irisandClaude Sonnet e2873df92e iris: fix I2's render gap -- window uniform never left (0, 0) on android-view
UiRenderNode::new seeded the GPU window uniform from
WindowUniform::default() rather than the surface's real size, so
shader.wgsl's vertex stage divided every primitive's position by
(0, 0) and produced NaN/Inf clip coordinates on both Vulkan and GLES.
winit's backend never hit this because winit fires an initial
WindowEvent::Resized that corrects the uniform before the first frame;
android-view has no equivalent event, so the node it built never got
corrected. Seed the uniform from the SurfaceConfiguration passed to
UiRenderNode::new instead, which is already right on both backends at
construction time.

Verified on the ai-app-2 emulator (Vulkan/SwiftShader and, temporarily
forced, GLES/virgl): the tabs example now draws its widgets instead of
just the clear colour. Ticks I2 in RUST.md.

Co-Authored-By: Claude Sonnet <noreply@anthropic.com>
2026-09-05 05:19:55 -04:00
2026-09-04 16:20:16 -04:00
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