* Fix rendering, gradient, sampling, etc issues on older GPUs
* Fix bug in `box_y` sdf function, which caused gradients to be split
into two bands incorrectly. Mostly a problem on lower-res screens.
* Use per-texture filtering instead of GL sampler objects on Linux,
especially for Mesa drivers that ignore min filter samplers.
This should help prevent blocky/pixellated things like emoji/avatars
* Improve rendering sharpness on low-DPI screens (icons, emoji, images)
On 1.0-DPI screens, emoji/SVG-icons/avatars were minified without
adequate sampling and SVG AA was sub-pixel, producing blocky/aliased
output. This reworks each path and adds optional full-window SSAA.
SVG icons (device-aware AA + round caps):
- draw_svg.rs/draw_vector.rs/render.rs: size the fill & stroke AA
fringe and the curve-flatten tolerance in DEVICE pixels (≈constant
regardless of icon size), so edges resolve via the analytic
d/fwidth coverage and curves stay smooth at any scale; re-tessellate
on scale change.
- triangulate.rs: thread the flatten tolerance through path fill/stroke.
- tessellate.rs: emit round caps as a solid disc (u=0.5) instead of a
radial fade that collapsed to a square at small sizes.
- widgets/icon.rs: don't clip the Icon to its Fit bounds, so round
caps that extend past the box render fully instead of being sheared.
Emoji:
- glyph_raster_image.rs/rasterizer.rs: rasterize color emoji near the
on-screen size with an alpha-weighted box downscale (geometric-mean
scale factor) instead of the font's native PNG strike.
Images / avatars (mipmaps):
- image_cache.rs/texture.rs/draw_list.rs/lib.rs: optionally emit a CPU
mipmap chain (VecMipBGRAu8_32) for non-animated images so minified
avatars/thumbnails sample cleanly. Env-gated MAKEPAD_IMAGE_MIPMAPS;
default on for GL on Linux.
- metal.rs: real per-level mip upload. d3d11.rs/vulkan.rs/web_gl.rs:
safe single-level fallback (no crash; real mips TODO).
Full-window supersampling (optional):
- window.rs: render the whole UI into an offscreen target at
MAKEPAD_SUPERSAMPLE× device resolution and downscale-resolve into the
window. Default 2×, env-tunable, 1× disables. Modeled on the existing
GaussStack render-to-texture path.
* don't unconditionally enable supersampling SSAA of 2x by default
it's too expensive and too slow for most older devices
* cleanup, reduce comment verbosity
* improve SVG anti aliasing
* Windows: fix laggy/juddery scroll performance
- Pace the render loop to the display refresh using a DXGI frame-latency
waitable object and present with vsync, replacing the free-spinning,
uncapped Poll loop that caused uneven scroll cadence.
- Coalesce consecutive WM_MOUSEMOVE messages and paint once per loop pass
to stop the judder when moving the mouse during fling deceleration.
- Cache get_dpi_factor() and the WM_NCHITTEST WindowDragQuery result to
avoid per-mouse-move GetDeviceCaps syscalls and widget-tree hit-tests.
- Throttle XInput/DirectInput polling of empty/disconnected controller
slots, which was stalling the UI thread.
- Rework the momentum fling to a native exponential model with a
frame-interval EMA, and stop the tail auto-scroll from fighting an
active fling/drag.
- D3D11: update the glyph atlas and image textures in place via
UpdateSubresource instead of recreating them on every change, and
spread D3D11 shader-object creation across frames.
- Slug atlas: only force a full re-layout on a width change; append rows
on height growth.
* Windows: correctness fixes from review (off the scroll hot path)
- d3d11: close the DXGI frame-latency waitable HANDLE in Drop (it was
leaked once per main-window lifecycle and the field comment was wrong);
keep popup swap chains at frame-latency 1; track the waitable-swapchain
flag for ResizeBuffers instead of inferring it from the handle; present
without the vsync interval during a live resize.
- windows.rs: poll game input on the idle signal tick so a gamepad button
can be serviced while the app is otherwise idle.
- win32_window / window: invalidate the WM_NCHITTEST / WindowDragQuery
caches on window move and on a caption relayout, with a generation
counter guarding against a reentrant invalidation being clobbered.
- windows_game_input: detect a controller already plugged in at launch via
a one-shot full scan on the first poll, probe slot 0 (Player 1) first,
and offset the DirectInput enumeration so it never stacks with the
XInput probe.
- comment/doc corrections.
* Image cache: accept any Arc<D: AsRef<[u8]> + ?Sized> for async image data
The load_image_from_data_async family required Arc<Vec<u8>>, forcing callers
that already hold the bytes as Arc<[u8]> (e.g. a content-addressed media cache)
to copy the whole buffer via .to_vec() just to satisfy the type. Generalize the
data parameter to Arc<D> where D: AsRef<[u8]> + ?Sized, so those callers can pass
their existing Arc by refcount-clone with no byte copy. The decode path only ever
borrowed the bytes (&[u8]), so this is purely a signature relaxation; existing
Arc<Vec<u8>> callers are unaffected (D = Vec<u8>).
* Linux: GL glyph-atlas in-place texture update + X11/Wayland mouse-move coalescing
* Scroll: unified fling model + native trackpad momentum deceleration
Share one kinetic-scroll model between PortalList and ScrollBar (and thus
ScrollXView/ScrollYView/ScrollXYView) via a new widgets/src/scroll_motion.rs:
- Touch-drag flicks use an iOS-style exponential self-decay, frame-rate
independent via a per-frame integrator with dt smoothing.
- Trackpad scrolling applies the OS momentum directly while fast (responsive,
full native speed), then hands off to a gentler self-decaying tail once it
slows past a threshold, so the deceleration is longer and smoother than the
OS's short, choppy tail. Handoff is seeded at the current speed for a
continuous transition; the seed is clamped against degenerate event timing.
- Add ScrollPhase to scroll events, mapped from NSEventPhase/momentumPhase on
macOS and wl_pointer AxisStop on Wayland; None elsewhere (wheels/X11/Windows
behave as before). MAKEPAD_RAW_TRACKPAD_MOMENTUM=1 bypasses the smoothed tail.
- A press catches an in-progress fling (stops the scroll, consumes the press so
it doesn't also activate a child), matching iOS/Android/macOS.
* Shader codegen: prefix Metal/WGSL locals to avoid reserved-word collisions
The Metal/WGSL backends emitted user-declared shader locals verbatim, so a
local named after a reserved type keyword (e.g. `half`) produced invalid
shader source and failed to compile at runtime. Prefix them with `l_` like the
HLSL/GLSL backends already do.
* TextFlow: don't panic on unbalanced HTML close tags
end_code/end_quote unwrapped the area stack, so a stray `</pre>` or
`</blockquote>` in untrusted content (e.g. a chat message) panicked. Return
early instead, and drop a vestigial per-list-item area-stack push that leaked
an entry and could hand a stray close tag the wrong block's area.
* Scroll: expose fling decel, handoff threshold, & tail-decel as `#[live]` fields
This allows app devs to override the scroll feel per-widget in the DSL,
or globally by overriding the base widget's defaults — verified that a DSL
override takes effect.
* Windows: fix frame pacing, paste crash, and wheel input backlog
- Wait on the frame-latency waitable right before each window's vsync
present instead of on every Paint, so input no longer stalls behind
waits that have no matching present. Drain leftover credits after a
live resize.
- Pasting when the clipboard has no text no longer panics.
- The poll loop now handles up to 32 messages (2 ms) per frame and
merges consecutive mouse-wheel messages, so fast wheels can't build a
backlog that keeps scrolling after the gesture ends. Sleep 1 ms when a
frame presents nothing so animation polling doesn't spin a core.
* Image: don't build unused mip chains; fix stale images in recycled widgets
- Only build the CPU mip chain when a backend actually uploads it
(Metal, behind its env var), and build it on the decode thread instead
of the UI thread. Linux GL still gets its mipmaps via glGenerateMipmap
and now retains less CPU memory per image.
- Recycled Image widgets no longer show the previous item's image or
apply an old decode result. Placeholder textures set via set_texture
(like blurhashes) stay visible while the real image decodes, and a
failed load clears the widget instead of leaving old content up.
* Widgets: avoid needless caption redraws; cheaper PortalList height tracking
- Label::set_text does nothing when the text hasn't changed, and the
window caption title is only synced when it actually changes, so mouse
moves and animation ticks no longer redraw the whole window every
event. The caption centering padding requests its own redraw now.
- PortalList records item heights only when new or changed, and only
re-applies the default height after it drifts by half a pixel, so big
lists don't walk every unmeasured item on every scroll frame.
* Text: cache layouts of long texts; stop cloning glyph outlines every frame
- The layout cache now accepts texts of any length (long messages and
code blocks used to re-layout on every scroll frame). It is a real LRU
with a byte budget on top of the entry cap, and texts drawn in the
current frame are never evicted, so one heavy frame can't thrash the
cache into a permanent miss cycle. The shaper cache is LRU now too.
- Glyph outlines are shared via Rc, so drawing a cached glyph no longer
copies its command list, and outline complexity is computed once when
the outline is built instead of every frame.
* Html: fix stale links/spans in recycled widgets and <details> renumbering
- set_text only rebuilds when the content actually changed, so a
recycled link can't open the previous message's URL, and re-setting
identical content keeps the user's <details> open/closed state.
- Custom widgets and <details> are keyed by their node index instead of
a visit-order counter, so toggling a collapsed <details> can't
renumber the widgets after it and rebind them to the wrong nodes.
item_with_scope also recreates its widget when the template changes.
* Linux: fixed-distance wheel scrolling; Wayland frame-callback pacing
- Wheel scrolling moves a fixed 60 px per detent on X11 and Wayland
instead of a timing-based guess that flipped between 12 px and 240 px
depending on how events batched. Wayland reads real detent counts via
AxisValue120 (wl_seat v9, with AxisDiscrete as the older fallback) and
maps keymaps MAP_PRIVATE as v7+ requires. Touchpads are unchanged.
- Wayland frames are paced with wl_surface frame callbacks and swap
interval 0, so redrawing a hidden or minimized window can no longer
hang the whole app inside eglSwapBuffers (compositors withhold frame
callbacks for hidden windows). Windows with a callback in flight skip
presenting and stay dirty; X11 keeps vsync exactly as before.
* Text: bigger layout cache budget, reclaimed at the end of each frame
A maximal ~60 KB message lays out to roughly 4 MB of glyphs, so the 4 MB
budget couldn't hold even one alongside a normal screen. Raise it to
16 MB, and run eviction at the end of every frame so memory over the
budget is freed one frame after its content leaves the screen, instead
of lingering until some later layout happens to insert a new entry.
* Fix oversized uniform slices: the array lengths were in bytes, not f32 elements
* Wayland: flush buffered mouse motion before scroll events, and drop motion for closed windows
* GL: fall back to non-mipmapped filtering when glGenerateMipmap fails on strict GLES3 drivers
* Text: bucket emoji raster scales so zooming reuses atlas slots instead of re-decoding every step
* Image: add has_content() and record texture provenance on cache-hit loads too
* Scroll: native trackpad momentum, Chrome-model bounce; presses catch motion, never click children
* Dock: redraw the newly selected tab immediately when the active tab is closed
* Html: standard link colors with pressed precedence; skip re-parsing unchanged text; color setters
* Image: don't redraw on cache-hit loads of the already-bound image (per-draw reloaders looped forever)
* Scroll: log macOS momentum-end phase bits to check Cancelled (touch-cut) vs Ended (natural fade)
* Scroll: momentum state machine; flicks survive pagination; edge sentinels & once-per-frame actions
* Scroll: remove the MAKEPAD_SCROLL_DEBUG diagnostics
* Scroll: time-based fling velocity window; pointer fan-out guard; parked flings survive pagination
* PortalList: optional reached-start/end margins (Some(0) default); repositioning re-announces the edges
* Linux/Wayland: honor UI zoom across window resizes; scale caption bar with zoom
Keep the wayland-side window geom in native units so the zoomed dpi isn't
read back as "native" on the next Configure — UI zoom no longer resets or
flickers on maximize/tile. Also let the caption bar height scale with the
zoom (pin to native only on macOS, where the buttons are OS traffic lights).
* Windows: D3D11 fixes for drawlist mgmt
trying to help with the `new_batch` bugs
* draw_list.rs — `set_zbias` now returns whether it changed
* d3d11.rs — uploads draw_call_uniforms on the given condition:
`uniforms_dirty || zbias_changed || buffer.is_none()`
and the zbias advance is hoisted above the early-continues
* Scroll: hard flicks carry farther and boost on re-flick; iOS-style touch rubber band with per-edge bounce gating; Android fling spline behind a flag
* Splitter: redraw both pane subtrees on drag; cached views keep fresh fixed sizes in the dirty check
* iOS: re-deliver window-geometry changes dropped by re-entrant UIKit callbacks; Init only ever from the first draw
* final cleanup fixes. Ensure all examples, experiments, `studio` all work
* Image: skip re-parsing an SVG that is already shown, keyed on the caller's shared bytes
* CachedView: fix upside-down offscreen texture on GL/GL-ES
GL/GL-ES store offscreen FBOs bottom-up, unlike Metal/D3D/WGSL.
The DSL->script-shader migration switched the CachedView composite to plain
.sample() (non-flipping sample2d on GL), so cached views rendered
vertically mirrored on GL/GL-ES; Metal was fine on macOS.
Add a `sample_rt` script sampler (emits the V-flipping sample2d_rt on
GLSL, plain no-flip sample elsewhere) and use it in the CachedView and
CachedRoundedView composites.
* Fix `AdaptiveView::redraw()` to actually do something
* Support standard keyboard navg shortcuts/keys in TextInput
Implement platform-standard TextInput navigation and deletion behavior,
including Home, End, PageUp, PageDown, word movement, line/document
boundaries, and Shift-based selection.
* Use Apple Option/Cmd conventions on Apple targets
* Use Ctrl conventions on non-Apple targets
* Web accepts both shortcut styles for now, since we don't have a way
to query the host OS from within a makepad web env.
Also, be extremely careful to ensure that we respect Unicode grapheme boundaries
when doing all the selection/navigation logic.
Fix `Delete`, which was erroneously handled before.
Add lots of missing keys in Linux X11 & Wayland backends, e.g.,
Home, End, Delete, Insert, PageUp/PageDown, and arrow keys
* Add `CropToFill` image fit variant, improve ImageFit docs
This allows you to easily achieve the "centered cropped fit" that most apps
want for things like avatars or small thubmnails that get masked.
* Detect and support hardware keyboards, distinguish from soft/virtual kbd
Mimic desktop behavior on mobile systems as much as possible.
This is esp important for tablets like iPad OS where you're more likely
to have a real physical keyboard attached.
For iOS:
* Arrow keys and Home/End/PageUp/PageDown navigate and auto-repeat
at the system-defined rate (connected via `UIKeyCommand`)
* Cmd+Enter to submit a `TextInput` and Cmd+C/X/V clipboard shortcuts now work.
* Ensure the pop-up diacritic/accent menu is properly placed using a hidden
`UITextInput` native widget, which acts as a sort of "proxy"
* Proactively drain `ShowTextIME` after each draw so the IME position will be
properly updated after each keystroke.
* Importnatly, don't mark the IME dismissed when a hardware keyboard is attached.
For both iOS & Android:
* Add a `has_physical_keyboard()` detection mechanism across both backends,
and fix platform-specific key repeat behavior
For Android:
* Ensure clipboard cut/copy works using the same Ctrl shortcuts (API 26+)
Soft/virtual keyboard/IME changes:
* For multiline TExtInputs, a soft keyboard Enter/Return key will always just
insert a new line, to avoid complexity with keyboard shortcut cfgs.
* CJK keyboard character selection should also be properly positioned now
* minor optimization to avoid re-setting IME pos if it didn't change
* Ensure inline composition is still shown in TextInput on all platforms
This is mostly relevant when using CJK and other similar IMEs.
Previously Makepad didn't shown any "echoes" of the single latin chars
that the user would type, but it would correctly input the selected CJK
glyph. So if you typed `nihao` and then selected `你哈`, then you would
see the proper chinese characters but not the latin "nihao".
Tha't s a bit confusing while typing.
Summary of the fixes per platform:
macOS:
- `set_marked_text` now forwards the marked (composition) text to the
focused TextInput with `replace_last = true`; previously it only stored
it in an ivar. `unmark_text` clears the preview, and both it and
`insert_text` share a new `clear_marked_text_ivar` helper so a commit
doesn't emit a second, destructive text-input event.
Windows:
- Add `WM_IME_COMPOSITION` handling: commit `GCS_RESULTSTR`
(`replace_last = false`) and show `GCS_COMPSTR` inline
(`replace_last = true`), and clear on `WM_IME_ENDCOMPOSITION`. The
message is consumed so DefWindowProc neither draws its own composition
window nor synthesizes a duplicate WM_CHAR for the result.
- Extend the vendored `windows` binding with `ImmGetCompositionStringW`,
`GCS_COMPSTR`/`GCS_RESULTSTR`, and `WM_IME_COMPOSITION`/
`WM_IME_ENDCOMPOSITION`, which it didn't previously generate.
Linux (Wayland):
- Handle the `zwp_text_input_v3` `PreeditString` event (previously empty)
and apply the double-buffered preedit/commit state on `Done`, in the
protocol-mandated order (commit, then preedit), clearing the preview
when a cycle carries no preedit.
Linux (X11):
- Create the input context with XIM on-the-spot (`XIMPreeditCallbacks`)
and forward the preedit string from the draw/start/done callbacks,
falling back to `XIMPreeditNothing` if the IM server doesn't support
callbacks. Callbacks run inside `XFilterEvent`, so they only mutate a
thread-local that the event loop drains into the widget afterward,
avoiding re-entrant access to the app.
Android:
- Don't mark the IME dismissed when a physical keyboard is attached
(mirrors the iOS guard). Android was unconditionally calling
`text_ime_was_dismissed()` on soft-keyboard hide, which tore down the
IME connection that hardware-key composition relies on.
* iOS: replace custom `UITextInput` with a native `UITextView`
`UITextView` is a full system-native keyboard client, so we get all the
major features for free: language HUD pill and the complete globe/Ctrl+Space
shortcut to cycle between IMEs/languages.
Makepad basically just mirrors the state of the system native text view,
via the `full_state_sync`, but the actual native text view is kept invisible
so it doesn't interfere with what we render in Makepad's TextInput.
Notably, the Full Keyboard Accessibility setting now does work properly,
whereas it did not before with our UITextInput-based approach.
We also make sure that arrow keys, nav keys, auto-repeat, and modifiers
are properly hanlded so we can retain the expected kbd shortcuts,
like other desktop platforms.
* iOS: remove the old `UITextInput` connection with the Makepad TextInput
We've now switched to the native UITextview, so we don't need this any more.
* iOS: fix desync during fast typing
Ensure there's no race between the native UITextView and
Makepad's TextInput, as the Enter/REturn key needs special handling
w.r.t. how `pressesBegan` gets it (From a real hardware kbd).
* TextInput: more iOS integration, and text input types
more native integration for things like username/password,
new password fields, email, address, URLs, etc.
These tell iOS to change the keyboard layout/type for the text input.
* iOS: don't let Full Keyboard Access focus on our hidden native cursor
* cleanup
* iOS/TextInput: fix perf issues
* iOS TextInput: more fixes for read-only efficiency, and filtered input
Also port some of these fixes to Android's IME integration layer
* iOS/TextInput: hide the native caret iOS draws during autocorrect
but still allow the "decline autocorrect" bubble to popup where that
hidden caret is located (and the CJK candidate window in the same spot)
* Avoid script VM re-entrant panic: defer animator_cut/play if script VM is held
`animator_cut` / `animator_play` call `cx.with_vm`, which panics
(*"Script VM swapped off"*) when invoked during an apply walk — e.g. a
widget's `on_after_apply` on `ScriptReapply` / `Reload` — because the VM
is already taken for the duration of that walk's enclosing `cx.with_vm`.
- The derive macro's `animator_cut_scoped` / `animator_play_scoped` now
check `cx.is_script_vm_held()`; when held, they queue the op
(`defer_cut` / `defer_play`) and return instead of re-entering the VM.
- `animator_handle_event_scoped` replays the queue via `flush_deferred`
on the next frame, once the VM is free.
The defer path runs **only** in the formerly-panicking case, so VM-free
animations are byte-for-byte unchanged.
Also adds a re-entrancy-naming panic (`VmHolderGuard`) plus
`Cx::try_with_vm` / `Cx::is_script_vm_held` for diagnosing and handling
this class of bug.
* Better spacing/positioning for IME popups like the CJK candidate menu
applied to all platforms, but primarily an issue on macOS/iOS.
The candidate/conversion window (e.g. CJK pinyin) was covering the line of
text being composed. Carry the caret-line rect (not just a point) through
ShowTextIME and feed each backend its native "keep clear of this line" API,
so the OS places the candidate directly above/below the line with a small gap:
- macOS: firstRectForCharacterRange returns the line rect via AppKit
convertRect:toView:nil + convertRectToScreen (drops the hand-rolled
screen-coord math + fudge offsets); invalidate on caret move.
- Windows: ImmSetCandidateWindow with a CFS_EXCLUDE line rect.
- Wayland: set_cursor_rectangle with the real line rect.
- X11: XNSpotLocation/XNArea at the line.
- iOS: return the true composing-line box from firstRectForRange so iOS flips
around the real edges (consistent at any screen position) instead of a
degenerate point; only while marked text is active, to avoid an oversized
autocorrect highlight when typing normally.
* Fix Linux X11 behavior: Ctrl-based kbd shortcuts didn't work in TextInput
also trying to fix X11 behavior for positioning the CJK candidate window,
turns out there was an X11 bug for Ubuntu 22 and older so it's not always
possible, but we can attempt a workaround if errors occur (based on that,
we try to auto-detect the version of X11)
* fix X11 event loop latency by draining only a max of 64 events before redrawing
still working on X11 CJK candidate window positioning...
* add logs to X11 ime to figure out wtf is going on
* more robust fallbacks for X11 CJK candidate window positioning... grr
* maybe try to set the XFontSet attribute? for CJK candidate positioning
* positioning works now but there is a bit of overlap still
* now that X11 CJK candidate positioning works in some cases,
we need to pass the full rectangle containing the current line of text
to the X11 library so that it can position the window both on top
and beneath the current line of text, if needed.
* tweaking X11 CJK candidate positioning
* abandon the screen-positioning heuristic
Instead, we just send the bounding rect of the current text character
and hopefully let the X11 platform libs decide where to put the
CJK candidate popup
* add more spacing to the bounding rect on X11
* tweak for a bit more space between CJK candidate window
* more tweaks, rect height isn't being respected for some reason...
* attempting to add more instrumentation to figure out wtf is going on with X11 CJK positioning
* remove bad instrumentation that was causing freezes. ugh
* different approach for IME placement on X11
* previous positioning attempts for X11 didn't work.
New strategy: let it be positioned, and then try to move it
* still trying to fix X11 CJK candidate window positoining...
* trying to find CJK candidate window with X11 queries (To move it)
* abandon window scanning approach
* better approach, now just tweaking it
* fix one case where the candidate window was flipped but it pointing too low
* tweaking more
* trying to fix above-text line positioning
* still trying to tweak CJK candidates ABOVE the text line
* be more conservative when guessing whether X11 will show the CJK candidate above or below
* improve size heuristic for CJK candidate height
* calling X11 as complete now. jfc. Cleanup, remove debug logs, etc
* Additional opptimizations for windows shader compilation
`hlsl_compile_shaders` was called unconditionally after every draw event, even on
frames where no new shaders needed compilation. Added an early return:
```rust
if self.draw_shaders.compile_set.is_empty() {
return;
}
```
The loop previously collected `compile_set` into a temporary `Vec` before
iterating, in order to release the borrow on `compile_set` so the loop body
could mutate other `draw_shaders` fields. This caused a heap allocation and a
full copy of all indices on every compilation batch.
`std::mem::take` atomically replaces `compile_set` with an empty `BTreeSet` and
returns ownership of the original — no intermediate allocation, no copy, and no
separate `.clear()` needed at the end:
```rust
let compile_set = std::mem::take(&mut self.draw_shaders.compile_set);
for draw_shader_id in compile_set { ... }
// no .clear() needed
```
Previously `shader_cache_dir()` was an inner function called inside
`CxOsDrawShader::new`, meaning it ran once **per shader** on every compilation.
Each call performs two syscalls: `env::var("LOCALAPPDATA")` and
`fs::create_dir_all`. With N shaders compiling on first launch, this was 2N
unnecessary syscalls.
`shader_cache_dir()` is now a module-level function called **once** before the
loop in `hlsl_compile_shaders`, and the resulting `Option<&Path>` is passed into
`new` as a parameter.
The HLSL source already lives in `cx_shader.mapping.code`. The previous code
cloned it into an owned `String` before passing it to `new`, even though all
downstream uses (hashing, `D3DCompile`, cache I/O, error printing) only need a
`&str`. Changed the parameter type to `&str` and restructured the loop body into
a block scope so the immutable borrow on `cx_shader` ends before the mutable
reborrow — eliminating the clone entirely.
`CxOsDrawShader::new` already took `&UniformBufferBindings` by reference. The
clone existed only because the immutable borrow on `cx_shader` had to be released
before the mutable reborrow. The same block-scope restructuring from fix#4
resolves this: `&cx_shader.mapping.uniform_buffer_bindings` is now passed
directly.
This field was written once on construction and **never read** — the only reader
was the O(n) deduplication scan removed in the previous round of fixes. It held
a full copy of each shader's HLSL source for the entire lifetime of the
application. At tens of KB per shader and dozens of shaders, this was megabytes
of permanently retained dead storage. The field is gone.
* More shader optimizations on windows
Properly get the Local AppData directory instead of using the
env var %LOCALAPPDATA, which may not always be there.
Now we do it with `SHGetKnownFolderPath(FOLDERID_LocalAppData)`,
which is canonically correct.
We also cache the directory path itself.
* Fix windows build: add missing constants in vendored windows-rs bindings
* fix more build errors and warnings in windows-rs vendored copy
* Fix SVG parsing and vector drawing
* Fix erroneous unzip glob pattern that doesn't work on normal linux
* try another approach: unzip everything, cp needed dirs
* regenerate windows-rs to export missing functions
* fix compilation errors on windows
* import WS_EX_TOOLWINDOW from windows-rs instead of customizing the constant
---------
Co-authored-by: jasonqiu <jasonqiuchen@outlook.com>
* regenerate windows-rs to export ImmAssociateContext
* fix ime popup window still shown when TextInput has no focus
* fix ime popup window still shown when TextInput has no focus for macos
---------
Co-authored-by: jasonqiu <jasonqiuchen@outlook.com>