGroup, drawn with its own draw() call from a separate per-layer
instance list; group 2's layout is {atlas array, one image slot, sampler,
masks}. request_device now asks for no features and no binding-array
limits at all, and UiLimits is gone.

Also fixes (by making moot) the changed=false bug the review found, where
a Patch in the same batch could cancel an earlier Push's rebuild signal,
and documents the swap_remove draw-order invariant apply_free already
relied on.

Verified: cargo fmt/build/clippy/test clean in iris/ on the pinned
nightly; minimal and tabs render correctly via run-headless.sh; a
throwaway example confirmed the standalone-image bind-group path renders;
rigs/gpu-probe, updated to the new empty feature/limit set, confirms
request_device succeeds on the ai-app-2 emulator's software Vulkan
(EMU_GPU=software) -- see TEXTURES.md's "Implemented, 2026-09-04" for the
exact command and output. RUST.md's blocking item is resolved.

Co-Authored-By: Claude Sonnet <noreply@anthropic.com>
This commit is contained in:
irisandClaude Sonnet committed 2026-09-04 22:28:54 -04:00
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@@ -8,4 +8,41 @@ capability that moved. Small and trivial changes do not go here.
An entry gives the date, what changed, why, and a short before/after where
it helps judge the change without the session that made it. Newest first.
_No entries yet._
## 2026-09-04: texture pipeline rebuilt off the binding array
`Textures`/`TextureHandle`, `GlyphPrimitive`, and `UiRenderNode::new` all
changed shape. Why: the old pipeline bound every texture ever drawn in one
`binding_array<texture_2d<f32>>` and asked every device, unconditionally,
for `VK_EXT_descriptor_indexing` — a real share of Android GPUs lack it,
and it failed outright on the Android emulator's software Vulkan. See
TEXTURES.md's "Recommended shape" and "Implemented, 2026-09-04".
- **`UiRenderNode::new` drops its `limits: UiLimits` parameter, and
`UiLimits` is gone.** Before: `UiRenderNode::new(&device, &queue,
&config, UiLimits::default())`. After: `UiRenderNode::new(&device,
&queue, &config)`. Nothing replaces it — there are no more
binding-array limits to size.
- **`src/default/render.rs`'s device request asks for no features and no
binding-array limits.** Before: `required_features:
Features::TEXTURE_BINDING_ARRAY | Features::PARTIALLY_BOUND_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`
plus two `max_binding_array_*` limits. After: `Features::empty()` (the
`DeviceDescriptor` default) and only `max_buffer_size` set, which was
never about the binding array.
- **`TextureHandle` has no `primitive()` method any more**; a caller
outside `iris` shouldn't have been calling it (it fed the old renderer's
internals), but if something did: use `image_index()` for a standalone
image's bind-group index. There is no equivalent for a page — a page has
no bind group of its own now, see below.
- **`GlyphPrimitive` has no public constructor from a struct literal.**
Before: `GlyphPrimitive { uv_min, uv_max, view_idx, sampler_idx, color,
flags }`. After: `GlyphPrimitive::new(uv_min, uv_max, layer, color,
flags)` — one `layer` (the shared atlas array's layer) instead of a
`view_idx`/`sampler_idx` pair, since a page is now a layer of one array
texture rather than its own bound texture.
- **A widget author drawing images is unaffected**: `Painter::texture`/
`texture_at`/`texture_within` and `Textures::add` keep their signatures.
What changed underneath is that each standalone image now gets its own
`wgpu::BindGroup` and draw call instead of a slot in the shared array —
invisible from the widget API, visible only in `UiRenderNode`'s internals
and in `iris`'s device requirements.
+25 -14
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@@ -46,19 +46,25 @@ session spending an afternoon on them again.
android-view's `accesskit_android` adapter also has a reproducible abort
(a client detaching, not attaching, is the trigger) — see E1 below for
both, with the mitigation iris/I4 needs to carry.
- **Blocking, found 2026-09-04, before I2 can be called done**: iris's
texture pipeline asks every device, unconditionally, for
`VK_EXT_descriptor_indexing` ("bindless" binding arrays) — and a
sourced check says a real share of Android hardware does not have it,
not just the emulator's software renderer. See "iris's binding array
does not survive real Android hardware" under the iris track for the
measurement, the sources, and the recommended fix (generalize the
glyph atlas to images, the same way I1 already did for text). Not yet
implemented; a design decision to confirm before iris's render core
changes.
- **Next**: decide on the atlas-based image fix above, then **I2**
iris on android-view. **E2** (a transcript in Masonry) can go in
parallel in another session.
- **Resolved, 2026-09-04: iris's binding array does not survive real
Android hardware.** iris's texture pipeline used to ask every device,
unconditionally, for `VK_EXT_descriptor_indexing` ("bindless" binding
arrays), which a real share of Android hardware lacks. It has been
rebuilt per TEXTURES.md's "Recommended shape": the glyph atlas is one
`texture_2d_array` (a layer per page), a standalone image is its own
ordinary `Texture`/`BindGroup`, and `request_device` now asks for no
features and no binding-array limits at all. `rigs/gpu-probe`, rewritten
to match, confirms `request_device` now succeeds on the emulator's
software Vulkan (`EMU_GPU=software`, SwiftShader) — see TEXTURES.md's
"Implemented, 2026-09-04" for the exact command and output, and for what
was verified (rendering, via `run-headless.sh`) versus what was reasoned
through but not separately stress-tested (a real second-atlas-page
grow under load). Nothing here has been run on real Android hardware
yet, only the emulator; the Android Vulkan Profile 2025 sourcing in
"iris's binding array does not survive real Android hardware" below is
what stands in for that until I2 gets a device.
- **Next**: **I2** — iris on android-view. **E2** (a transcript in
Masonry) can go in parallel in another session.
- **Not started**: `client-core`, which is item 1 of the recommendation
below and does not depend on the framework choice. Nothing has been
built for it, and it is not one of the numbered boxes — worth picking up
@@ -868,7 +874,12 @@ step measured.
nightly gates — `portable_simd` (the old glyph compositing) and
`gen_blocks` (the deleted line iterator). **Eleven left.**
### iris's binding array does not survive real Android hardware (found 2026-09-04)
### iris's binding array does not survive real Android hardware (found 2026-09-04, resolved 2026-09-04)
**Resolved the same day**: see "Where things stand" above and
TEXTURES.md's "Implemented, 2026-09-04". The measurement and sourcing
below are unchanged and are why the fix looks the way it does; nothing
here needs re-checking on its own account.
Iris asked, of the "unknown number of images" case — a transcript with an
unbounded number of attached screenshots — whether iris's approach even
+148
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@@ -1,5 +1,16 @@
# How iris should render an unbounded number of images
## Status (2026-09-04)
**Implemented**, on the `rustify` branch of `ai-app-2`, in `iris/core` and
`iris/src/default/render.rs`. See "Implemented, 2026-09-04" at the bottom for
what landed, what differs from the proposal below and why, and what was
verified versus merely reasoned about. The short version: the binding array
is gone, `request_device` asks for no features and no binding-array limits,
and that is now proven on the emulator's software Vulkan
(`rigs/gpu-probe`), not just read from the code. `RUST.md`'s blocking item
is resolved.
Iris (the person) asked whether iris's (the library's) approach to
"draw however many images happen to be on screen" — relevant here because a
transcript can hold an unbounded number of attached screenshots — actually
@@ -333,3 +344,140 @@ needs to know an image from a page (two kinds of handle, or a kind on
`TextureHandle`), and `Primitives` gets a second instance list per layer.
What it saves: the sort, the size threshold, the eviction policy, and any
per-page bind group switch.
## Implemented, 2026-09-04
The shape above, built as proposed with one structural addition the proposal
didn't need to spell out and one bug it predicted made moot rather than
literally fixed. Files: `core/src/primitive/texture.rs` (`Textures`,
`TextureHandle`), `core/src/render/texture.rs` (`GpuTextures`),
`core/src/render/primitive.rs` (`Primitives`, `GlyphPrimitive`),
`core/src/render/atlas.rs`, `core/src/ui/painter.rs`,
`core/src/render/mod.rs` (`UiRenderNode`, `UiLimits` removed),
`core/src/render/shader.wgsl`, `src/default/render.rs`, and
`rigs/gpu-probe/src/main.rs`.
**1. Atlas pages as array layers.** `GpuTextures` owns one
`texture_2d_array` (`array_texture`/`array_view`), grown by doubling
(`grow_array`): a new texture is created at twice the layer capacity, the
old layers are copied across with `copy_texture_to_texture` (GPU-side, no
readback), and every bind group that referenced the old view — the main
one and every live standalone image's — is rebuilt, since the view's
identity changed. `GlyphPrimitive` carries `layer: u32` instead of
`view_idx`/`sampler_idx`; the layer number is assigned synchronously in
`Textures::add_page` (a plain counter, `next_page_layer`), not by the
renderer, because `GlyphAtlas::insert` needs it in the same call, before
any GPU sync happens — the renderer only finds out later, when it
processes the queued `Push`.
**2. Standalone images, one bind group each.** `TextureKind` on
`TextureHandle`/`Textures` distinguishes `Image` (a plain bind-group index,
`slot`) from `Page { layer }`. `Primitives` gained a second per-layer list
`images: Vec<PrimitiveInstance>`, tagged `IMAGE_BINDING` — separate from
`instances` (rects and glyphs), written by `Painter::write_image` rather
than through the generic `Primitive` trait, since an image has nowhere in
`PrimitiveData` to put a per-instance entry once the bind group already
picks the texture. `UiRenderNode::draw` draws a layer's `instance` buffer
once as before, then walks `image_instance` one entry at a time, binding
that texture's `BindGroup` (`GpuTextures::image_bind_group`) and issuing
`draw(0..4, k..k+1)` per image. Group 2's layout is exactly the proposed
`{atlas array, one image texture, sampler, masks}`; the main draw binds a
1x1 null view in the image slot.
**The one addition beyond the proposal**: the masks storage buffer lives
in every per-image bind group (group 2, binding 3), and `ArrBuf<Mask>`
recreates its buffer whenever the mask count changes size
(`render/util/mod.rs`'s `ArrBuf::update` now returns whether it resized).
A resize invalidates every bind group holding the old buffer, not just the
main one, so `GpuTextures::update` takes a `masks_resized: bool` and calls
`rebuild_image_bind_groups` when it's set, alongside the same rebuild the
array-growth path already needed. This wasn't a design question the
proposal had to answer (it treated bind-group construction as a given),
but it's exactly the shape of trap layer growth already had, so it uses
the same fix.
**3. No thumbnail atlas.** Not built, as proposed.
**4. Removed**: `TEXTURE_BINDING_ARRAY`, `PARTIALLY_BOUND_BINDING_ARRAY`,
`SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING` from
`src/default/render.rs`'s `request_device`, and `UiLimits` (the type
itself, not just its binding-array methods — once its two fields were
gone there was nothing left in it, and `UiRenderNode::new` no longer takes
a limits parameter). `binding_array` no longer appears anywhere in
`shader.wgsl`.
**5. Sampling** is still `NonFiltering`, unchanged, per the proposal's own
note that this is a separate decision for whenever the image widget itself
is touched.
**The `changed = false` bug is structurally gone, not patched.** The old
`GpuTextures::update` held one `changed: bool` that a `Patch` reset
unconditionally, which could erase an earlier `Push` in the same batch (a
new atlas page's `Push` immediately followed by `GlyphAtlas::insert`'s
`Patch`, both queued before the renderer ever runs). The new `update`
computes the rebuild signal by OR-ing each event's own answer
(`rebuild_main |= self.push(...)`), and `Patch`'s arm simply never
contributes to it — there is no shared mutable flag left for a `Patch` to
stomp on. Documented at the call site
(`core/src/render/texture.rs`, `GpuTextures::update`'s doc comment and the
`Patch` match arm's comment) rather than fixed as a one-line diff, since
the mechanism that could go wrong no longer exists.
**In-layer draw order is an explicit invariant now, not just a fact about
`swap_remove`.** `UiRenderNode::draw` draws every layer's images after its
rects and glyphs, and `Primitives::apply_free`'s doc comment states
directly that both of a layer's lists (`instances` and `images`) free with
`swap_remove` and that nothing may assume adjacency survives a free —
recorded there because `apply_free` is the one place a change to either
list's ordering would have to be reconciled.
**Verified:**
- `cargo fmt --all -- --check`, `cargo build --workspace --all-targets`,
`cargo clippy --all-targets`, `cargo test --workspace` all clean in
`iris/`, on the pinned `nightly-2026-09-03` toolchain. 14 tests pass
(unchanged from I1; nothing here is pure-logic enough to add a unit
test to — it's all GPU resource wiring).
- `iris/run-headless.sh minimal --shot /tmp/minimal.png` and
`iris/run-headless.sh tabs --shot /tmp/tabs.png`: both render correctly
on this VM's GPU (Venus) — `tabs`'s glyph-atlas text renders in every
panel, confirming `GlyphPrimitive.layer` addresses the array correctly.
- The standalone-image path specifically: a throwaway example (not
committed) with an `image(...)` widget as part of the root, run the same
way, rendered the image next to glyph-atlas text in one frame —
confirming a live `BindGroup` built by `GpuTextures::create_image` and
bound per-`draw()` call actually samples the right texture. `tabs`'s own
"image span" tab exercises the same widget but needs a click to reach,
which the headless compositor can't deliver (no seat devices, per I1's
own note on this file) — the throwaway example is what stood in for it.
- **Not separately stress-tested**: triggering a second atlas page (the
`grow_array` doubling-and-copy path) under a real glyph load large
enough to fill the first 1024x1024 page. The code path was reasoned
through and matches the existing single-page write exactly except for
the `z` origin and the extra copy, but nobody has watched a real
second-page grow happen on screen. Worth doing before trusting this
under a transcript with a large or unusual glyph set (many distinct
fonts/sizes, or a font with an unusually large character set).
- **The decisive check**, `rigs/gpu-probe` rewritten to request iris's new
(empty) feature/limit set and run on this checkout's own emulator
(`ai-app-2`, via `emu`), booted with `EMU_GPU=software` so the guest gets
a real Vulkan device (SwiftShader) rather than the `-gpu host` default,
which disables Vulkan in this VM entirely (`-feature -Vulkan`, because
gfxstream can't pair Venus with the real GPU here — worth remembering,
since the *default* `emu up` gives a device with **no** Vulkan adapter
at all, which reads exactly like the old bindless failure if you don't
know to ask for `EMU_GPU=software`):
cd rigs/gpu-probe
ANDROID_NDK_HOME=$HOME/Android/Sdk/ndk/29.0.14206865 \
cargo ndk -t arm64-v8a -P 26 build --release
EMU_GPU=software emu up # from ~/repos/emulator-tools
adb push target/aarch64-linux-android/release/gpu-probe /data/local/tmp/
adb shell chmod 755 /data/local/tmp/gpu-probe
adb shell /data/local/tmp/gpu-probe
Output: `adapters: 1 — Vulkan SwiftShader Device (Subzero) (Cpu)`,
`features iris requires:` (none listed — the set is empty),
`max_buffer_size … ok`, and **`IRIS DEVICE: ok`**. This is the fix
measured working, on the exact rig that first measured it failing.
Emulator stopped afterward (`emu down`); nothing was left running.
+12
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@@ -1,6 +1,7 @@
use std::ops::{Index, IndexMut};
use crate::{
UiRegion, WidgetId,
render::{MaskIdx, Primitive, PrimitiveHandle, PrimitiveInst, Primitives},
util::to_mut,
};
@@ -131,6 +132,17 @@ impl PrimitiveLayers {
pub fn free(&mut self, h: &PrimitiveHandle) -> MaskIdx {
self[h.layer].free(h)
}
pub fn write_image(
&mut self,
layer: LayerId,
id: WidgetId,
texture_idx: u32,
region: UiRegion,
mask_idx: MaskIdx,
) -> PrimitiveHandle {
self[layer].write_image(layer, id, texture_idx, region, mask_idx)
}
}
impl<T: Default> Default for Layers<T> {
+97 -37
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@@ -1,19 +1,33 @@
use crate::{
render::TexturePrimitive,
util::{RefCounter, Vec2},
};
use crate::util::{RefCounter, Vec2};
use image::{DynamicImage, GenericImageView};
use std::{
ops::Index,
sync::mpsc::{Receiver, Sender, channel},
};
/// Which of the two things a texture slot holds. See TEXTURES.md's
/// "Recommended shape" for why these are drawn so differently: a page is a
/// layer of one shared array texture and never gets its own bind group; a
/// standalone image is the opposite, one texture and one bind group, never a
/// layer.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum TextureKind {
Image,
/// The array-texture layer this page was assigned. Chosen synchronously
/// by `Textures::add_page` rather than by the renderer, because glyph
/// insertion needs it in the same call, before any GPU sync happens.
Page {
layer: u32,
},
}
#[derive(Debug, Clone)]
pub struct TextureHandle {
inner: TexturePrimitive,
slot: u32,
kind: TextureKind,
size: Vec2,
counter: RefCounter,
send: Sender<u32>,
send: Sender<(TextureKind, u32)>,
}
/// a texture manager for a ui
@@ -21,20 +35,24 @@ pub struct TextureHandle {
pub struct Textures {
free: Vec<u32>,
images: Vec<Option<DynamicImage>>,
/// Next layer to hand out to an atlas page. Pages are never freed (no
/// atlas eviction), so this only grows and `free` never holds one.
next_page_layer: u32,
updates: Vec<Update>,
send: Sender<u32>,
recv: Receiver<u32>,
send: Sender<(TextureKind, u32)>,
recv: Receiver<(TextureKind, u32)>,
}
pub enum TextureUpdate<'a> {
Push(&'a DynamicImage),
Set(u32, &'a DynamicImage),
Push(TextureKind, &'a DynamicImage),
Set(TextureKind, u32, &'a DynamicImage),
/// Overwrite a rectangle of an existing texture, rather than replacing it.
/// The glyph atlas grows a glyph at a time, and re-uploading a whole atlas
/// per glyph is megabytes of copy for a few hundred bytes of change.
/// Only ever issued against a page -- a standalone image is never patched.
Patch(u32, PatchRect, &'a DynamicImage),
Free(u32),
PushFree,
PushFree(TextureKind),
SetFree,
}
@@ -47,8 +65,8 @@ pub struct PatchRect {
}
enum Update {
Push(u32),
Set(u32),
Push(TextureKind, u32),
Set(TextureKind, u32),
Patch(u32, PatchRect),
Free(u32),
}
@@ -59,71 +77,95 @@ impl Textures {
Self {
free: Vec::new(),
images: Vec::new(),
next_page_layer: 0,
updates: Vec::new(),
send,
recv,
}
}
pub fn add(&mut self, image: impl Into<DynamicImage>) -> TextureHandle {
let image = image.into();
let size = image.dimensions().into();
let view_idx = self.push(image);
// 0 == default in renderer; TODO: actually create samplers here
let sampler_idx = 0;
let kind = TextureKind::Image;
let slot = self.push(kind, image);
TextureHandle {
inner: TexturePrimitive {
view_idx,
sampler_idx,
},
slot,
kind,
size,
counter: RefCounter::new(),
send: self.send.clone(),
}
}
fn push(&mut self, image: DynamicImage) -> u32 {
/// Adds a page of the shared glyph atlas array. Only `atlas.rs` should
/// call this -- everything else wants `add`.
pub fn add_page(&mut self, image: impl Into<DynamicImage>) -> TextureHandle {
let image = image.into();
let size = image.dimensions().into();
let layer = self.next_page_layer;
self.next_page_layer += 1;
let kind = TextureKind::Page { layer };
let slot = self.push(kind, image);
TextureHandle {
slot,
kind,
size,
counter: RefCounter::new(),
send: self.send.clone(),
}
}
fn push(&mut self, kind: TextureKind, image: DynamicImage) -> u32 {
if let Some(i) = self.free.pop() {
self.images[i as usize] = Some(image);
self.updates.push(Update::Set(i));
self.updates.push(Update::Set(kind, i));
i
} else {
let i = self.images.len() as u32;
self.images.push(Some(image));
self.updates.push(Update::Push(i));
self.updates.push(Update::Push(kind, i));
i
}
}
/// The stored image for a handle, to be written into before `patch`.
pub fn image_mut(&mut self, handle: &TextureHandle) -> &mut DynamicImage {
self.images[handle.inner.view_idx as usize]
self.images[handle.slot as usize]
.as_mut()
.expect("texture was freed while still held")
}
/// Queue an upload of just `rect`, after writing it with `image_mut`.
pub fn patch(&mut self, handle: &TextureHandle, rect: PatchRect) {
self.updates
.push(Update::Patch(handle.inner.view_idx, rect));
self.updates.push(Update::Patch(handle.slot, rect));
}
pub fn free(&mut self) {
for idx in self.recv.try_iter() {
for (kind, idx) in self.recv.try_iter() {
self.images[idx as usize] = None;
self.updates.push(Update::Free(idx));
// A page's slot is never reclaimed: `GlyphAtlas` never drops the
// handles it holds, and there is no eviction path for a hole in
// the middle of the array's layers. If that ever changes, this
// is where a freed page's layer would need to go on a free list
// of its own, separate from `free`, which only ever holds
// ordinary image slots today.
if kind == TextureKind::Image {
self.free.push(idx);
}
}
}
pub fn updates(&mut self) -> impl Iterator<Item = TextureUpdate<'_>> {
self.updates.drain(..).map(|u| match u {
Update::Push(i) => self.images[i as usize]
Update::Push(kind, i) => self.images[i as usize]
.as_ref()
.map(TextureUpdate::Push)
.unwrap_or(TextureUpdate::PushFree),
Update::Set(i) => self.images[i as usize]
.map(|img| TextureUpdate::Push(kind, img))
.unwrap_or(TextureUpdate::PushFree(kind)),
Update::Set(kind, i) => self.images[i as usize]
.as_ref()
.map(|img| TextureUpdate::Set(i, img))
.map(|img| TextureUpdate::Set(kind, i, img))
.unwrap_or(TextureUpdate::SetFree),
Update::Patch(i, rect) => self.images[i as usize]
.as_ref()
@@ -135,18 +177,36 @@ impl Textures {
}
impl TextureHandle {
pub fn primitive(&self) -> TexturePrimitive {
self.inner
}
pub fn size(&self) -> Vec2 {
self.size
}
/// The bind-group index this handle draws with. Only valid for a
/// standalone image; an atlas page has no bind group of its own -- it
/// samples the shared array via `layer()` instead. Getting this wrong is
/// a caller bug (the wrong kind of handle reached the wrong draw path),
/// not a recoverable condition, so it panics rather than drawing garbage.
pub fn image_index(&self) -> u32 {
match self.kind {
TextureKind::Image => self.slot,
TextureKind::Page { .. } => panic!("image_index() called on an atlas page handle"),
}
}
/// The layer this page occupies in the shared atlas array texture.
/// Only valid for a page handle; see `image_index`'s note.
pub fn layer(&self) -> u32 {
match self.kind {
TextureKind::Page { layer } => layer,
TextureKind::Image => panic!("layer() called on a standalone image handle"),
}
}
}
impl Drop for TextureHandle {
fn drop(&mut self) {
if self.counter.drop() {
let _ = self.send.send(self.inner.view_idx);
let _ = self.send.send((self.kind, self.slot));
}
}
}
@@ -155,7 +215,7 @@ impl Index<&TextureHandle> for Textures {
type Output = DynamicImage;
fn index(&self, index: &TextureHandle) -> &Self::Output {
self.images[index.inner.view_idx as usize].as_ref().unwrap()
self.images[index.slot as usize].as_ref().unwrap()
}
}
+8 -7
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@@ -18,8 +18,10 @@ use swash::scale::image::{Content, Image};
/// Side of one atlas page, in pixels. 1024 is 4 MB at RGBA8 -- enough for a
/// few thousand glyphs at UI sizes, and small enough that a page nobody fills
/// is not a big waste.
const PAGE: u32 = 1024;
/// is not a big waste. Also the fixed width/height of every layer of the
/// shared array texture in `render::texture` -- `pub(crate)` so that module
/// can size it without a second constant to keep in sync.
pub(crate) const PAGE: u32 = 1024;
/// Transparent margin kept around every glyph, so that sampling one cannot
/// pick up its neighbour along a shared edge.
@@ -51,8 +53,8 @@ pub struct GlyphEntry {
pub width: u32,
pub height: u32,
pub is_color: bool,
pub view_idx: u32,
pub sampler_idx: u32,
/// The atlas array layer this glyph's page occupies.
pub layer: u32,
}
struct Page {
@@ -126,8 +128,7 @@ impl GlyphAtlas {
width: w,
height: h,
is_color: matches!(image.content, Content::Color),
view_idx: page.handle.primitive().view_idx,
sampler_idx: page.handle.primitive().sampler_idx,
layer: page.handle.layer(),
};
self.entries.insert(key, Some(entry));
Some(entry)
@@ -150,7 +151,7 @@ impl GlyphAtlas {
return (i, x, y);
}
let handle = textures.add(RgbaImage::new(PAGE, PAGE));
let handle = textures.add_page(RgbaImage::new(PAGE, PAGE));
self.pages.push(Page {
handle,
x: PAD + w + PAD,
+93 -53
View File
@@ -1,5 +1,3 @@
use std::num::NonZero;
use crate::{
UiData, UiRenderState,
render::{data::PrimitiveInstance, texture::GpuTextures, util::ArrBuf},
@@ -42,22 +40,45 @@ struct RenderLayer {
instance: ArrBuf<PrimitiveInstance>,
primitives: PrimitiveBuffers,
primitive_group: BindGroup,
/// A standalone image's instances, kept apart from `instance` because
/// each one draws with its own bind group -- see `UiRenderNode::draw`.
image_instance: ArrBuf<PrimitiveInstance>,
/// The texture slot each entry of `image_instance` draws with, in the
/// same order, refreshed alongside it. Not stored in the vertex buffer
/// itself because it names a bind group, not shader data.
image_tex_indices: Vec<u32>,
}
impl UiRenderNode {
pub fn draw<'a>(&'a self, pass: &mut RenderPass<'a>) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.uniform_group, &[]);
pass.set_bind_group(2, &self.rsc_group, &[]);
for i in &self.active {
let layer = &self.layers[i];
if layer.instance.len() == 0 {
if layer.instance.len() == 0 && layer.image_instance.len() == 0 {
continue;
}
pass.set_bind_group(1, &layer.primitive_group, &[]);
if layer.instance.len() > 0 {
pass.set_bind_group(2, &self.rsc_group, &[]);
pass.set_vertex_buffer(0, layer.instance.buffer.slice(..));
pass.draw(0..4, 0..layer.instance.len() as u32);
}
// Images draw after this layer's rects and glyphs, one draw call
// each with its own bind group. That draws every image "on top"
// within the layer, which loses nothing that currently exists:
// `Primitives::apply_free` frees with `swap_remove`, so a layer's
// draw order was already undefined before images had their own
// list -- nothing before this relied on interleaving a rect
// between two images at a particular position.
if layer.image_instance.len() > 0 {
pass.set_vertex_buffer(0, layer.image_instance.buffer.slice(..));
for (k, &tex_idx) in layer.image_tex_indices.iter().enumerate() {
pass.set_bind_group(2, self.textures.image_bind_group(tex_idx), &[]);
pass.draw(0..4, k as u32..k as u32 + 1);
}
}
}
}
pub fn update(
@@ -73,7 +94,15 @@ impl UiRenderNode {
for change in primitives.apply_free() {
if let Some(inst) = ui_render.active.get_mut(&change.id) {
for h in &mut inst.primitives {
if h.layer == i && h.inst_idx == change.old {
// `is_image` disambiguates: `instances` and `images`
// are separate lists with independent indices, so
// without it a rect's renumbering could be applied to
// an image handle that happened to share the same
// (layer, inst_idx).
if h.layer == i
&& h.inst_idx == change.old
&& (h.binding == IMAGE_BINDING) == change.is_image
{
h.inst_idx = change.new;
break;
}
@@ -92,6 +121,12 @@ impl UiRenderNode {
),
primitives,
primitive_group,
image_instance: ArrBuf::new(
device,
BufferUsages::VERTEX | BufferUsages::COPY_DST,
"image instance",
),
image_tex_indices: Vec::new(),
}
});
if primitives.updated {
@@ -104,17 +139,30 @@ impl UiRenderNode {
&self.primitive_layout,
rlayer.primitives.buffers(),
);
rlayer
.image_instance
.update(device, queue, primitives.image_instances());
rlayer.image_tex_indices = primitives
.image_instances()
.iter()
.map(|inst| inst.idx)
.collect();
primitives.updated = false;
}
}
let mut changed = false;
changed |= self.textures.update(&mut ui.textures);
if ui.masks.changed {
let masks_resized = if ui.masks.changed {
ui.masks.changed = false;
self.masks.update(device, queue, &ui.masks[..]);
changed = true;
}
if changed {
self.masks.update(device, queue, &ui.masks[..])
} else {
false
};
let rebuild_main = self.textures.update(
&mut ui.textures,
&self.rsc_layout,
&self.masks,
masks_resized,
);
if rebuild_main {
self.rsc_group = Self::rsc_group(device, &self.rsc_layout, &self.textures, &self.masks);
}
}
@@ -132,12 +180,7 @@ impl UiRenderNode {
queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
}
pub fn new(
device: &Device,
queue: &Queue,
config: &SurfaceConfiguration,
limits: UiLimits,
) -> Self {
pub fn new(device: &Device, queue: &Queue, config: &SurfaceConfiguration) -> Self {
let shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("UI Shape Shader"),
source: ShaderSource::Wgsl(SHAPE_SHADER.into()),
@@ -167,9 +210,8 @@ impl UiRenderNode {
let uniform_group = Self::bind_group_0(device, &uniform_layout, &window_buffer);
let primitive_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &core::array::from_fn::<_, { PrimitiveBuffers::LEN }, _>(|i| {
BindGroupLayoutEntry {
binding: i as u32,
entries: &PrimitiveBuffers::BINDINGS.map(|binding| BindGroupLayoutEntry {
binding,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
@@ -177,7 +219,6 @@ impl UiRenderNode {
min_binding_size: None,
},
count: None,
}
}),
label: Some("primitive"),
});
@@ -189,7 +230,7 @@ impl UiRenderNode {
"ui masks",
);
let rsc_layout = Self::rsc_layout(device, &limits);
let rsc_layout = Self::rsc_layout(device);
let rsc_group = Self::rsc_group(device, &rsc_layout, &tex_manager, &masks);
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
@@ -279,7 +320,13 @@ impl UiRenderNode {
})
}
fn rsc_layout(device: &Device, limits: &UiLimits) -> BindGroupLayout {
/// Group 2: the shared atlas array, one standalone-image slot (a null
/// view for the main draw, a real one for each image's own bind group --
/// see `GpuTextures`), one sampler and the masks buffer. No `count` on
/// any entry: this needs nothing beyond plain Vulkan 1.0 / GLES
/// sampling, unlike the `binding_array` layout it replaced (see
/// TEXTURES.md's "Recommended shape").
fn rsc_layout(device: &Device) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
@@ -287,20 +334,30 @@ impl UiRenderNode {
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
view_dimension: TextureViewDimension::D2Array,
multisampled: false,
},
count: Some(NonZero::new(limits.max_textures).unwrap()),
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::NonFiltering),
count: Some(NonZero::new(limits.max_samplers).unwrap()),
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::NonFiltering),
count: None,
},
BindGroupLayoutEntry {
binding: 3,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
@@ -313,6 +370,8 @@ impl UiRenderNode {
})
}
/// The main group: rects and glyphs never sample the image slot, so it
/// gets a 1x1 null view rather than any live standalone image's.
fn rsc_group(
device: &Device,
layout: &BindGroupLayout,
@@ -324,14 +383,18 @@ impl UiRenderNode {
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureViewArray(&tex_manager.views()),
resource: BindingResource::TextureView(tex_manager.array_view()),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::SamplerArray(&tex_manager.samplers()),
resource: BindingResource::TextureView(tex_manager.null_view()),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(tex_manager.sampler()),
},
BindGroupEntry {
binding: 3,
resource: masks.buffer.as_entire_binding(),
},
],
@@ -343,26 +406,3 @@ impl UiRenderNode {
self.textures.view_count()
}
}
pub struct UiLimits {
max_textures: u32,
max_samplers: u32,
}
impl Default for UiLimits {
fn default() -> Self {
Self {
max_textures: 100000,
max_samplers: 1000,
}
}
}
impl UiLimits {
pub fn max_binding_array_elements_per_shader_stage(&self) -> u32 {
self.max_textures + self.max_samplers
}
pub fn max_binding_array_sampler_elements_per_shader_stage(&self) -> u32 {
self.max_samplers
}
}
+156 -26
View File
@@ -15,6 +15,18 @@ pub struct Primitives {
assoc: Vec<WidgetId>,
data: PrimitiveData,
free: Vec<usize>,
/// Standalone images, kept apart from `instances` because each one draws
/// with its own bind group rather than sharing the layer's one instanced
/// draw -- see TEXTURES.md's "Recommended shape". `idx` on each
/// `PrimitiveInstance` here is the texture's slot in `Textures`/
/// `GpuTextures`, not an index into `data`; there is no per-image entry
/// in `data` because a bind group already picks the texture; nothing
/// left to look up per-instance.
images: Vec<PrimitiveInstance>,
image_assoc: Vec<WidgetId>,
image_free: Vec<usize>,
pub updated: bool,
}
@@ -25,11 +37,21 @@ impl Default for Primitives {
assoc: Default::default(),
data: Default::default(),
free: Vec::new(),
images: Default::default(),
image_assoc: Default::default(),
image_free: Vec::new(),
updated: true,
}
}
}
/// The `binding` tag `Painter` writes on an image instance. Distinct from any
/// `Primitive::BINDING` because images have no `PrimitiveData` entry to key
/// one from -- a bind group already selects the texture -- so this only ever
/// has to match the shader's `TEXTURE` constant and flag "this instance lives
/// in `Primitives::images`, not `Primitives::instances`" to the code below.
pub const IMAGE_BINDING: u32 = 1;
pub trait Primitive: Pod {
const BINDING: u32;
fn vec(data: &mut PrimitiveData) -> &mut PrimitiveVec<Self>;
@@ -54,6 +76,14 @@ macro_rules! primitives {
impl PrimitiveBuffers {
pub const LEN: usize = primitives!(@count $($name)*);
/// The group-1 binding number each primitive's storage buffer
/// sits at, in declaration order. Not `0..LEN`: a primitive's
/// `BINDING` also tags its instances for the shader's dispatch
/// switch, and a removed primitive (as `TEXTURE` was, once
/// images stopped needing a per-instance storage entry) can
/// leave a gap, so the pipeline layout has to ask for these
/// exact numbers rather than assuming they are contiguous.
pub const BINDINGS: [u32; Self::LEN] = [$(<$ty>::BINDING,)*];
pub fn buffers(&self) -> [(u32, &Buffer); Self::LEN] {
[
$((<$ty>::BINDING, &self.$name.buffer),)*
@@ -143,27 +173,104 @@ impl Primitives {
PrimitiveHandle::new::<P>(layer, inst_i, i)
}
/// returns (old index, new index)
pub fn apply_free(&mut self) -> impl Iterator<Item = PrimitiveChange> {
self.free.sort_by(|a, b| b.cmp(a));
self.free.drain(..).filter_map(|i| {
self.instances.swap_remove(i);
self.assoc.swap_remove(i);
if i == self.instances.len() {
/// Writes an image instance directly -- there is no `Primitive` impl for
/// it to go through `write`, since it has nowhere in `PrimitiveData` to
/// put a per-instance entry. `texture_idx` is the slot the bind group at
/// draw time is chosen from, carried in the otherwise-unused `idx` field.
pub fn write_image(
&mut self,
layer: usize,
id: WidgetId,
texture_idx: u32,
region: UiRegion,
mask_idx: MaskIdx,
) -> PrimitiveHandle {
self.updated = true;
let inst = PrimitiveInstance {
region,
idx: texture_idx,
mask_idx,
binding: IMAGE_BINDING,
};
let inst_i = if let Some(i) = self.image_free.pop() {
self.images[i] = inst;
self.image_assoc[i] = id;
i
} else {
let i = self.images.len();
self.images.push(inst);
self.image_assoc.push(id);
i
};
PrimitiveHandle {
layer,
inst_idx: inst_i,
data_idx: 0,
binding: IMAGE_BINDING,
}
}
pub fn image_instances(&self) -> &Vec<PrimitiveInstance> {
&self.images
}
/// returns (old index, new index) for both lists this layer keeps --
/// `PrimitiveChange::is_image` says which, since the two have separate
/// index spaces and `old`/`new` alone would collide between them.
///
/// Both lists free with `swap_remove`, so a layer's draw order was
/// already undefined before images existed: nothing here may assume one
/// primitive stays adjacent to another once anything in the layer has
/// been freed.
pub fn apply_free(&mut self) -> Vec<PrimitiveChange> {
let mut changes =
Self::apply_free_list(&mut self.free, &mut self.instances, &mut self.assoc, false);
changes.extend(Self::apply_free_list(
&mut self.image_free,
&mut self.images,
&mut self.image_assoc,
true,
));
changes
}
fn apply_free_list(
free: &mut Vec<usize>,
instances: &mut Vec<PrimitiveInstance>,
assoc: &mut Vec<WidgetId>,
is_image: bool,
) -> Vec<PrimitiveChange> {
free.sort_by(|a, b| b.cmp(a));
free.drain(..)
.filter_map(|i| {
instances.swap_remove(i);
assoc.swap_remove(i);
if i == instances.len() {
return None;
}
let id = self.assoc[i];
let old = self.instances.len();
Some(PrimitiveChange { id, old, new: i })
let id = assoc[i];
let old = instances.len();
Some(PrimitiveChange {
id,
is_image,
old,
new: i,
})
})
.collect()
}
pub fn free(&mut self, h: &PrimitiveHandle) -> MaskIdx {
self.updated = true;
if h.binding == IMAGE_BINDING {
self.image_free.push(h.inst_idx);
self.images[h.inst_idx].mask_idx
} else {
self.data.free(h.binding, h.data_idx);
self.free.push(h.inst_idx);
self.instances[h.inst_idx].mask_idx
}
}
pub fn data(&self) -> &PrimitiveData {
&self.data
@@ -175,12 +282,21 @@ impl Primitives {
pub fn region_mut(&mut self, h: &PrimitiveHandle) -> &mut UiRegion {
self.updated = true;
if h.binding == IMAGE_BINDING {
&mut self.images[h.inst_idx].region
} else {
&mut self.instances[h.inst_idx].region
}
}
}
pub struct PrimitiveChange {
pub id: WidgetId,
/// Which of `Primitives::instances`/`Primitives::images` this change
/// belongs to -- their `old`/`new` indices are independent, so a
/// consumer matching only on `(layer, inst_idx)` could apply an image's
/// renumbering to a rect's handle that happens to share the same index.
pub is_image: bool,
pub old: usize,
pub new: usize,
}
@@ -206,7 +322,6 @@ impl PrimitiveHandle {
primitives!(
rects: RectPrimitive => 0,
textures: TexturePrimitive => 1,
glyphs: GlyphPrimitive => 2,
);
@@ -230,33 +345,48 @@ impl RectPrimitive {
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct TexturePrimitive {
pub view_idx: u32,
pub sampler_idx: u32,
}
/// One glyph, drawn as a sub-rectangle of the glyph atlas.
/// One glyph, drawn as a sub-rectangle of the glyph atlas array.
///
/// Separate from `TexturePrimitive` because that one samples a whole texture:
/// text needs many quads sharing one atlas, which is the whole point of having
/// an atlas. `color` is the text colour and is multiplied by the atlas's alpha
/// for an ordinary mask glyph; a colour glyph (emoji) carries its own colour
/// and takes the atlas texel unchanged, which is what `IS_COLOR` selects.
/// `color` is the text colour and is multiplied by the atlas's alpha for an
/// ordinary mask glyph; a colour glyph (emoji) carries its own colour and
/// takes the atlas texel unchanged, which is what `IS_COLOR` selects.
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct GlyphPrimitive {
pub uv_min: [f32; 2],
pub uv_max: [f32; 2],
pub view_idx: u32,
pub sampler_idx: u32,
/// Layer of the shared atlas array texture this glyph's page occupies --
/// not a bind-group or view index, since a page never gets one of its
/// own. See TEXTURES.md's "Recommended shape".
pub layer: u32,
pub color: Color<u8>,
pub flags: u32,
/// Pads this struct's Rust size to match WGSL's storage-buffer layout for
/// `GlyphInfo`: two `vec2<f32>` members give the struct an 8-byte
/// alignment, which rounds the WGSL size up to 32 bytes even though the
/// fields above only total 28. `bytemuck` does not check this for us.
_pad: u32,
}
impl GlyphPrimitive {
pub const IS_COLOR: u32 = 1;
pub fn new(
uv_min: [f32; 2],
uv_max: [f32; 2],
layer: u32,
color: Color<u8>,
flags: u32,
) -> Self {
Self {
uv_min,
uv_max,
layer,
color,
flags,
_pad: 0,
}
}
}
pub struct PrimitiveVec<T> {
+23 -16
View File
@@ -1,4 +1,7 @@
const RECT: u32 = 0u;
// TEXTURE has no entry in group 1: a standalone image draws with its own
// bind group (see UiRenderNode::draw), so there is nothing per-instance left
// to look up here -- the bind group already picked the texture.
const TEXTURE: u32 = 1u;
const GLYPH: u32 = 2u;
@@ -6,8 +9,6 @@ const GLYPH: u32 = 2u;
var<uniform> window: WindowUniform;
@group(1) @binding(RECT)
var<storage> rects: array<Rect>;
@group(1) @binding(TEXTURE)
var<storage> textures: array<TextureInfo>;
@group(1) @binding(GLYPH)
var<storage> glyphs: array<GlyphInfo>;
@@ -18,16 +19,13 @@ struct Rect {
inner_radius: f32,
}
struct TextureInfo {
view_idx: u32,
sampler_idx: u32,
}
struct GlyphInfo {
uv_min: vec2<f32>,
uv_max: vec2<f32>,
view_idx: u32,
sampler_idx: u32,
// Layer of the shared atlas array texture, not a view or bind-group
// index -- a page never gets its own bind group. See TEXTURES.md's
// "Recommended shape".
layer: u32,
color: u32,
flags: u32,
}
@@ -52,11 +50,21 @@ struct UiVec2 {
abs: vec2<f32>,
}
// The shared glyph atlas: every page is one layer. Growing it recreates this
// texture with headroom and copies the old layers across -- see
// GpuTextures::grow_array -- rather than the binding_array<texture_2d<f32>>
// this replaced, which needed VK_EXT_descriptor_indexing and does not survive
// a real share of Android GPUs (see TEXTURES.md).
@group(2) @binding(0)
var views: binding_array<texture_2d<f32>>;
var atlas: texture_2d_array<f32>;
// One standalone image's texture. The main draw (rects and glyphs) binds a
// 1x1 null texture here, since neither samples it; each image draw call
// binds its own -- see UiRenderNode::draw.
@group(2) @binding(1)
var samplers: binding_array<sampler>;
var image_texture: texture_2d<f32>;
@group(2) @binding(2)
var samp: sampler;
@group(2) @binding(3)
var<storage> masks: array<Mask>;
struct WindowUniform {
@@ -135,7 +143,7 @@ fn fs_main(
color = draw_rounded_rect(region, rects[i]);
}
case TEXTURE: {
color = draw_texture(region, textures[i]);
color = draw_texture(region);
}
case GLYPH: {
color = draw_glyph(region, glyphs[i]);
@@ -158,14 +166,13 @@ fn fs_main(
return color;
}
// TODO: this seems really inefficient (per frag indexing)?
fn draw_texture(region: Region, info: TextureInfo) -> vec4<f32> {
return textureSample(views[info.view_idx], samplers[info.sampler_idx], region.uv);
fn draw_texture(region: Region) -> vec4<f32> {
return textureSample(image_texture, samp, region.uv);
}
fn draw_glyph(region: Region, g: GlyphInfo) -> vec4<f32> {
let uv = mix(g.uv_min, g.uv_max, region.uv);
let texel = textureSample(views[g.view_idx], samplers[g.sampler_idx], uv);
let texel = textureSample(atlas, samp, uv, i32(g.layer));
if (g.flags & 1u) != 0u {
return texel;
}
+350 -67
View File
@@ -1,69 +1,165 @@
use image::{DynamicImage, EncodableLayout, GenericImageView};
use wgpu::{util::DeviceExt, *};
use crate::{PatchRect, TextureUpdate, Textures};
use crate::{Mask, PatchRect, TextureKind, TextureUpdate, Textures, render::util::ArrBuf};
use super::atlas::PAGE;
/// What one texture slot is, GPU-side. Parallel to `Textures`' own slot
/// numbering (`TextureKind`'s `Image`/`Page`), so a slot's index means the
/// same thing on both sides without a second map to keep in sync.
enum Slot {
/// A slot that was freed, or pushed and freed within the same batch
/// before ever reaching here.
Empty,
Image(ImageGpu),
/// The array layer a page occupies. Pages are never freed (see
/// `Textures::free`), so this is the only variant that outlives a `Free`.
Page(u32),
}
struct ImageGpu {
/// Kept alive alongside `view`/`bind_group`, which borrow from it only in
/// the sense that dropping this drops the GPU resource they point to.
#[allow(dead_code)]
texture: Texture,
view: TextureView,
bind_group: BindGroup,
}
/// Owns the two kinds of texture iris draws:
///
/// - **The glyph atlas**, one `texture_2d_array` whose layers are pages
/// (`Slot::Page`), grown by recreating the array with headroom and
/// `copy_texture_to_texture`-ing the old layers across. No feature beyond
/// Vulkan 1.0/GLES sampling is needed for this -- a layer index is an
/// ordinary sampling operand.
/// - **Standalone images** (`Slot::Image`), each its own `Texture` and
/// `BindGroup`, drawn one `draw()` call at a time with that bind group
/// bound -- see `UiRenderNode::draw`.
///
/// See TEXTURES.md's "Recommended shape" for why, and RUST.md's
/// "iris's binding array does not survive real Android hardware" for what
/// this replaced (one giant `binding_array<texture_2d<f32>>` needing
/// `VK_EXT_descriptor_indexing`, which a real share of Android GPUs lack).
pub struct GpuTextures {
device: Device,
queue: Queue,
/// Kept alongside the views because a patch writes into the texture, and a
/// view cannot be written through. Parallel to `views`; `None` where the
/// slot is the shared null view.
textures: Vec<Option<Texture>>,
views: Vec<TextureView>,
view_count: usize,
samplers: Vec<Sampler>,
slots: Vec<Slot>,
array_texture: Texture,
array_view: TextureView,
array_capacity: u32,
/// Layers actually written. Only grows -- see `Slot::Page`.
page_count: u32,
sampler: Sampler,
/// Bound in the image slot of the main draw's bind group, which has
/// nothing of its own to put there: rects and glyphs never sample it,
/// but the layout requires something bound regardless.
null_view: TextureView,
no_views: Vec<TextureView>,
}
impl GpuTextures {
pub fn update(&mut self, textures: &mut Textures) -> bool {
let mut changed = false;
/// Applies queued `Textures` updates, then reports whether the *main*
/// bind group (the one rects and glyphs draw with) needs rebuilding --
/// true when the atlas array was recreated (its view identity changed)
/// or the masks buffer was, since both are bound there. Pushing or
/// freeing a standalone image never touches that group: it built or drops
/// its own.
pub fn update(
&mut self,
textures: &mut Textures,
rsc_layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
masks_resized: bool,
) -> bool {
let mut rebuild_main = masks_resized;
if masks_resized {
// The masks buffer just moved, so every bind group holding a
// reference to it -- one per live standalone image -- is stale.
self.rebuild_image_bind_groups(rsc_layout, masks);
}
for update in textures.updates() {
changed = true;
match update {
TextureUpdate::Push(image) => self.push(image),
TextureUpdate::Set(i, image) => self.set(i, image),
TextureUpdate::Patch(i, rect, image) => {
// A patch changes texture contents, not the binding array,
// so it must not report `changed` -- rebuilding the bind
// group per glyph is the cost this exists to avoid.
self.patch(i, rect, image);
changed = false;
TextureUpdate::Push(kind, image) => {
rebuild_main |= self.push(kind, image, rsc_layout, masks);
}
TextureUpdate::SetFree => self.view_count += 1,
TextureUpdate::Set(kind, i, image) => {
rebuild_main |= self.set(kind, i, image, rsc_layout, masks);
}
// A patch changes texture contents, not which layer or bind
// group exists, so it never asks for a rebuild -- rebuilding
// per glyph is exactly the cost this exists to avoid.
TextureUpdate::Patch(i, rect, image) => self.patch(i, rect, image),
TextureUpdate::SetFree => {}
TextureUpdate::Free(i) => self.free(i),
TextureUpdate::PushFree => self.push_free(),
TextureUpdate::PushFree(_kind) => self.slots.push(Slot::Empty),
}
}
changed
rebuild_main
}
fn set(&mut self, i: u32, image: &DynamicImage) {
self.view_count += 1;
let (texture, view) = self.create(image);
self.textures[i as usize] = Some(texture);
self.views[i as usize] = view;
fn push(
&mut self,
kind: TextureKind,
image: &DynamicImage,
rsc_layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
) -> bool {
let (slot, rebuilt) = self.make_slot(kind, image, rsc_layout, masks);
self.slots.push(slot);
rebuilt
}
fn set(
&mut self,
kind: TextureKind,
i: u32,
image: &DynamicImage,
rsc_layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
) -> bool {
let (slot, rebuilt) = self.make_slot(kind, image, rsc_layout, masks);
self.slots[i as usize] = slot;
rebuilt
}
fn make_slot(
&mut self,
kind: TextureKind,
image: &DynamicImage,
rsc_layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
) -> (Slot, bool) {
match kind {
TextureKind::Image => {
let gpu = self.create_image(image, rsc_layout, masks);
(Slot::Image(gpu), false)
}
TextureKind::Page { layer } => {
let mut rebuilt = false;
if layer >= self.array_capacity {
self.grow_array(rsc_layout, masks);
rebuilt = true;
}
self.write_full_layer(layer, image);
self.page_count = self.page_count.max(layer + 1);
(Slot::Page(layer), rebuilt)
}
}
}
fn free(&mut self, i: u32) {
self.view_count -= 1;
self.textures[i as usize] = None;
self.views[i as usize] = self.null_view.clone();
if let Some(slot) = self.slots.get_mut(i as usize) {
*slot = Slot::Empty;
}
fn push(&mut self, image: &DynamicImage) {
self.view_count += 1;
let (texture, view) = self.create(image);
self.textures.push(Some(texture));
self.views.push(view);
}
fn push_free(&mut self) {
self.view_count += 1;
self.textures.push(None);
self.views.push(self.null_view.clone());
// A page's layer is not reclaimed here either -- see `Slot::Page`.
}
fn patch(&mut self, i: u32, rect: PatchRect, image: &DynamicImage) {
let Some(texture) = &self.textures[i as usize] else {
let Some(&Slot::Page(layer)) = self.slots.get(i as usize) else {
return;
};
if rect.width == 0 || rect.height == 0 {
@@ -77,12 +173,12 @@ impl GpuTextures {
.to_image();
self.queue.write_texture(
TexelCopyTextureInfo {
texture,
texture: &self.array_texture,
mip_level: 0,
origin: Origin3d {
x: rect.x,
y: rect.y,
z: 0,
z: layer,
},
aspect: TextureAspect::All,
},
@@ -100,13 +196,105 @@ impl GpuTextures {
);
}
fn create(&self, image: &DynamicImage) -> (Texture, TextureView) {
let image = image.to_rgba8();
let (width, height) = image.dimensions();
fn write_full_layer(&self, layer: u32, image: &DynamicImage) {
// Every page is created as exactly PAGE x PAGE (`GlyphAtlas::allocate`),
// so this is always a whole-layer write, never a crop.
let rgba = image.to_rgba8();
self.queue.write_texture(
TexelCopyTextureInfo {
texture: &self.array_texture,
mip_level: 0,
origin: Origin3d {
x: 0,
y: 0,
z: layer,
},
aspect: TextureAspect::All,
},
rgba.as_bytes(),
TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(PAGE * 4),
rows_per_image: Some(PAGE),
},
Extent3d {
width: PAGE,
height: PAGE,
depth_or_array_layers: 1,
},
);
}
/// Doubles the array's layer capacity (headroom, so this is rare) and
/// copies the old layers across GPU-side -- no readback. Recreates the
/// array's view, which invalidates every bind group that referenced it,
/// so this also rebuilds all of them before returning.
fn grow_array(&mut self, rsc_layout: &BindGroupLayout, masks: &ArrBuf<Mask>) {
let new_capacity = self.array_capacity * 2;
let new_texture = Self::create_array_texture(&self.device, new_capacity);
if self.page_count > 0 {
let mut encoder = self
.device
.create_command_encoder(&CommandEncoderDescriptor {
label: Some("atlas array grow"),
});
encoder.copy_texture_to_texture(
TexelCopyTextureInfo {
texture: &self.array_texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
TexelCopyTextureInfo {
texture: &new_texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
Extent3d {
width: PAGE,
height: PAGE,
depth_or_array_layers: self.page_count,
},
);
self.queue.submit(std::iter::once(encoder.finish()));
}
self.array_texture = new_texture;
self.array_view = self.array_texture.create_view(&TextureViewDescriptor {
dimension: Some(TextureViewDimension::D2Array),
..Default::default()
});
self.array_capacity = new_capacity;
self.rebuild_image_bind_groups(rsc_layout, masks);
}
fn rebuild_image_bind_groups(&mut self, rsc_layout: &BindGroupLayout, masks: &ArrBuf<Mask>) {
for slot in &mut self.slots {
if let Slot::Image(gpu) = slot {
gpu.bind_group = Self::make_image_bind_group(
&self.device,
rsc_layout,
&self.array_view,
&gpu.view,
&self.sampler,
masks,
);
}
}
}
fn create_image(
&self,
image: &DynamicImage,
rsc_layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
) -> ImageGpu {
let rgba = image.to_rgba8();
let (width, height) = rgba.dimensions();
let texture = self.device.create_texture_with_data(
&self.queue,
&TextureDescriptor {
label: None,
label: Some("image"),
size: Extent3d {
width,
height,
@@ -120,43 +308,138 @@ impl GpuTextures {
view_formats: &[],
},
wgt::TextureDataOrder::MipMajor,
image.as_bytes(),
rgba.as_bytes(),
);
let view = texture.create_view(&TextureViewDescriptor::default());
(texture, view)
let bind_group = Self::make_image_bind_group(
&self.device,
rsc_layout,
&self.array_view,
&view,
&self.sampler,
masks,
);
ImageGpu {
texture,
view,
bind_group,
}
}
/// Builds group 2 for one standalone image: the shared atlas array, this
/// image's own view, the shared sampler, and the shared masks buffer --
/// the same layout the main draw uses with a null view in the image slot.
fn make_image_bind_group(
device: &Device,
rsc_layout: &BindGroupLayout,
array_view: &TextureView,
image_view: &TextureView,
sampler: &Sampler,
masks: &ArrBuf<Mask>,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout: rsc_layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(array_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(image_view),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(sampler),
},
BindGroupEntry {
binding: 3,
resource: masks.buffer.as_entire_binding(),
},
],
label: Some("ui rsc image"),
})
}
fn create_array_texture(device: &Device, capacity: u32) -> Texture {
device.create_texture(&TextureDescriptor {
label: Some("glyph atlas array"),
size: Extent3d {
width: PAGE,
height: PAGE,
depth_or_array_layers: capacity,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::COPY_SRC,
view_formats: &[],
})
}
pub fn new(device: &Device, queue: &Queue) -> Self {
let sampler = default_sampler(device);
let null_view = null_texture_view(device);
let array_capacity = 1;
let array_texture = Self::create_array_texture(device, array_capacity);
let array_view = array_texture.create_view(&TextureViewDescriptor {
dimension: Some(TextureViewDimension::D2Array),
..Default::default()
});
Self {
device: device.clone(),
queue: queue.clone(),
textures: Vec::new(),
views: Vec::new(),
samplers: vec![default_sampler(device)],
no_views: vec![null_view.clone()],
slots: Vec::new(),
array_texture,
array_view,
array_capacity,
page_count: 0,
sampler,
null_view,
view_count: 0,
}
}
pub fn views(&self) -> Vec<&TextureView> {
if self.views.is_empty() {
&self.no_views
} else {
&self.views
}
.iter()
.by_ref()
.collect()
pub fn array_view(&self) -> &TextureView {
&self.array_view
}
pub fn samplers(&self) -> Vec<&Sampler> {
self.samplers.iter().by_ref().collect()
pub fn null_view(&self) -> &TextureView {
&self.null_view
}
pub fn sampler(&self) -> &Sampler {
&self.sampler
}
/// The bind group a standalone image draws with. Panics if `idx` names an
/// atlas page or a freed slot instead -- either is a caller bug (the
/// wrong kind of instance reached this draw path), not a condition to
/// recover from.
pub fn image_bind_group(&self, idx: u32) -> &BindGroup {
match self.slots.get(idx as usize) {
Some(Slot::Image(gpu)) => &gpu.bind_group,
other => panic!("texture slot {idx} is not a live standalone image: {other:?}"),
}
}
pub fn view_count(&self) -> usize {
self.view_count
self.slots
.iter()
.filter(|s| !matches!(s, Slot::Empty))
.count()
}
}
impl std::fmt::Debug for Slot {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Slot::Empty => write!(f, "Empty"),
Slot::Image(_) => write!(f, "Image"),
Slot::Page(layer) => write!(f, "Page(layer={layer})"),
}
}
}
+7 -2
View File
@@ -21,13 +21,18 @@ impl<T: Pod> ArrBuf<T> {
_pd: PhantomData,
}
}
pub fn update(&mut self, device: &Device, queue: &Queue, data: &[T]) {
if self.len != data.len() {
/// Returns whether the underlying `Buffer` was recreated -- a caller that
/// cached a `BindGroup` referencing it (as `GpuTextures` does for the
/// masks buffer) needs to know to rebuild that too.
pub fn update(&mut self, device: &Device, queue: &Queue, data: &[T]) -> bool {
let resized = self.len != data.len();
if resized {
self.len = data.len();
self.buffer =
Self::init_buf(device, std::mem::size_of_val(data), self.usage, self.label);
}
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(data));
resized
}
fn init_buf(device: &Device, size: usize, usage: BufferUsages, label: &'static str) -> Buffer {
let mut size = size as u64;
+24 -11
View File
@@ -77,17 +77,31 @@ impl<'a> Painter<'a> {
pub fn texture_within(&mut self, handle: &TextureHandle, region: UiRegion) {
self.textures.push(handle.clone());
self.primitive_at(handle.primitive(), region.within(&self.region));
self.write_image(handle.image_index(), region.within(&self.region));
}
pub fn texture(&mut self, handle: &TextureHandle) {
self.textures.push(handle.clone());
self.primitive(handle.primitive());
self.write_image(handle.image_index(), self.region);
}
pub fn texture_at(&mut self, handle: &TextureHandle, region: UiRegion) {
self.textures.push(handle.clone());
self.primitive_at(handle.primitive(), region);
self.write_image(handle.image_index(), region);
}
/// A standalone image draws with its own bind group rather than sharing
/// the layer's one instanced draw, so it goes through
/// `Primitives::write_image` instead of `primitive_at`/`Primitive::vec`.
fn write_image(&mut self, texture_idx: u32, region: UiRegion) {
let h = self
.state
.layers
.write_image(self.layer, self.id, texture_idx, region, self.mask);
if self.mask != MaskIdx::NONE {
self.rsc.ui_mut().masks.push_ref(self.mask);
}
self.primitives.push(h);
}
pub fn render_text(
@@ -121,14 +135,13 @@ impl<'a> Painter<'a> {
region.x.end = region.x.start + UiScalar::abs(glyph.entry.width as f32);
region.y.end = region.y.start + UiScalar::abs(glyph.entry.height as f32);
self.primitive_at(
GlyphPrimitive {
uv_min: glyph.entry.uv_min,
uv_max: glyph.entry.uv_max,
view_idx: glyph.entry.view_idx,
sampler_idx: glyph.entry.sampler_idx,
color: text.color,
flags: flags_for(glyph.entry.is_color),
},
GlyphPrimitive::new(
glyph.entry.uv_min,
glyph.entry.uv_max,
glyph.entry.layer,
text.color,
flags_for(glyph.entry.is_color),
),
region,
);
}
+9 -11
View File
@@ -1,4 +1,4 @@
use iris_core::{UiData, UiLimits, UiRenderNode, UiRenderState};
use iris_core::{UiData, UiRenderNode, UiRenderState};
use pollster::FutureExt;
use std::sync::Arc;
use wgpu::*;
@@ -89,18 +89,16 @@ impl UiRenderer {
.block_on()
.expect("Could not get adapter!");
let ui_limits = UiLimits::default();
// No features beyond what wgpu asks for by default, and no
// binding-array limits: the atlas is one texture_2d_array and a
// standalone image is its own ordinary bind group, neither of which
// needs descriptor indexing. See TEXTURES.md's "Recommended shape"
// for why the old binding array asked for
// VK_EXT_descriptor_indexing unconditionally and did not survive a
// real share of Android GPUs.
let (device, queue) = adapter
.request_device(&DeviceDescriptor {
required_features: Features::TEXTURE_BINDING_ARRAY
| Features::PARTIALLY_BOUND_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
required_limits: Limits {
max_binding_array_elements_per_shader_stage: ui_limits
.max_binding_array_elements_per_shader_stage(),
max_binding_array_sampler_elements_per_shader_stage: ui_limits
.max_binding_array_sampler_elements_per_shader_stage(),
max_buffer_size: 1 << 30,
..Default::default()
},
@@ -137,7 +135,7 @@ impl UiRenderer {
let encoder = Self::create_encoder(&device);
let ui = UiRenderNode::new(&device, &queue, &config, ui_limits);
let ui = UiRenderNode::new(&device, &queue, &config);
Self {
surface,
+37 -68
View File
@@ -1,11 +1,19 @@
//! Ask a device whether it can give iris the GPU it asks for.
//!
//! iris's renderer binds every texture it has drawn as one binding array and
//! indexes it non-uniformly from the shader, which needs descriptor indexing
//! and a very large per-stage binding-array limit (101,000 elements: 100,000
//! textures and 1,000 samplers, `UiLimits::default`). Those are ordinary on a
//! desktop and not obviously available on a phone, so this reports what the
//! adapter offers before anything is built on the assumption.
//! Until 2026-09-04 iris's renderer bound every texture it had drawn as one
//! binding array and indexed it non-uniformly from the shader, which needed
//! descriptor indexing and a very large per-stage binding-array limit
//! (101,000 elements: 100,000 textures and 1,000 samplers,
//! `UiLimits::default`). That was ordinary on a desktop and, per
//! TEXTURES.md's "iris's binding array does not survive real Android
//! hardware", not available on a real share of Android GPUs -- and it failed
//! outright on this emulator's software Vulkan, which is what this rig
//! caught first. iris now asks for nothing beyond wgpu's own defaults (see
//! `iris/src/default/render.rs`): the glyph atlas is one `texture_2d_array`
//! and a standalone image is its own ordinary bind group, and neither needs
//! descriptor indexing. This rig still asks `request_device` for exactly
//! what iris asks for, so it keeps being the answer to "does iris's actual
//! device request succeed here" rather than a guess from reading the code.
//!
//! It runs as a plain executable with no window and no APK, because
//! `request_adapter` needs no surface -- so it can be pushed to a device with
@@ -17,16 +25,15 @@ mod vk;
use wgpu::*;
/// What `iris/src/default/render.rs` asks `request_device` for.
/// What `iris/src/default/render.rs` asks `request_device` for, now that the
/// binding array is gone: nothing beyond wgpu's own default feature set.
fn iris_features() -> Features {
Features::TEXTURE_BINDING_ARRAY
| Features::PARTIALLY_BOUND_BINDING_ARRAY
| Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
Features::empty()
}
/// `UiLimits::default()`: 100,000 textures + 1,000 samplers.
const IRIS_MAX_BINDING_ARRAY: u32 = 101_000;
const IRIS_MAX_BINDING_ARRAY_SAMPLERS: u32 = 1_000;
/// The one non-default limit iris asks for -- unrelated to the binding array,
/// kept for the big storage buffers behind rects/glyphs.
const IRIS_MAX_BUFFER_SIZE: u64 = 1 << 30;
fn main() {
vk::report();
@@ -80,75 +87,37 @@ fn main() {
let limits = adapter.limits();
println!("\nlimits iris requires:");
for (name, want, got) in [
(
"max_binding_array_elements_per_shader_stage",
IRIS_MAX_BINDING_ARRAY,
limits.max_binding_array_elements_per_shader_stage,
),
(
"max_binding_array_sampler_elements_per_shader_stage",
IRIS_MAX_BINDING_ARRAY_SAMPLERS,
limits.max_binding_array_sampler_elements_per_shader_stage,
),
] {
println!(
" {name:52} want {want:>7} have {got:>7} {}",
if got >= want { "ok" } else { "TOO SMALL" }
);
" {:52} want {:>7} have {:>7} {}",
"max_buffer_size",
IRIS_MAX_BUFFER_SIZE,
limits.max_buffer_size,
if limits.max_buffer_size >= IRIS_MAX_BUFFER_SIZE {
"ok"
} else {
"TOO SMALL"
}
println!(
" {:52} want {:>7} have {:>7}",
"max_buffer_size (iris asks 1<<30)",
1u64 << 30,
limits.max_buffer_size
);
// The question that actually matters: does the device iris builds come
// back, or does wgpu refuse it?
let mut wanted = Limits {
max_binding_array_elements_per_shader_stage: IRIS_MAX_BINDING_ARRAY,
max_binding_array_sampler_elements_per_shader_stage: IRIS_MAX_BINDING_ARRAY_SAMPLERS,
max_buffer_size: 1 << 30,
// back, or does wgpu refuse it? With no features and no binding-array
// limits requested, this is expected to succeed everywhere -- this rig
// is what turned that from an assumption into a measurement, first on
// this emulator's software Vulkan.
let wanted = Limits {
max_buffer_size: IRIS_MAX_BUFFER_SIZE,
..Default::default()
};
match pollster::block_on(adapter.request_device(&DeviceDescriptor {
required_features: iris_features(),
required_limits: wanted.clone(),
required_limits: wanted,
..Default::default()
})) {
Ok(_) => println!("\nIRIS DEVICE: ok"),
Err(e) => println!("\nIRIS DEVICE: FAILED -- {e}"),
}
// If it failed, say how far down it has to be turned before it works, so
// the report names a number to design against rather than just "no".
if missing.is_empty() {
for cap in [
limits.max_binding_array_elements_per_shader_stage,
1024,
128,
16,
] {
if cap >= IRIS_MAX_BINDING_ARRAY {
continue;
}
wanted.max_binding_array_elements_per_shader_stage = cap;
wanted.max_binding_array_sampler_elements_per_shader_stage =
cap.min(IRIS_MAX_BINDING_ARRAY_SAMPLERS);
let ok = pollster::block_on(adapter.request_device(&DeviceDescriptor {
required_features: iris_features(),
required_limits: wanted.clone(),
..Default::default()
}))
.is_ok();
println!(
" binding array capped at {cap:>7}: {}",
if ok { "ok" } else { "no" }
);
if ok {
break;
}
}
if !missing.is_empty() {
println!("\nmissing features: {missing:?}");
}
}