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>
185 lines
7.0 KiB
Rust
185 lines
7.0 KiB
Rust
use crate::task::RequestRedraw;
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use iris_core::{UiData, UiRenderNode, UiRenderState, util::Vec2};
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use pollster::FutureExt;
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use std::sync::Arc;
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use wgpu::*;
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use winit::{dpi::PhysicalSize, window::Window};
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pub const CLEAR_COLOR: Color = Color::BLACK;
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impl RequestRedraw for Window {
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fn request_redraw(&self) {
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Window::request_redraw(self);
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}
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}
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pub struct UiRenderer {
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window: Arc<Window>,
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surface: Surface<'static>,
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device: Device,
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queue: Queue,
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config: SurfaceConfiguration,
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encoder: CommandEncoder,
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pub ui: UiRenderNode,
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}
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impl UiRenderer {
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pub fn update(&mut self, ui: &mut UiData, render: &mut UiRenderState) {
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self.ui.update(&self.device, &self.queue, ui, render);
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}
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pub fn draw(&mut self) {
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let output = self.surface.get_current_texture().unwrap();
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let view = output
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.texture
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.create_view(&TextureViewDescriptor::default());
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let mut encoder = std::mem::replace(&mut self.encoder, Self::create_encoder(&self.device));
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{
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let render_pass = &mut encoder.begin_render_pass(&RenderPassDescriptor {
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color_attachments: &[Some(RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(CLEAR_COLOR),
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store: StoreOp::Store,
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},
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depth_slice: None,
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})],
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..Default::default()
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});
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self.ui.draw(render_pass);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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// Immediately before presenting, so the windowing system can schedule
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// the frame. On Wayland this is what ties the commit to the surface's
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// frame callback; without it a frame drawn when nothing else follows
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// could sit unpresented, and the window kept the layout it had before
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// the compositor's first resize -- intermittently, on about a fifth of
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// starts, with nothing left to flush it.
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self.window.pre_present_notify();
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output.present();
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}
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pub fn resize(&mut self, size: &PhysicalSize<u32>) {
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self.config.width = size.width;
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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// Logical, matching `new`'s own seed -- see the comment there.
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let scale_factor = self.window.scale_factor() as f32;
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let logical = Vec2::new(
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size.width as f32 / scale_factor,
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size.height as f32 / scale_factor,
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);
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self.ui.resize(logical, &self.queue);
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}
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fn create_encoder(device: &Device) -> CommandEncoder {
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device.create_command_encoder(&CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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})
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}
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pub fn new(window: Arc<Window>) -> Self {
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let size = window.inner_size();
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let instance = Instance::new(&InstanceDescriptor {
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backends: Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance
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.create_surface(window.clone())
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.expect("Could not create window surface!");
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let adapter = instance
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.request_adapter(&RequestAdapterOptions {
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power_preference: PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.block_on()
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.expect("Could not get adapter!");
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// No features beyond what wgpu asks for by default, and no
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// binding-array limits: the atlas is one texture_2d_array and a
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// standalone image is its own ordinary bind group, neither of which
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// needs descriptor indexing. See TEXTURES.md's "Recommended shape"
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// for why the old binding array asked for
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// VK_EXT_descriptor_indexing unconditionally and did not survive a
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// real share of Android GPUs. `iris_core::device_limits()` is
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// shared with the Android backend; see its own doc for why it is
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// not simply `Limits::default()`.
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_limits: iris_core::device_limits(),
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..Default::default()
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})
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.block_on()
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.expect("Could not get device!");
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = SurfaceConfiguration {
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usage: TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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// Vsync, because a toolkit aiming at battery life must not present
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// frames a display will never show: AutoNoVsync accepts them as
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// fast as the GPU will take them, so a redraw burst costs whatever
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// the hardware can be made to do rather than one frame.
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// AutoVsync picks Fifo, which every backend supports.
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present_mode: PresentMode::AutoVsync,
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alpha_mode: surface_caps.alpha_modes[0],
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desired_maximum_frame_latency: 2,
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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let encoder = Self::create_encoder(&device);
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// Unlike the Android backend, the desktop backend has no on-screen
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// fallback to show a diagnostic through, so a renderer-creation
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// failure still panics here -- but now with wgpu's full "Caused
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// by:" chain as the message, since `UiRenderNode::new` returns it
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// rather than letting wgpu's own default handler panic first (see
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// that function's doc comment).
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// Logical size (physical / `scale_factor`), matching what the
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// Android backend now reports too (`android::render::
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// AndroidRenderer::new`, `content_scale`) -- the swapchain still
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// configures at the real physical resolution above; only the
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// window uniform layout/hit-testing agree on is scaled. Without
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// this a window on any monitor whose scale factor isn't 1.0 would
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// have the identical "everything too small" bug RUST.md's P0 box
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// found on Iris's phone, just never noticed here because this
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// crate's own dev monitors happen to run at 1.0.
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let scale_factor = window.scale_factor() as f32;
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let logical_size = Vec2::new(size.width as f32 / scale_factor, size.height as f32 / scale_factor);
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let ui = UiRenderNode::new(&device, &queue, &config, logical_size)
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.expect("Could not create iris render node!");
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Self {
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surface,
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device,
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queue,
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config,
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encoder,
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ui,
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window,
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}
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}
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pub fn window(&self) -> &Window {
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self.window.as_ref()
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}
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}
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