Files
ai-app/iris/core/src/render/shader.wgsl
T
irisandClaude Fable 5.1 ed04d4c735 iris: the keyboard reopens, the IME's height reaches the layout, and a fling actually moves
Items 1-3 of Iris's 22:16 phone report, plus the two defects that were
hiding behind item 1 and only became visible once the first one was
fixed. Emulator evidence and the numbers are in docs/RUST.md.

**Keyboard reopen.** `attr.rs`'s already-focused branch calls
`focus_gained` on a tap that stays inside `DRAG_SLOP` -- what Android's
own `EditText` does, `showSoftInput` being idempotent. Dismissing the IME
leaves the field focused, so the only branch that requested it never ran
again. Negative control run: without this one call the second tap leaves
`mInputShown=false`. Swipes across and out of the focused field still
summon nothing.

**IME height.** `MainActivity` sends `getInsets(ime()).bottom` and
`isVisible(ime())` as two values; the height used to be sent *as* the
boolean, so nothing had a number to pad by. `Insets`/`WindowInsets` carry
both, `bench_client` reads the boolean for its state machine and the
height for `Composer::set_bottom_inset`, and the list follows because it
is `rest(1)` in the same `Span`.

**Fling.** Three defects, in the order they were found:

1. `on_touch_event` read only each `MotionEvent`'s final position, so a
   batched 120Hz flick fed the tracker one sample and `velocity()`
   answered 0.0. Historical samples are replayed through the sensor pass
   now, `CursorState::time` carries each sample's own time (so a replay
   loop's speed cannot become the measured velocity -- the winit backend
   sets it too), the press is a sample as AOSP's own tracker does, and
   `iris drag release:` logs the decision for the phone's logcat.
2. Nothing advanced a fling between input events: `tick_fling`'s only
   caller was the benchmark's own loop, so the bench flung and a finger
   never did. iris has one animation mechanism now -- `Widget::tick`,
   `UiData::animate`/`tick_animations`, called by both backends before
   the draw and re-requesting a frame while it answers true.
3. With flings finally animating, one lasted 45 seconds: `List::fling`
   hardcoded density 1.0 against physical-pixel velocities, and
   `FlingCalculator`'s coefficient used the scroll friction where AOSP
   uses its 0.84 tuning constant -- 56x, inside an exponential. Emulator:
   1.62s for v=11064, against AOSP's own 1.586s.

**Two pre-existing faults found on the way.** `MOVE_CHAIN_LIMIT` was 16
and the composer's chain is 17, so every debug build aborted on a tap of
the composer and every release build silently drew and hit-tested that
subtree short; it is 64 in both the CPU walk and shader.wgsl, and the
assert prints the chain so a cycle and a deep tree can be told apart. And
`minSdk` is 29, since `getEventTimeNanos` is API 29 and a missing JNI
method is a crash rather than a degraded fling.

Every new invariant carries its guard: sample times non-decreasing in
`on_touch_event`, and tests confirmed to fail without their fix for the
press-seeded velocity, the animation registration and the AOSP
magnitudes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 12:11:55 -04:00

257 lines
7.7 KiB
WebGPU Shading Language

const RECT: u32 = 0u;
// TEXTURE has no entry in group 1: a standalone image draws with its own
// bind group (see UiRenderNode::draw), so there is nothing per-instance left
// to look up here -- the bind group already picked the texture.
const TEXTURE: u32 = 1u;
const GLYPH: u32 = 2u;
@group(0) @binding(0)
var<uniform> window: WindowUniform;
@group(1) @binding(RECT)
var<storage> rects: array<Rect>;
@group(1) @binding(GLYPH)
var<storage> glyphs: array<GlyphInfo>;
struct Rect {
color: u32,
radius: f32,
thickness: f32,
inner_radius: f32,
}
struct GlyphInfo {
uv_min: vec2<f32>,
uv_max: vec2<f32>,
// Layer of the shared atlas array texture, not a view or bind-group
// index -- a page never gets its own bind group. See TEXTURES.md's
// "Recommended shape".
layer: u32,
color: u32,
flags: u32,
}
struct Mask {
x: UiSpan,
y: UiSpan,
move_idx: u32,
}
/// One widget's cumulative on-screen translation and the slot of the
/// ancestor to add on top of it. Mirrors `MoveOffset` in data.rs.
struct MoveOffset {
delta: vec2<f32>,
parent: u32,
}
struct UiSpan {
start: UiScalar,
end: UiScalar,
}
struct UiScalar {
rel: f32,
abs: f32,
}
struct UiVec2 {
rel: vec2<f32>,
abs: vec2<f32>,
}
// The shared glyph atlas: every page is one layer. Growing it recreates this
// texture with headroom and copies the old layers across -- see
// GpuTextures::grow_array -- rather than the binding_array<texture_2d<f32>>
// this replaced, which needed VK_EXT_descriptor_indexing and does not survive
// a real share of Android GPUs (see TEXTURES.md).
@group(2) @binding(0)
var atlas: texture_2d_array<f32>;
// One standalone image's texture. The main draw (rects and glyphs) binds a
// 1x1 null texture here, since neither samples it; each image draw call
// binds its own -- see UiRenderNode::draw.
@group(2) @binding(1)
var image_texture: texture_2d<f32>;
@group(2) @binding(2)
var samp: sampler;
// Their own group, bound once per frame rather than folded into group 2: see
// UiRenderNode::masks_layout for why an image's own bind group must not name
// either buffer.
@group(3) @binding(0)
var<storage> masks: array<Mask>;
@group(3) @binding(1)
var<storage> move_offsets: array<MoveOffset>;
// The bound on the parent walk, kept in step with `MOVE_CHAIN_LIMIT` in
// render_state.rs, which walks the identical chain on the CPU side for
// hit-testing. Bounded so a malformed chain (a cyclic `parent`) cannot
// hang the GPU -- not a claim about how deep a real tree gets. It was 16
// and that was too small: the transcript screen's composer field sits 17
// slots below the root, measured 2026-09-07 on this checkout's emulator
// by tapping it (the CPU walk's own debug assert names the chain now).
// Past the bound both walks simply stop summing, so the widget draws and
// hit-tests short by whatever the outer slots held, with nothing on
// screen to say so.
const MOVE_CHAIN_LIMIT: u32 = 64u;
/// Sums the pixel delta along the parent chain starting at `idx`, shared by
/// the vertex stage (a primitive's own corners) and the fragment stage (its
/// mask's corners) so the walk is written once. See LAYOUT.md section 2b.
fn resolve_move(idx: u32) -> vec2<f32> {
var total = vec2<f32>(0.0, 0.0);
var i = idx;
for (var step = 0u; step < MOVE_CHAIN_LIMIT; step++) {
let entry = move_offsets[i];
total += entry.delta;
if entry.parent == 4294967295u {
break;
}
i = entry.parent;
}
return total;
}
struct WindowUniform {
dim: vec2<f32>,
};
struct InstanceInput {
@location(0) x_start: vec2<f32>,
@location(1) x_end: vec2<f32>,
@location(2) y_start: vec2<f32>,
@location(3) y_end: vec2<f32>,
@location(4) binding: u32,
@location(5) idx: u32,
@location(6) mask_idx: u32,
@location(7) move_idx: u32,
}
struct VertexOutput {
@location(0) top_left: vec2<f32>,
@location(1) bot_right: vec2<f32>,
@location(2) uv: vec2<f32>,
@location(3) binding: u32,
@location(4) idx: u32,
@location(5) mask_idx: u32,
@builtin(position) clip_position: vec4<f32>,
};
struct Region {
pos: vec2<f32>,
uv: vec2<f32>,
top_left: vec2<f32>,
bot_right: vec2<f32>,
}
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
in: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
let top_left_rel = vec2(in.x_start.x, in.y_start.x);
let top_left_abs = vec2(in.x_start.y, in.y_start.y);
let bot_right_rel = vec2(in.x_end.x, in.y_end.x);
let bot_right_abs = vec2(in.x_end.y, in.y_end.y);
let move_delta = resolve_move(in.move_idx);
let top_left = floor(top_left_rel * window.dim) + floor(top_left_abs) + move_delta;
let bot_right = floor(bot_right_rel * window.dim) + floor(bot_right_abs) + move_delta;
let size = bot_right - top_left;
let uv = vec2<f32>(
f32(vi % 2u),
f32(vi / 2u)
);
let pos = (top_left + uv * size) / window.dim * 2.0 - 1.0;
out.clip_position = vec4<f32>(pos.x, -pos.y, 0.0, 1.0);
out.uv = uv;
out.binding = in.binding;
out.idx = in.idx;
out.top_left = top_left;
out.bot_right = bot_right;
out.mask_idx = in.mask_idx;
return out;
}
@fragment
fn fs_main(
in: VertexOutput
) -> @location(0) vec4<f32> {
let pos = in.clip_position.xy;
let region = Region(pos, in.uv, in.top_left, in.bot_right);
let i = in.idx;
var color: vec4<f32>;
switch in.binding {
case RECT: {
color = draw_rounded_rect(region, rects[i]);
}
case TEXTURE: {
color = draw_texture(region);
}
case GLYPH: {
color = draw_glyph(region, glyphs[i]);
}
default: {
color = vec4(1.0, 0.0, 1.0, 1.0);
}
}
if in.mask_idx != 4294967295u {
let mask = masks[in.mask_idx];
let mask_delta = resolve_move(mask.move_idx);
let tl = UiVec2(vec2(mask.x.start.rel, mask.y.start.rel), vec2(mask.x.start.abs, mask.y.start.abs));
let br = UiVec2(vec2(mask.x.end.rel, mask.y.end.rel), vec2(mask.x.end.abs, mask.y.end.abs));
let top_left = floor(tl.rel * window.dim) + floor(tl.abs) + mask_delta;
let bot_right = floor(br.rel * window.dim) + floor(br.abs) + mask_delta;
if pos.x < top_left.x || pos.x > bot_right.x || pos.y < top_left.y || pos.y > bot_right.y {
color *= 0.0;
}
}
return color;
}
fn draw_texture(region: Region) -> vec4<f32> {
return textureSample(image_texture, samp, region.uv);
}
fn draw_glyph(region: Region, g: GlyphInfo) -> vec4<f32> {
let uv = mix(g.uv_min, g.uv_max, region.uv);
let texel = textureSample(atlas, samp, uv, i32(g.layer));
if (g.flags & 1u) != 0u {
return texel;
}
var color = unpack4x8unorm(g.color);
color.a *= texel.a;
return color;
}
fn draw_rounded_rect(region: Region, rect: Rect) -> vec4<f32> {
var color = unpack4x8unorm(rect.color);
let edge = 0.5;
let size = region.bot_right - region.top_left;
let corner = size / 2.0;
let center = region.top_left + corner;
let dist = distance_from_rect(region.pos, center, corner, rect.radius);
color.a *= 1.0 - smoothstep(-min(edge, rect.radius), edge, dist);
if rect.thickness > 0.0 {
let dist2 = distance_from_rect(region.pos, center, corner - rect.thickness, rect.inner_radius);
color.a *= smoothstep(-min(edge, rect.inner_radius), edge, dist2);
}
return color;
}
fn distance_from_rect(pixel_pos: vec2<f32>, rect_center: vec2<f32>, rect_corner: vec2<f32>, radius: f32) -> f32 {
// vec from center to pixel
let p = pixel_pos - rect_center;
// vec from inner rect corner to pixel
let q = abs(p) - (rect_corner - radius);
return length(max(q, vec2(0.0))) - radius;
}