Written for review before iris's render core changes. Covers the bindless binding-array problem, the gpu-probe measurements (emulator and sourced real-hardware findings), what growth already costs today in the current code, the egui_wgpu/Vello prior art, and the recommendation with its open questions -- not yet implemented. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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How iris should render an unbounded number of images
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
works on mobile, her recollection being that it does not. Checked rather
than assumed, on 2026-09-04, on the rustify branch of ai-app-2. This
file is that investigation and the resulting recommendation, written for a
second agent to review before anything in iris's render core changes — no
code has been written against this yet.
The problem
Every texture iris ever creates — every Image widget
(iris/src/widget/image.rs) and every glyph atlas page — gets a permanent
slot in one array via Textures::add (iris/core/src/primitive/texture.rs:65).
Both of iris's texture-sampling primitives (TEXTURE and GLYPH) read that
array by index: core/src/render/shader.wgsl:56 declares
var views: binding_array<texture_2d<f32>>, sized by
UiLimits::default() (core/src/render/mod.rs:347) at 100,000 textures,
1,000 samplers. Getting a device to accept that layout needs three wgpu
features — TEXTURE_BINDING_ARRAY,
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
PARTIALLY_BOUND_BINDING_ARRAY — which correspond to Vulkan's
VK_EXT_descriptor_indexing ("bindless"), promoted to Vulkan core at 1.2.
A transcript with an unbounded number of image attachments is exactly the
case that grows this array without bound: each attachment becomes its own
Image widget, which takes its own permanent array slot until dropped.
What was measured
A new rig, rigs/gpu-probe, asks a device for exactly iris's features
and limits with no window and no APK — a plain executable pushed with
adb push and run from /data/local/tmp. It has two parts:
wgpu::Adapter::request_device with iris's exact Features/Limits
(src/main.rs), and a raw Vulkan query bypassing wgpu entirely via ash
(src/vk.rs), to tell "the driver doesn't have it" apart from "wgpu didn't
detect it."
- On this VM's own GPU (Vulkan via Venus onto an RX 7900 XT):
IRIS DEVICE: ok. Not the case that matters — nobody's phone is a discrete desktop GPU — but it is why the design was never checked before now: it always worked in the one place it was tried. - On the Android emulator's guest Vulkan, both ICDs it ships
(
vk_swiftshader_icd.jsonand, cold-booted,lvp_icd.json/lavapipe):request_devicefails —Unsupported features were requested: TEXTURE_BINDING_ARRAY | SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING | PARTIALLY_BOUND_BINDING_ARRAY. The rawashquery on lavapipe shows the driver itself reporting all seven descriptor-indexing sub-features astrueat device API version 1.3 — so wgpu-hal's own feature detection is being more conservative than the driver here, for a reason not chased further (a likely instance-version negotiation gap, since the extension only promoted to core at 1.2). That part is a wgpu-hal/emulator question, not the finding that matters, and is not why this design is rejected.
The finding that matters is about real phones, sourced rather than recalled:
- The Android Vulkan Profile 2025 — Google and Khronos's current
baseline, covering 80.1% of active Vulkan-capable Android devices as
of October 2025
(developer.android.com/ndk/guides/graphics/android-vulkan-profile) —
does not require
VK_EXT_descriptor_indexingor any descriptor- indexing feature. It requiresshaderSampledImageArrayDynamicIndexing(indexing by a value uniform across the invocation — Vulkan 1.0 baseline, unrelated to bindless) and stops there; true of the 2021 and 2022 profiles as well. - Arm's own developer documentation states "
VK_EXT_descriptor_indexingis supported on all Valhall and 5th Gen GPUs" (developer.arm.com/mobile-graphics-and-gaming/vulkan-api-best-practices-on-arm-gpus) — Mali generations from roughly 2019 (Mali-G77) onward, with no claim made for Bifrost, Midgard or Utgard, which are still common in budget and older Android phones that are still in daily use. - A search engine's summarized claim of "1% support on Android" for this extension was checked against its cited source (an Arm blog post from 2021) and was not actually there — that number does not appear in any primary source found and should not be repeated. The baseline- profile finding above is the one with an attributable source; use it instead.
So this is not a software-renderer artifact. A real, currently-shipping share of the Android fleet lacks the feature iris's texture pipeline asks for unconditionally, and neither the emulator's failure nor the current official hardware baseline gives any reason to expect that to change soon.
What growth already costs today, before any redesign
Checked directly in core/src/render/mod.rs and core/src/render/texture.rs,
because "does this redesign make things worse" needs the current baseline
first:
- The
RenderPipeline(UiRenderNode::new) is created once and never rebuilt for any reason related to texture count — its bind group layouts declare fixed slot counts (limits.max_textures,limits.max_samplers) up front and that never changes at runtime. Growth was never at risk of recreating the pipeline, in the current design or any redesign discussed below. - What does get rebuilt:
UiRenderNode::updatecallsself.textures.update(&mut ui.textures), and if that reports any change, rebuildsself.rsc_group— oneBindGroupwhose entries areBindingResource::TextureViewArray(&tex_manager.views()), collected fresh over every currently-live texture, plus the sampler array and the mask buffer. This happens on every texturePush,Set, orFree— an image added anywhere in the whole app rebuilds one shared structure referencing every other image too. - The one path already excluded from this, on purpose, is a
Patch— writing into an existing texture's pixels without changing which textures exist. The code says why directly (core/src/render/texture.rs, inGpuTextures::update): "A patch changes texture contents, not the binding array, so it must not reportchanged— rebuilding the bind group per glyph is the cost this exists to avoid." This is exactly the mechanism I1 built for the glyph atlas: growing an existing atlas page costs awrite_textureinto a sub-rect, nothing else.
So today, growth that stays inside an existing texture (glyphs added to an atlas page) is already free. Growth that adds a new texture — a new atlas page, or any standalone image — already rebuilds the one shared array regardless of how the array is populated, before any change discussed below. That existing cost is O(live texture count) in CPU work to collect the view list and in however expensive the driver finds a descriptor-set-sized-for-N-descriptors to be.
Prior art, checked rather than assumed
Two independent projects were checked to see whether "atlas for images" is actually how this is normally done, rather than a guess:
- egui_wgpu (
crates/egui-wgpu/src/renderer.rsin emilk/egui), the closest prior art to iris — an immediate-mode wgpu-backed UI library that ships on Android. It keeps aHashMap<TextureId, Texture>and gives each texture its own ordinaryBindGroup— one texture, one sampler, no array, no descriptor indexing of any kind. Draw calls are batched by texture id and the bind group is switched between batches within the render pass. - Vello — the renderer Masonry (E1/E2's Linebender stack) draws through — hit the identical problem and wrote down why in their own roadmap document (github.com/linebender/vello/blob/main/doc/roadmap_2023.md): "The number of images that may appear in a scene is not bounded, which is not a good fit for the basic descriptor binding model... Until then, we'll do a workaround of having a single atlas image containing all the images in the scene." Their reason is broader than Android — WebGPU 1.0 has no descriptor indexing at all — but it reaches the same conclusion for the same shape of problem: atlas, not a bigger bindless array.
This is also a live hazard, not a solved one. Vello's own changelog
(Sparse Strips v0.2.0) lists a fix titled "WebGL image-atlas allocation
and growth on Mali-G52 GPUs, avoiding application-not-responding errors"
— an actual ANR, from atlas growth, on an actual mid-range Android GPU,
in the renderer Masonry is built on. The same release added
AtlasSpaceDiagnostics/AtlasLayerDiagnostics (per-layer free-space,
utilization, fragmentation) because growth needed instrumenting in
production, not because it turned out to be free.
Recommendation (not yet implemented)
- Small, plentiful textures — glyphs (already done, I1), thumbnails,
downscaled attachment previews, icons — go through a shared atlas, the
same technique as
core/src/render/atlas.rsgeneralized beyond glyphs. Adding one to an existing page is aPatch, already free per the section above. - Large or one-off images — a photo attachment opened at full resolution, anything that would fragment a shared page — get their own ordinary, non-array bind group, the egui_wgpu way. Creating one is O(1): it references only itself, and does not touch any other texture's binding, unlike today's shared array where every push rebuilds a structure listing everything.
- Opening a new atlas page is the one case that still resembles today's rebuild — infrequent (bounded by how many pages are needed, not by how many images have ever been attached) but not free, and Vello's Mali-G52 fix says this specifically deserves care: it should never be allowed to block a frame, and it is worth having the equivalent of Vello's atlas diagnostics before trusting it under load.
- Net effect: dropping
TEXTURE_BINDING_ARRAY,SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, andPARTIALLY_BOUND_BINDING_ARRAYfrom iris's device request entirely. Every path above is plain Vulkan 1.0 / GLES-level texture sampling. This is also what fixes the emulator failure measured above, regardless of the unresolved wgpu-hal question: a device that never asks for the feature cannot be refused for lacking it.
What this touches, and what is still open
Implementing this reworks iris's rendering core: the shader's binding
group layout (shader.wgsl), Textures and GpuTextures
(core/src/primitive/texture.rs, core/src/render/texture.rs), both
texture-sampling primitives, and core/src/ui/painter.rs's draw-call
batching (today one draw call can reference any texture by index; the
per-texture-bind-group path needs draws grouped by which bind group they
use). Nothing has been started.
Open questions a reviewer should weigh in on:
- The size threshold between "goes in an atlas page" and "gets its own bind group." Too low and ordinary attachment thumbnails end up as one-off bind groups, losing the batching benefit the atlas exists for; too high and a page fragments on a handful of medium images.
- Eviction policy for atlas pages once the working set does not fit —
today's
GlyphAtlasnever evicts, because a font's glyph set is small and bounded; images are not. An LRU at the page level, or at the individual-image level within a page, has not been designed. - Whether iris should keep any binding array at all, even a small fixed one (say, capped at a few dozen slots) for atlas pages themselves, or whether every atlas page should also be its own ordinary bind group like standalone images — the array's only remaining justification would be avoiding a bind-group-per-draw-call switch cost that has not been measured on this project's actual target hardware.
- How this interacts with I2/E2's virtualised list (I3): a bottom-anchored transcript composes only visible rows, so the live texture set should already be bounded by what is on screen rather than by the whole conversation — worth confirming that invariant holds before relying on it to keep atlas/bind-group churn small.