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ai-app/iris/core/src/render/mod.rs
T
irisandClaude Fable 5.1 d8e6bc6e9b iris: bundle Noto Sans for text rendering, apply density scale on both backends
Bundles Noto Sans/Noto Sans Mono (regular/bold/italic/bold-italic, OFL
licensed) into iris-core and registers them ahead of the platform's own
fonts in the SansSerif/Monospace generic-family fallback lists, so text
no longer depends on the platform's font enumeration succeeding or
resolving weight/style correctly. Iris's phone report showed bold spans
rendering as blank gaps of the correct advance width -- the glyph simply
wasn't rasterised -- while the emulator's system fonts happened to
resolve every style; a bundled static-per-style family removes that
platform-dependent step entirely. TextData::font_diagnostics() reports
what was found/resolved, for the startup log and the Diagnostics page.

Also applies a content/device-pixel scale that neither backend had
before: UiRenderNode::new/resize now take the window size explicitly
(logical units) rather than deriving it from the surface's physical
config, so a 16.0 font size is 16 logical units rather than 16 raw
device pixels. Wired on desktop via window.scale_factor() (input events,
window_size, and the render node's own seed); the Android side (density
via DisplayMetrics, touch coordinates, layout root size) is the next
commit.

Also adds WgpuErrorLog and a per-frame atlas-grow counter
(GpuTextures::take_pages_grown), both plumbing for the Android
diagnostics page in the next commit.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 23:36:29 -04:00

690 lines
29 KiB
Rust

use crate::{
UiData, UiRenderState,
render::{data::PrimitiveInstance, texture::GpuTextures, util::ArrBuf},
util::{HashMap, Vec2},
};
use data::WindowUniform;
use pollster::FutureExt;
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
*,
};
mod atlas;
mod data;
mod frame_report;
mod primitive;
mod texture;
mod util;
pub use atlas::*;
pub use data::{Mask, MaskIdx, MoveIdx, MoveOffset};
pub use frame_report::{FrameReport, FrameStats, JANK_THRESHOLD};
pub use primitive::*;
const SHAPE_SHADER: &str = include_str!("./shader.wgsl");
/// The `wgpu::Limits` both platform backends (`android::render::
/// AndroidRenderer::new`, `default::render::UiRenderer::new`) ask
/// `Adapter::request_device` for -- shared so the two copies cannot drift,
/// per AGENTS.md's "write the logic once."
///
/// Built from `Limits::default()`, **not** a downlevel variant: the shader
/// (`shader.wgsl`) reads four `var<storage>` buffers (rects, glyphs, masks,
/// move_offsets) from the vertex stage, and `Limits::downlevel_webgl2_defaults()`
/// zeroes `max_storage_buffers_per_shader_stage` along with the compute
/// limits below -- switching to it would trade one `request_device` crash
/// for a bind-group-layout one on the same downlevel hardware this is meant
/// to support. `max_buffer_size` is raised for the growing instance/atlas
/// buffers (`ArrBuf`, `GpuTextures`); everything else is `default()`'s
/// desktop-tier value, unchanged.
///
/// The six `max_compute_*` fields are zeroed because nothing in this crate
/// creates a `ComputePipeline` or writes a `@compute` shader stage --
/// grepped for both across `iris`/`iris-core` before writing this, found
/// none. `Limits::default()` requests desktop-tier compute limits
/// unconditionally (`max_compute_workgroups_per_dimension: 65535`) even
/// though nothing asks a device to actually support compute, which is what
/// crashed `request_device` on the Android emulator's software GL path
/// (`EMU_GPU=software`, `force-gles`): SwiftShader's GL reports itself as
/// OpenGL ES 3.0, which has no compute shaders, so the adapter's real limit
/// is 0 and the unconditional request fails outright
/// (`RUST.md`'s "Software mode ... crashes for a third, different reason").
/// The same would happen on a real GLES-3.0-only Android device. If a
/// future change adds a compute pass, request the specific limits it needs
/// here rather than reverting to the desktop-tier default for everything.
pub fn device_limits() -> Limits {
Limits {
max_buffer_size: 1 << 30,
max_compute_workgroup_storage_size: 0,
max_compute_invocations_per_workgroup: 0,
max_compute_workgroup_size_x: 0,
max_compute_workgroup_size_y: 0,
max_compute_workgroup_size_z: 0,
max_compute_workgroups_per_dimension: 0,
..Default::default()
}
}
/// A capped log of wgpu's *uncaptured* errors -- everything that reaches
/// `Device::on_uncaptured_error` rather than one of `UiRenderNode::new`'s
/// own error scopes, i.e. every wgpu error raised outside device/pipeline
/// creation: a validation failure during an ordinary frame's `update`/
/// `draw`, for instance. wgpu's default handler for these is `panic!` with
/// no caller able to intervene -- exactly what aborted the P0 bench APK
/// once already (this file's `UiRenderNode::new` doc comment) -- so both
/// platform backends install a handler here instead of leaving the default
/// in place, per RUST.md's P0 box ("every wgpu uncaptured error ... it
/// must never panic in release").
///
/// Cheap to `Clone` (an `Arc` around the real storage) rather than a
/// process-wide static, so a caller builds one alongside its `Device`,
/// hands one clone to `on_uncaptured_error`'s closure and keeps the other
/// for the Diagnostics page to read -- context passed explicitly, per
/// AGENTS.md/CODE_RULES.md's "no globals" rather than reached for through a
/// `OnceLock`.
#[derive(Clone)]
pub struct WgpuErrorLog {
errors: std::sync::Arc<std::sync::Mutex<std::collections::VecDeque<String>>>,
}
/// How many uncaptured errors the log keeps -- old ones drop off the front
/// rather than being trimmed on read, so a build spraying errors every
/// frame doesn't grow this without bound.
const WGPU_ERROR_LOG_CAP: usize = 20;
impl Default for WgpuErrorLog {
fn default() -> Self {
Self {
errors: std::sync::Arc::new(std::sync::Mutex::new(std::collections::VecDeque::new())),
}
}
}
impl WgpuErrorLog {
pub fn record(&self, error: impl std::fmt::Display) {
let mut errors = self.errors.lock().unwrap();
if errors.len() >= WGPU_ERROR_LOG_CAP {
errors.pop_front();
}
errors.push_back(error.to_string());
}
/// A snapshot for the Diagnostics page -- cloned rather than held,
/// since the lock must not outlive one call.
pub fn snapshot(&self) -> Vec<String> {
self.errors.lock().unwrap().iter().cloned().collect()
}
}
pub struct UiRenderNode {
uniform_group: BindGroup,
primitive_layout: BindGroupLayout,
rsc_layout: BindGroupLayout,
rsc_group: BindGroup,
pipeline: RenderPipeline,
layers: HashMap<usize, RenderLayer>,
active: Vec<usize>,
window_buffer: Buffer,
textures: GpuTextures,
masks: ArrBuf<Mask>,
move_offsets: ArrBuf<MoveOffset>,
/// Group 3: the masks and move-offsets storage buffers, on their own --
/// see IRIS_TODO.md's "Appending one image ... rebuilds every other
/// image's bind group". These used to live in group 2 alongside each
/// standalone image's own texture view, so an image's bind group named
/// the masks/move_offsets buffer directly; the moment either buffer
/// resized (which a widget getting its *first* move slot can trigger,
/// unrelated to any image), `ArrBuf::update` handed back a new `Buffer`
/// identity and every image's bind group -- one per live image -- had
/// to be rebuilt to reference it. Pulling both buffers into their own
/// group, bound once per frame rather than once per draw call, means a
/// buffer resize now rebuilds exactly this one group instead of N.
masks_layout: BindGroupLayout,
masks_group: BindGroup,
}
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, &[]);
// Set once, not per layer or per image: masks/move_offsets are read
// by every primitive and every standalone image alike, and living
// in their own group (rather than folded into group 2 alongside the
// per-image texture view) is what keeps an image's own bind group
// from naming a buffer that changes size on an unrelated widget's
// first draw -- see the comment on `masks_group` below.
pass.set_bind_group(3, &self.masks_group, &[]);
for i in &self.active {
let layer = &self.layers[i];
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(
&mut self,
device: &Device,
queue: &Queue,
ui: &mut UiData,
ui_render: &mut UiRenderState,
) -> FrameUpdateStats {
self.active.clear();
for (i, primitives) in ui_render.layers.iter_mut() {
self.active.push(i);
for change in primitives.apply_free() {
if let Some(inst) = ui_render.active.get_mut(&change.id) {
for h in &mut inst.primitives {
// `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;
}
}
}
}
let rlayer = self.layers.entry(i).or_insert_with(|| {
let primitives = PrimitiveBuffers::new(device);
let primitive_group =
Self::primitive_group(device, &self.primitive_layout, primitives.buffers());
RenderLayer {
instance: ArrBuf::new(
device,
BufferUsages::VERTEX | BufferUsages::COPY_DST,
"instance",
),
primitives,
primitive_group,
image_instance: ArrBuf::new(
device,
BufferUsages::VERTEX | BufferUsages::COPY_DST,
"image instance",
),
image_tex_indices: Vec::new(),
}
});
if primitives.updated {
rlayer
.instance
.update(device, queue, primitives.instances());
rlayer.primitives.update(device, queue, primitives.data());
rlayer.primitive_group = Self::primitive_group(
device,
&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 masks_resized = if ui.masks.changed {
ui.masks.changed = false;
self.masks.update(device, queue, &ui.masks[..])
} else {
false
};
let moves_resized = if ui.move_offsets.changed {
ui.move_offsets.changed = false;
self.move_offsets
.update(device, queue, &ui.move_offsets[..])
} else {
false
};
if masks_resized || moves_resized {
self.masks_group =
Self::masks_group(device, &self.masks_layout, &self.masks, &self.move_offsets);
}
let rebuild_main = self.textures.update(&mut ui.textures, &self.rsc_layout);
if rebuild_main {
self.rsc_group = Self::rsc_group(device, &self.rsc_layout, &self.textures);
}
FrameUpdateStats {
masks_resized,
moves_resized,
}
}
/// Takes a size rather than a window type: this is the only thing the
/// core wanted from winit, and depending on a windowing backend for two
/// numbers is what put `android-activity` in the core's graph for an
/// Android build that is meant to go through android-view instead.
pub fn resize(&mut self, size: impl Into<Vec2>, queue: &Queue) {
let size = size.into();
let slice = &[WindowUniform {
width: size.x,
height: size.y,
}];
queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
}
/// Builds every bind group layout, the pipeline, and the two storage
/// buffers this needs -- fallibly, since this is exactly the call that
/// aborted the process on Iris's phone in a release build with no
/// message beyond "wgpu error: Validation Error" (RUST.md's P0 box,
/// "iris bench crash on the phone, 2026-09-06"). wgpu's own default
/// behaviour for an uncaptured error is `panic!` with no caller able to
/// intervene, so every `create_bind_group_layout`/`create_render_pipeline`
/// call below runs inside three nested error scopes (one per
/// `ErrorFilter`) instead: whichever scope catches something, its
/// `wgpu::Error`'s `Display` is wgpu-core's own `format_error` output
/// (`"Validation Error\n\nCaused by:\n ..."`, the same text the panic
/// would have printed before Android's crash reporter truncated it) and
/// becomes this function's `Err`. Both callers
/// (`android::render::AndroidRenderer::new`, `default::render::
/// UiRenderer::new`) already call `Device`-creation with
/// `pollster::block_on`, so returning a plain `Result` here rather than
/// making this `async fn` keeps that same synchronous shape.
pub fn new(
device: &Device,
queue: &Queue,
config: &SurfaceConfiguration,
window_size: impl Into<Vec2>,
) -> Result<Self, String> {
// Popped in reverse of this order, once every creation call below
// has run -- `Device::push_error_scope`'s own contract.
let oom_scope = device.push_error_scope(ErrorFilter::OutOfMemory);
let validation_scope = device.push_error_scope(ErrorFilter::Validation);
let internal_scope = device.push_error_scope(ErrorFilter::Internal);
let shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("UI Shape Shader"),
source: ShaderSource::Wgsl(SHAPE_SHADER.into()),
});
// Seeded from the caller's own reported size, not
// `WindowUniform::default()` (0, 0): the vertex shader divides by
// `window.dim` to reach clip space, so a window this buffer
// disagrees with means every primitive's position is NaN/Inf and is
// dropped before rasterization -- the clear colour still reaches
// the screen (the pass runs regardless) while nothing drawn on top
// of it ever does. winit's backend gets away with the old default
// because winit fires an initial `WindowEvent::Resized` that calls
// `resize()` before the first frame; android-view has no such
// automatic event, so `AndroidRenderer::new` built a node whose
// window buffer was never corrected -- this is I2's "nothing draws"
// bug (RUST.md).
//
// **Deliberately not `config.width`/`config.height`**: those are
// the surface's *physical* pixel size, which the swapchain needs,
// but everything downstream of this uniform (layout, hit-testing,
// glyph/rect positions) works in the caller's own units -- on
// Android that's *logical* (physical / density) since RUST.md's P0
// box ("text is far too small"), on desktop it's whatever
// `default::render::UiRenderer::new` already divides by
// `window.scale_factor()`. Passing it in explicitly, rather than
// deriving it from `config` here, is what keeps this crate from
// needing to know either platform's notion of density at all.
let window_uniform = {
let size = window_size.into();
WindowUniform {
width: size.x,
height: size.y,
}
};
let window_buffer = device.create_buffer_init(&BufferInitDescriptor {
label: Some("window"),
contents: bytemuck::cast_slice(&[window_uniform]),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let uniform_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("window"),
});
let uniform_group = Self::bind_group_0(device, &uniform_layout, &window_buffer);
let primitive_layout = device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &PrimitiveBuffers::BINDINGS.map(|binding| BindGroupLayoutEntry {
binding,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}),
label: Some("primitive"),
});
let tex_manager = GpuTextures::new(device, queue);
let masks = ArrBuf::new(
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
"ui masks",
);
let move_offsets = ArrBuf::new(
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
"ui move offsets",
);
let rsc_layout = Self::rsc_layout(device);
let rsc_group = Self::rsc_group(device, &rsc_layout, &tex_manager);
let masks_layout = Self::masks_layout(device);
let masks_group = Self::masks_group(device, &masks_layout, &masks, &move_offsets);
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("UI Shape Pipeline Layout"),
bind_group_layouts: &[
&uniform_layout,
&primitive_layout,
&rsc_layout,
&masks_layout,
],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("UI Shape Pipeline"),
layout: Some(&pipeline_layout),
vertex: VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[PrimitiveInstance::desc()],
compilation_options: Default::default(),
},
fragment: Some(FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(ColorTargetState {
format: config.format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: FrontFace::Cw,
cull_mode: Some(Face::Back),
polygon_mode: PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
});
// Reverse of the push order above. Only one of these should ever be
// `Some` in practice -- three separate scopes exist to name *which*
// kind of error it was, not because more than one is expected at
// once.
let internal_err = internal_scope.pop().block_on();
let validation_err = validation_scope.pop().block_on();
let oom_err = oom_scope.pop().block_on();
if let Some(err) = validation_err.or(oom_err).or(internal_err) {
return Err(err.to_string());
}
Ok(Self {
uniform_group,
primitive_layout,
rsc_layout,
rsc_group,
pipeline,
window_buffer,
layers: HashMap::default(),
active: Vec::new(),
textures: tex_manager,
masks,
move_offsets,
masks_layout,
masks_group,
})
}
fn bind_group_0(
device: &Device,
layout: &BindGroupLayout,
window_buffer: &Buffer,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &[BindGroupEntry {
binding: 0,
resource: window_buffer.as_entire_binding(),
}],
label: Some("ui window"),
})
}
fn primitive_group(
device: &Device,
layout: &BindGroupLayout,
buffers: [(u32, &Buffer); PrimitiveBuffers::LEN],
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &buffers.map(|(binding, buf)| BindGroupEntry {
binding,
resource: buf.as_entire_binding(),
}),
label: Some("ui primitives"),
})
}
/// Group 2: the shared atlas array and one standalone-image slot (a null
/// view for the main draw, a real one for each image's own bind group --
/// see `GpuTextures`), plus one sampler. 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"). Masks and move_offsets are deliberately *not* here -- see
/// `masks_layout` below for why they get their own group.
fn rsc_layout(device: &Device) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: false },
view_dimension: TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
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,
},
],
label: Some("ui rsc"),
})
}
/// 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,
tex_manager: &GpuTextures,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(tex_manager.array_view()),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::TextureView(tex_manager.null_view()),
},
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(tex_manager.sampler()),
},
],
label: Some("ui rsc"),
})
}
/// Group 3: the masks and move_offsets storage buffers, shared by the
/// main draw and every standalone image alike (see the field comment on
/// `masks_group`). Bound once per frame in `draw()` rather than folded
/// into group 2, so a resize of either buffer -- which an unrelated
/// widget's first move slot can trigger -- rebuilds this one group
/// instead of every image's.
fn masks_layout(device: &Device) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: Some("ui masks"),
})
}
fn masks_group(
device: &Device,
layout: &BindGroupLayout,
masks: &ArrBuf<Mask>,
move_offsets: &ArrBuf<MoveOffset>,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: masks.buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: move_offsets.buffer.as_entire_binding(),
},
],
label: Some("ui masks"),
})
}
pub fn view_count(&self) -> usize {
self.textures.view_count()
}
/// Standalone-image bind groups built since the last call -- see
/// `GpuTextures::take_bind_group_creates`. Call once per frame before
/// `update()` to measure exactly that frame.
pub fn take_image_bind_group_creates(&mut self) -> u64 {
self.textures.take_bind_group_creates()
}
/// Atlas-array `grow_array` calls since the last call -- same calling
/// convention as `take_image_bind_group_creates` (call once per frame,
/// before `update()`, to read exactly the previous frame's tally). Part
/// of the Diagnostics page's per-frame report (RUST.md's P0 box, "the
/// first input frame" investigation): if a report ever shows a grow
/// landing on the same frame the glyphs vanished, that is the
/// coincidence to chase first.
pub fn take_atlas_pages_grown(&mut self) -> u64 {
self.textures.take_pages_grown()
}
}
/// What `UiRenderNode::update` changed this frame that a caller building a
/// per-frame diagnostic report cares about -- see `take_image_bind_group_creates`/
/// `take_atlas_pages_grown` for the two counters this doesn't carry (they
/// use the existing "call before update()" convention instead, so as not
/// to disturb `bench_images`' documented counts).
#[derive(Clone, Copy, Debug, Default)]
pub struct FrameUpdateStats {
pub masks_resized: bool,
pub moves_resized: bool,
}