Commit graph

8 commits

Author SHA1 Message Date
Kevin Boos
5dc5c265a5 Switch to SLUG/DrawGlyph font drawing stack (#1042)
* Switch to SLUG/DrawGlyph font drawing stack (via Codex)

* Improve same-frame new glyph caching and SLUG packed instances

* avoid performance regression by batch updating slug atlas cache

* TextFlow: separate SLUG glyph batches to avoid interleaving HTML text drawing

* SLUG optimization: append instead of a full clone each generation

* trying out codex perf fix for linux wayland

* Disable SLUG glyps on Linux for now

* Fix Linux SLUG rendering, warmup, and promotion behavior

- re-enable Linux SLUG through a separate Linux-only DrawText helper
  instead of bloating the normal DrawText shader path
- preserve widget text styling on Linux SLUG by syncing common DrawText
  state into the helper, including base colors, gradients, and interactive
  states such as hover, focus, down, active, pressed, drag, empty, and
  disabled
- keep normal Linux UI text on the raster/MSDF path and only switch to
  SLUG above the Linux cutoff, while still falling back cleanly when SLUG
  data is unavailable
- fix Linux SLUG glyph placement so promoted text uses the correct glyph
  origin, layout position, and atlas packing
- add progressive SLUG warmup on Linux by budgeting glyph generation and
  uploads across redraws and falling back to raster/MSDF until SLUG data
  is actually ready
- lazily register and prewarm the shared Linux SLUG helper so app startup
  and first-use latency stay low
- opt only the Linux SLUG helper into async GL shader compilation and use
  parallel shader compile support when available, avoiding the large
  startup and first-tab stalls seen before
- fix Linux runtime shader issues caused by copied widget text shaders and
  custom get_color logic by using a shared helper shader with the expected
  text-state inputs
- stabilize Linux SLUG promotion by preventing stale retained areas,
  cleaning up raster/helper ownership correctly during draw, and
  shadow-promoting the first ready SLUG frame before making it visible
- eliminate the visible SLUG handoff flicker so Linux text now switches
  from raster/MSDF to SLUG without freezes or noticeable visual artifacts
- add a dedicated UIZoo SLUG tab with side-by-side below-cutoff and
  above-cutoff examples, plus diagnostic cases for plain labels,
  gradients, custom text shaders, and glyph/color probes
- keep the final diff focused by removing unrelated formatting-only churn
  from the worktree during cleanup

* Tighten Linux SLUG promotion and helper sync

- make Linux SLUG promotion state local to each DrawText instance
  instead of using a global per-redraw gate
- cache Linux SLUG helper shader field intersections so helper state
  syncing avoids repeated per-draw allocations and linear membership checks
- harden the shadow-promotion fallback path so failed helper batching
  only takes a single raster fallback path
- preserve DrawText memory alignment after adding Linux SLUG bookkeeping

* try to fix emoji on Android

* emoji fix take 2

* uizoo example: allow touch/drag scroll. Don't panic in FileTree demo

* Fix emoji on Android

* Windows: async HLSL shader compile + extend SLUG helper path to Windows

Fixes two major performance issues on Windows that made uizoo unusable on
first launch:

1. **60-75s startup stall** caused by synchronous `D3DCompile` of ~30+
   SLUG-bearing text shader variants on the UI thread before the window
   could present.
2. **3-4s hang when opening the SLUG tab** caused by synchronous compile
   of the fat DrawTextSlug helper shader the first time a SLUG glyph was
   needed.

Also fixes a latent HLSL-only `CreateInputLayout` E_INVALIDARG crash
triggered by shaders with >26 instance inputs (exposed by DrawTextSlug).

`DrawTextLinuxSlug` → `DrawTextSlug` and all `linux_slug_*` /
`LinuxSlug*` symbols dropped their `Linux` prefix. Cfg guards expanded
from `target_os = "linux"` to `any(target_os = "linux", target_os = "windows")`
so Windows now:

- uses the same lean base `DrawText` shader (SDF/MSDF only, no SLUG
  curve-solver HLSL inlined)
- uses a separate `DrawTextSlug` helper shader for the SLUG path
- has the same progressive glyph-build budget and DPI cutoff
  (`default_slug_new_glyphs_per_redraw`, `default_slug_min_dpxs_per_em`
  in `fonts.rs` now match `OsType::Windows` alongside the Linux variants)
- falls back to raster/MSDF while the SLUG helper shader or its glyph
  data isn't yet ready

macOS/iOS/Android/WASM paths are untouched — they still use the fat
all-in-one `DrawText` shader via `cfg(not(any(linux, windows)))`.

Added `AsyncHlslCompile` in `d3d11.rs` and an `async_hlsl_compile` field
on `CxOs`. Shaders flagged `async_compile: true` (the SLUG helper) now
dispatch to a background thread per shader via `std:🧵:Builder`
(named `hlsl-compile-<id>` for debugging). Workers call `D3DCompile`
off the UI thread, write the resulting DXBC to the on-disk cache, and
send only a status result (not the bytes themselves — SLUG is ~240 KB
and ferrying it through the channel is wasteful) back via an mpsc
channel guarded by a `Mutex`.

`hlsl_compile_shaders` drains completed results at the top of each
call, constructs `CxOsDrawShader` objects on the main thread (the
bytes come from the cache-hit path in `CxOsDrawShader::new`), and
triggers `redraw_all()` so widgets whose shaders just became ready
get re-rendered. The existing `sh.os_shader_id.is_none()` guard in
`render_view` handles skipping the draw call while a shader is
pending.

Added `Cx::is_draw_shader_window_ready()` on Windows for the SLUG
helper's readiness check; on Windows it's simply
`os_shader_id.is_some()` since HLSL compile is either synchronous
(cache hit) or tracked via the async path.

Cold-start still compiled 30+ shaders synchronously (parallelized via
`std:🧵:scope`) which took ~5-10s because FXC's per-call speed is
the bottleneck and parallelism helps less than expected. Now
`hlsl_compile_shaders` partitions queued shaders by cache state:

- cache hit → sync path: disk read + D3D11 object creation, a few ms
- cache miss OR `async_compile: true` → async path: worker thread

On a fully cold cache, every shader is a cache miss → the window
presents on the first frame with no compile work on the UI thread.
Widgets fill in over the next ~1-2s as their shaders become ready.
On a warm cache every shader is a hit → instant startup as before.

Added `shader_bytes_cached()` for cheap existence checking of the
cache entries.

`d3d_compile_hlsl` now passes `D3DCOMPILE_SKIP_OPTIMIZATION`. FXC's
optimizer is what makes individual compiles burn hundreds of ms to
seconds on text shaders with loops; UI shaders don't benefit enough
from it to justify the cold-cache cost. If a specific shader is later
shown to be a runtime hotspot, the fix is to recompile it optimized
on a background thread and hot-swap, not to pay the cost upfront for
every shader.

Bumped `CACHE_KEY_VERSION` to 2 so pre-existing `.dxbc` blobs compiled
with the old flags are invalidated cleanly on upgrade.

`d3d11.rs` used its own `index_to_char(i) = i + 'A'` which produced
invalid HLSL semantic names (`[`, `\`, `]`, …) past 26 inputs, while
the HLSL generator in `shader_hlsl.rs` already used a correct
multi-character scheme (`A..Z, AA..AZ, BA..`). `CreateInputLayout`
returned E_INVALIDARG because the names didn't match. Replaced with
`makepad_script::shader_hlsl::index_to_semantic` so both sides of
the binding agree.

This was a latent bug — no existing shader had >26 instance inputs
until `DrawTextSlug` (which inherits many interactive-state fields
from Label-derived shaders). Linux/GLSL is unaffected because GLSL
binds by identifier, not semantic name.

- Hoisted `d3d_compile_hlsl`, `hlsl_cache_key`, and
  `get_or_compile_shader_bytes` out of `CxOsDrawShader::new` to module
  scope so they can be shared with the async worker.
- Compute `hlsl_cache_key` once per shader during partition and reuse
  at dispatch instead of recomputing.
- Scoped borrows in the async drain loop eliminate mapping/bindings
  clones.

- `platform/src/os/windows/d3d11.rs` — compile pipeline, async infra,
  semantic-name fix
- `platform/src/os/windows/windows.rs` — `async_hlsl_compile` field on
  `CxOs`
- `draw/src/shader/draw_text.rs` — rename `LinuxSlug*` → `Slug*`,
  expand cfg gates
- `draw/src/text/fonts.rs` — extend SLUG cutoff/budget defaults to
  Windows

No changes to macOS, iOS, Android, or WASM paths.
2026-04-16 22:50:48 +02:00
Kevin Boos
c0f49184c9 Support scrolling while centered, both vertically and horizontally (#1017)
* Support scrolling while centered, both vertically and horizontally

The previous turtle logic didn't allow you to center-align a view
while still making it scrollable. This small fix supports that now,
meaning that you can have:
* a vertically-centered view (`Align: { y: 0.5 }`) that is y-scrollable
* a horizontally-centered view (`Align: {x: 0.5 }`) that is x-scrollable

Also added some simple examples of this to `uizoo`

* fix iOS build
2026-04-07 09:32:47 +02:00
Admin
98bc76b705 vulkan back 2026-03-15 13:20:49 +01:00
Admin
695403ef72 xr otw 2026-03-12 15:51:30 +01:00
Sabin Regmi
f3a149446b Windows Blur, System Composition (#940)
* Initial plan

* feat(platform): add window visuals API and M1 backdrop wiring

Co-authored-by: wheregmis <26774729+wheregmis@users.noreply.github.com>

* feat(uizoo): add M2 GlassPanel widget and demo tab

Co-authored-by: wheregmis <26774729+wheregmis@users.noreply.github.com>

* blue example

* Apply backdrop intensity and transparency

macOS: apply visuals.backdrop_intensity to the NSVisualEffectView alpha (clamped) so backdrop intensity affects the effect view.

Windows: honor visuals.backdrop_intensity by computing an alpha-packed accent color, toggle WS_EX_LAYERED for transparent windows, call SetLayeredWindowAttributes and DwmExtendFrameIntoClientArea when needed, and set the AccentPolicy accordingly (enable blur for transparent or non-none backdrops, set gradient_color based on intensity, and set accent_flags depending on DWM attribute result).

Tests: update expected backdrop_intensity in a unit test from 4.0/1.0 to 0.25 and assert a platform op is emitted. These changes ensure backdrop intensity and transparency settings are respected across platforms.

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: wheregmis <26774729+wheregmis@users.noreply.github.com>
2026-03-12 14:57:09 +01:00
Julián Montes de Oca
a41329500b Restore StackNavigation widget, add examples to ui-zoo (#892) 2026-02-26 13:54:36 +01:00
Julián Montes de Oca
0774c184a3 Video Widget: Support on MacOS & iOS (#863)
* Add macOS video playback support using AVPlayer + CVMetalTextureCache

Extends the Video widget from Android-only to also support macOS with
hardware-accelerated, zero-copy video rendering through Metal. Uses
AVPlayer for decoding and CVMetalTextureCache to map decoded frames
directly to MTLTextures without CPU copies.

Key changes:
- New AppleVideoPlayer module (AVPlayer + CVPixelBuffer → MTLTexture pipeline)
- FFI bindings for CVMetalTextureCache, CMTime, and related Apple APIs
- Video frame polling integrated into macOS paint cycle
- TextureFormat::VideoRGB ungated from Android-only to all platforms
- Video widget made cross-platform (TextureHandleReady wait is Android-only)
- Fixed shader aspect ratio bug (&&→|| for non-positive dimension check)
- Added video demo to uizoo and scratchpad examples

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add iOS video playback support

* Enhance video playback functionality with seek support and current position tracking

Key changes:
- Added `seek_video_playback` operation to allow seeking to specific timestamps.
- Introduced `current_position_ms` field in `VideoTextureUpdatedEvent` for tracking playback position.
- Implemented seeking functionality across iOS, macOS, and Android platforms.
- Updated Video widget to support new controls and indicators for seeking.

* Improve error handling for unsupported texture pixel formats

* Make volume icon drawing  use fixed width

* Make play/pause drawing use fixed width

* Remove video from scratchpad

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 15:19:21 +01:00
Admin
548506cd9c gltf example! 2026-02-16 15:51:24 +01:00