# How iris renders an unbounded number of images Iris cannot require Vulkan descriptor indexing. The Android Vulkan Profile 2025, covering 80.1% of active Vulkan-capable Android devices as of October 2025, does not require `VK_EXT_descriptor_indexing` or its bindless texture features ([Android Vulkan profiles](https://developer.android.com/ndk/guides/graphics/android-vulkan-profile)). Arm guarantees the extension only on Valhall and fifth-generation GPUs ([Arm Vulkan guidance](https://developer.arm.com/mobile-graphics-and-gaming/vulkan-api-best-practices-on-arm-gpus)). The emulator also rejects wgpu requests for `TEXTURE_BINDING_ARRAY`, `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, and `PARTIALLY_BOUND_BINDING_ARRAY`. Those features therefore must not enter Iris's required device feature set. ## Current design Glyph atlas pages are layers of one `texture_2d_array`. `GpuTextures` doubles the array when it runs out of layers, copies the old layers on the GPU, and rebuilds every bind group that referenced the old view. Page numbers are assigned synchronously by `Textures::add_page` because glyph insertion needs the layer before the renderer processes queued texture updates. Atlas maps and pages are grouped into named buckets: ordinary font registration uses one shared default bucket, while callers can isolate fonts they expect to replace. Replacing a font drops its bucket. The resource slots and array layers from those pages are reused without compacting or changing any live page number. Standalone images each own a bind group and are not placed in the glyph array. Each render layer keeps ordinary rect/glyph instances separately from image instances. It draws the ordinary batch once, then binds and draws each standalone image. This removes any fixed image count at the cost of one bind and draw call per visible image, which is the appropriate tradeoff for phone transcripts containing a modest number of screenshots. The masks storage buffer appears in every image bind group. If that buffer or the atlas array is reallocated, all affected bind groups must be rebuilt; retaining a bind group across either reallocation would leave it pointing at the old GPU resource. Texture updates accumulate their rebuild requirement with OR. A patch must never clear a rebuild requested by an earlier push in the same batch. Within a render layer, images are drawn after rects and glyphs. Both primitive lists use `swap_remove`, so no code may infer draw adjacency from arena adjacency after a free. Standalone images currently use `NonFiltering` sampling. Thumbnail scaling and filtering remain image-widget decisions, not texture-storage decisions. ## Colour convention Palette literals and decoded image bytes enter Iris as straight-alpha sRGB. Solid paints are converted once when registered and stored in a separate GPU paint table as linear `vec4`; rect and glyph primitives carry only the paint-table index. `Paints::set` rewrites a slot in place, so a shared theme can change without rebuilding widgets or primitive buffers. A rect may also hold a `Paint` definition and resolve it to a `PaintId` on its first draw; independently constructed definitions deliberately receive independent slots. Standalone images, colour glyphs, and atlas pages use `Rgba8UnormSrgb`, which makes sampling decode their RGB channels to linear light. Shaders therefore always return linear values. Both window backends render through an sRGB texture view in `SurfaceColorSpace::Srgb`, which encodes exactly once on output; the clear colour is linear too. A surface without an advertised RGBA/BGRA sRGB view and sRGB output space is rejected rather than silently displaying a different colour pipeline. The readback test in `iris/tests/color_space.rs` guards the solid, image, and in-place theme-update paths end to end. ## Verification rig `scripts/rigs/gpu-probe` requests Iris's exact feature and limit set without a window. Run it on the target device when changing renderer requirements. A successful desktop adapter is not evidence that the same feature is available on Android hardware.