- the renderer paints all casings before all centers; the bridge rim
was a center-pass line and covered the deck (dark-filled bridges).
Rim is now the casing, the light deck the center, and the faint dots
ride a companion style one sort-rank above
- outline colors (bridge rim, platform edge, pedestrian-area edge) now
derive from theme fills via contrast_edge() — dark fills get a
lighter rim, light fills a darker one — so dark mode flips them
automatically instead of baking light-theme grays
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dotted centerline continues across the span (it does on osm.org,
just faint); the rim is a companion stroke job keyed off the deck color
so the two-pass StrokeStyle stays untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Matches osm.org's little outlined bridge box: dark gray casing, near-
white solid deck, no dotted centerline across the water.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- road-polygon fills (pedestrian squares, wide walking-path areas) get
carto's thin gray constant-px edge from z15
- footbridge deck narrowed (2.4x the dot width, was 3.4x) — the rope
bridge at Artis read twice as fat as osm.org
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the animal enclosure WAYS turned out absent from the detail archive
(converter mystery, ids fine, no filter — parked), but every animal
also exists as an attraction=animal NODE: those now flow through the
micro_pois point path as label-only features (culture brown, no icon).
Verified live at Artis: Zwarte slingeraap, Roze pelikaan, Rode vari,
Goudwanggibbon, Aziatische olifant all place like osm.org
- walking paths are light gray dotted everywhere (user preference over
carto salmon); restricted-access stays gray too
- footway bridges draw a small white deck under the dots — the little
outline box carto shows at water crossings
- diagnostic probes for the Artis tiles kept as ignored tests
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- root cause found by driving a real Artis tile through the full build
in a test: admission, extraction and compaction were all fine (42/42
enclosures labeled in the tile buffers) — the labels died at placement
scoring. Point-anchored area labels have a ~zero-length path, and the
score formula's path-length term let every street name outscore them
in dense viewports. They now get a 420px length credit and green_area
ranks 4 (above pois, below streets)
- pedestrian streets/paths render carto-style: near-white core with a
gray casing (both palettes) instead of falling through to defaults
- trees 2x: canopy disc 5.4 with a 1.7 dark core, matching osm.org
proportions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- CRITICAL: OSM's own layer=-1/1 stacking tag collided with our "layer"
source-layer key (or_insert kept the OSM value) — any layer-tagged
feature was unrecognizable downstream: the Artis tourism=zoo way
(layer=-1) never got its boundary, and detail admission missed such
features entirely. Source-layer name now owns the key; OSM's value
moves to "osm_layer"
- barrier lines from the detail archive: walls/retaining walls dark
thin, fences lighter, hedges green (the Artis perimeter wall)
- trees are now carto's light canopy disc with a dark center dot
- attraction rings force-close (tile clipping opened them — Aziatische
olifant label was dropped)
- restricted-access paths (private/no/customers) gray out instead of
public salmon inside zoos and private grounds
- micro street furniture (trees, benches, bins, dots) collides at ~45%
radius so a tree row no longer knocks out its benches
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- pattern coords now come from the vertex stage in tile-local space
scaled to view px (v_world was post-camera SCREEN space — the pattern
sat still while the map panned under it)
- courtyard gardens: smaller dots on an odd/even staggered grid;
playgrounds keep the hatch; woods/forests/cemeteries get staggered
OPEN circles (tree rings) instead of sharing the garden dots
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
carto textures its fills; ours were flat. Fill groups now carry a
pattern shape (30 = dot stipple for leisure=garden and landuse=cemetery,
31 = diagonal hatch for playgrounds) and the map shader darkens the
fill color procedurally in screen-stable world space — no textures,
pans/rotates with the map.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- named zoo enclosures/attractions (attraction=animal etc.) from the
detail archive label at their centroid in carto's culture brown; area
labels no longer require a fill color, so a named enclosure on plain
grass still gets its name
- natural=sand/beach/shingle fill carto's pale tan (theme rule both
palettes); sand-floored enclosures rank above the zoo's grass
- tourism=zoo/theme_park perimeter draws a muted purple constant-px
boundary line
- landuse=cemetery gets its proper green (was generic gray — Joodse
begraafplaats Zeeburg)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Chaikin corner-cutting now requires a GENTLE turn (< ~30 degrees) in
addition to short adjacent segments: densely sampled canal-belt quay
roads still carry sharp corners at bridge junctions between short
segments, and cutting those curved the road through the corner
buildings and off the bridges
- the "black dashed fragments" at every canal crossing were the dark
bridge casing applied to thin footway/steps bridges (a sub-px 0x4a4a4a
edge under 0.9px salmon dots); carto only cases real roads — thin
uncased paths keep their plain dotted style on bridges
- tile.rs: keep an ignored bridge_probe diagnostic test (dumps line
features near a point in a real tile with tags)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- overzoom smoothing regression: uniform Chaikin also cut real 90-degree
street corners, rounding roads through building blocks and detaching
them from their bridges. Now only vertices with BOTH adjacent segments
under ~10 screen px get cut (dense tile-quantized curves); sparse
vertices are genuine corners and stay sharp
- pedestrian squares: area=yes semantically means polygon — close the
ring unconditionally (tile clipping can leave LineString rings open)
- examples/map: headless UI smoke test (makepad_test) + local data
symlink so the in-process hub run finds local/maps
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Hella Haasseplein root cause: pedestrian squares in osm_lines arrive
as LineStrings, so `closed` was never set and the area admission
skipped them — detect implicit closure (first==last) and mark the
ring closed for the fill pass
- icon collision: doors and generic dots now yield to real symbols
(the recycling icon was losing to the building entrance beside it);
entrances gate at z18 like carto
- tools: tagprobe <pbf> <name> — dump every OSM element matching a
name, for answering "how is this actually tagged" without overpass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- polygon POIs (parking lots, garages, shops/offices mapped on their
building) now icon at the ring centroid like carto — this is what
makes the parking P's appear; underground garages skip the centroid
(carto shows their entrance instead: amenity=parking_entrance now
draws the P) and named parkings get a blue name label
- pedestrian squares (Hella Haasseplein): admitted from the detail
archive into the street-area fill pipeline — including closed
highway=pedestrian area=yes ways that live in osm_lines, since
highway ways don't classify as polygons at conversion — and named
squares/greens both label at their centroid
- vertical street labels read TOP-TO-BOTTOM (osm.org convention, user
preference), never bottom-to-top; upside-down protection stays via
the text-span chord
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- platform polygons (railway/public_transport=platform from the detail
archive) as gray slabs with a constant-px edge, 2D and 3D, z15.5+
- new icons: traffic signals, parking P, EV charger, plus a generic
colored dot for named POIs with no dedicated symbol (offices like
TomTom get dot + name label from the detail layer); per-icon zoom
gates (entrances z17.5, signals/chargers/dots z16.5, parking z15.5)
- rail: sidings/yards (service=*) fade lighter and thinner like carto's
dead-end tracks; railway landuse gets carto's pale purple tint
- small green patches (verges, lawns, scrub) restored at street zoom
from the detail archive — z14 base generalization drops them
- overzoom Chaikin smoothing on stroke geometry: ovals and tram loops
stop reading as polygons at 8-16x magnification; roundabout/circular
junctions get oneway arrows without an explicit oneway tag
- labels: reading direction decided by the chord across the whole text
span (mid-point tangent flipped labels 180 on zigzag segments), and
small rotation deltas reuse the cached placement rigidly rotated
about the pivot — no more per-frame wiggle during heading-up nav
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- entrance door icons (entrance=*, railway=subway_entrance) from the
all-tag detail layer at door-level zoom (z17.5+); tourism=information
(i) icon in both the shortbread poi and detail micro-poi paths
- rail sleeper retune vs OSM reference: thinner band (casing 2.4, core
1.2) with longer airy stripes dash(8,8); sleeper look starts z15 so
zoomed-out station corridors stay a calm thin line; trams only darken
toward near-black at z16+
- elevation: median spike removal + ~220m smoothing + 2.5m climb
hysteresis — SRTM rooftop noise no longer fakes 50m of ascent across
pancake-flat Amsterdam (test asserts single-digit climb)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
score_search_hit: settlements are near-immune to distance ("brussels"
from Amsterdam means Bruxelles, not the closest Brusselsestraat),
POIs/streets keep strong local bias, and a number token signals
address intent. nav-build --places-only scans a pbf for settlement
nodes into a compact index (Europe: 1.31M places, 67MB, 60s); the app
merges it with the regional full index, deduping same-name near hits.
Route overlay decimation now measures against the last drawn point,
bounding the error at ~1.5px — pairwise skipping compounded and
visibly reshaped the route when zoomed out.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Search results render as two-line cards (name, then category · address
· distance) instead of one cramped line. Picking a result clears the
input — the next query no longer appends to the old text, which broke
every follow-up search. The nav worker restarts on demand if a script
hot-reload wiped the channel state.
Long-press never synthesizes from a held mouse button on desktop, so
double-click now triggers the same action (set position, then route
here); hints updated accordingly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Flat mode returns to the classic building style (base fills +
outlines) instead of a top-down view of the extruded roofs: crossing
between flat and tilted bumps the style epoch and sentinels every
resident tile's bucket, so the normal stale-bucket restyle path
rebuilds them while the previous geometry stays visible and
cross-fades.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tilted rendering now resolves occlusion in the depth buffer: map
geometry lives in a negative depth domain (UI/labels/overlay drawn
later always win by call order), view-ground y dominates so walls and
roofs occlude anything behind them under any rotation, and a baked
sort-rank micro-depth in param5 (4 depth quanta per rank step) orders
overlapping layers at equal ground without quantization flicker.
Bridges bias their micro-depth like their sort rank, the dark bridge
edge sits one step under the road fill (exact ties noise-win — black
bridges), and nested greens get distinct sub-ranks (park < garden <
grass < pitch) so parks stop shimmering. Flat mode stays on the
classic call-order path, byte-identical.
Camera ergonomics: right-mouse-drag (or Option-drag) rotates the
camera horizontally and tilts vertically, emitting ViewportChanged on
release.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Axonometric tilt as camera uniforms: screen y compresses about the
view center and building vertices carry their height in meters in
param4, lifted toward screen-top by height * px_per_m * sin(tilt) —
tilt animates freely with zero tile rebuilds. All CPU projections
(gestures, zoom anchor, screen<->lonlat, tile-selection AABB, label
placement + cache, overlay) undo the tilt alongside the rotation.
In 3D mode building footprints come from the all-tag detail archive
(real height / building:levels tags, 8m default) replacing the base
building fills: per-edge flat-shaded wall quads (NW light) painted
north-first as the painter's occlusion approximation, then the lifted
roof. The example app gets a 3D toggle with an eased tilt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The detail archive's micro-POIs never reached the collector: the
decode-time point filter only admitted pois/addresses/road-label
layers. Bellamyplein now renders its trees, benches, statues, bins,
recycling and bicycle parking like the osm.org reference.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Heading-up camera: MapView rotation (bearing-up degrees) as uniforms in
the map shader — geometry and map-aligned glyphs (oneway arrows) rotate
about the view center, POI symbols stay upright billboards. Rotation-
aware tile selection AABB, pan/zoom-anchor/screen<->lonlat math, overlay
projection and puck heading, label placement (street labels follow the
rotated baseline, point labels stay horizontal) and the label pan-shift
cache. The nav app eases the camera onto the travel bearing with a
shortest-arc exponential and resets to north when navigation ends.
Micro-POIs: an optional all-tag detail archive (detail_mbtiles_path)
composes over the shortbread base at icon zooms — trees (canopy discs),
benches, waste baskets, recycling, bicycle parking, playgrounds and
artwork/memorial statues, matching osm.org's park furniture. Icons
only; base labels are never duplicated.
Simulated drive now ticks on NextFrame instead of a 20 Hz timer, so
the follow camera moves once per rendered frame.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stroke geometry now bakes the centerline anchor per vertex (svg
tessellator emits anchors; offsets ride in param1/2, width-growth
class in param3, shape_id+100 marks expand mode — the shared vertex
format is unchanged). The map vertex shader re-expands each stroke
with a per-class width correction (regular roads, thin paths/rails,
waterways, constant-px building outlines) computed from the tile's
styled bucket vs the live fractional view zoom.
Tiles rendered at a stale zoom bucket keep the exact widths a fresh
restyle would produce, through the whole gesture: no fat roads while
zooming in, no width snap when the rebuild lands, dash dots and
building outlines stay crisp. Fading outgoing generations carry their
own bucket so they correct too.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per-rule min_zoom on road/waterway rules: footway/path/steps hidden
below z15, cycleway/track below z14, streams/ditches below z13 and
canal lines below z12 — carto hides these long before roads; at city
scale they read as dot confetti over every block.
Waterway centerlines shrink faster than roads below z14
(zoom_mult^1.6): linear scaling kept Amsterdam's canal grid at near
full width at z12 and the whole city read as water; the water
polygons carry the visual weight at those zooms.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Conversion tooling (tools/map_tiles): curated Shortbread base pyramid
from a VersaTiles planet archive (bbox extract, brotli->gzip transcode
parallelized per 256x256 block), all-tag native OSM pbf detail
converter, pbf audit, and nav-build/nav-probe producing the routing
graph + search index artifacts. download_map.sh orchestrates pinned
downloads and conversions. mbtile_reader writer now skips SQLite's
lock-byte page at byte offset 1 GiB — allocating through it corrupted
every database over 1 GiB ("2nd reference to page 16385"); the 31 GB
Europe conversion passes integrity checks.
Navigation (libs/map_nav, new): region.search place/POI/street/address
index (prefix autocomplete, NL/EN category synonyms, proximity
ranking) and region.graph routing graph (CSR directed edges,
car/bike/foot speeds, oneway, turn restrictions, snap grid, A*),
maneuver generation and the NavSession map-matching state machine;
26 unit tests.
MapView interaction layer: MapViewAction, camera API + animated
fly_to, overlay.rs (route polyline with traveled dimming, markers,
position puck), per-widget mbtiles_path override, archive
minzoom/maxzoom honored for tile requests, zoom-level cross-fade over
the previous level's imagery, floating panels win hit-testing.
examples/map is the navigator app: worker-thread search, Drive/Bike/
Walk routing, simulated turn-by-turn with banner, follow camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- bridge roads get a dark casing edge (carto bridge style); global
casing pass keeps it under all road fills
- named parks/green areas emit centroid labels in carto green (z15+),
new LABEL_CLASS_GREEN; health-class label color wired in the view
- icon-vs-icon collision at bake time: first symbol wins within an
icon-sized neighborhood, so dense shopping streets show distinct
symbols instead of a stacked carpet
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Zoom-constant arrow glyphs (shaft+head) spaced every ~130 screen px
along oneway highways, offsets pre-rotated into the travel direction
(oneway_reverse honored), emitted into the symbol buffer so they draw
above road centers. Same anchor+screen-offset encoding as POI symbols.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Local tiles decode the MVT protobuf straight into tile-local f32
features (MvtSink trait + MvtLocalCollector with scale-aware thinning);
the MVT -> generated-Overpass-JSON -> parse detour is gone (a ~1-3MB
binary tile inflated to ~10MB of JSON re-parsed on every restyle, most
of the ~1s per-tile rebuild). The shared feature builder now takes
tile-local ways/points; the Overpass network path projects into the
same structures. MvtTileJsonBuilder deleted.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New tile geometry fades in over 250ms via a tile_fade uniform
(multiplies the premultiplied output); the replaced generation's
geometry stays drawable underneath until the fade completes, so bucket
restyles and fresh tiles blend instead of flickering in. A 16ms timer
keeps frames coming while any fade is active (the paint beat idles
without input).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cached label placements were redrawn shifted by the raw map-offset
delta; during a zoom the offsets change by world-scale amounts, flinging
the cache thousands of px off-screen (labels vanished just off max zoom
and stayed gone while idle because the re-place rate limit counted
frames). Now: cached glyphs draw through the exact affine screen
transform s*k + (off_new - off_old*k) with glyph size scaled, so labels
track the map mid-gesture; the re-place limit is wall-time based; and
the settle timer re-arms until a budget-truncated label pass completes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The settle window counted FRAMES, but the paint beat idles when input
stops: after a zoom gesture no frames occur, the frame delta never
reaches the threshold, and stale-bucket restyles only fired when the
user wiggled the map. Settle checks now use wall time and the zoom
gesture schedules a 150ms timeout so a wake is guaranteed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- in-flight tile requests time out after 600 frames and clear stuck
Loading placeholders; a leaked key would otherwise choke the 12-slot
dispatch cap (zoom-only restyles appeared to never regenerate)
- label placement budget only applies during gestures; at rest a full
pass runs, otherwise the lowest-priority tail (house numbers) was
permanently truncated at the same point every re-place
- per-tile label cap 32768: a city-sized overzoomed tile can exceed 16K
labels and the priority sort dropped addresses first
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Single-batch dispatch meant one tile in flight at a time after a zoom
(requests only advance when a draw happens, draws only happen when a
tile lands) — restyles trickled sequentially. Now every missing/stale
tile dispatches its own worker job, up to 12 in flight, so a viewport
restyle overlaps across the pool.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gap-distribution instrumentation on the 7680x2160@120 display showed the
renderer can hold 120fps (gap_avg 8.4ms in calm stretches) but dropped
frames wherever labels are dense: full label re-placement (5-22ms) ran
almost every other frame during pan (tile arrivals + pan distance
invalidated the cache) and EVERY frame during zoom (exact zoom equality
in the cache check).
- full re-places rate-limited to ~8/s; between them the cached placement
draws shifted (~2ms), including during zoom gestures where labels stay
screen-pinned briefly (pinch behavior a la Google Maps)
- each placement pass gets a hard 7ms budget; highest-scored labels
place first, the tail defers to the next pass
- gap avg/max and >12ms counts added to the perf log
- tile restyle after zoom: one tile per worker job (10-tile batches ran
sequentially in one closure, 2-3s per batch), settle delay 150->80ms
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Instrumentation showed draw_walk at ~1ms and CPU tile insert at ~2-3ms
while inter-frame gaps hit 200-1000ms during interaction: the stall is
GPU buffer upload/pressure from oversized tiles (a bucket-17 z14 tile
holds ~6.8K outlined buildings -> tens of MB of 19-float vertices).
- scale-aware vertex thinning: drop points closer than ~0.35 screen px
at the styled zoom (invisible detail dominated vertex volume)
- building outlines use miter joins (round-join bevel expansion on ~60K
ring points per tile was the largest single buffer)
- tile GPU uploads throttled to 2 per frame via a pending queue
- resident tile cache capped at 48 (was 640) with faster idle eviction
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- perf log: draw_walk aggregates total/geometry/label ms, max frame,
inter-frame gap and full-placement count per 240 frames into
local/map_perf.log
- labels precompute name_key + tile-local bbox at tile build; the
per-frame scan does no allocation and rejects offscreen labels with
two point transforms before any path work (an overzoomed tile holds
~16K labels, mostly offscreen)
- batched glyph path no longer runs update_draw_vars per call (the open
batch already did); halo underdraw 8 -> 4 diagonal offsets, halving
glyph volume
- fill clip overlap shrunk to ~1 screen px: the wider double-drawn
strip let the later tile's land paint over the earlier tile's
buildings (pale band at tile edges at high zoom)
- point local mbtiles back at noord-holland-shortbread-1.0.mbtiles
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- one glyph instance batch per frame (begin/end_glyph_batch on
DrawRotatedText): every glyph previously opened and closed its own
aligned-instance batch, x9 with the halo underdraw
- label placement cache: pan-only frames redraw the previous placement
shifted by the pan delta (like the tile geometry) instead of
re-scanning up to 16K labels and re-shaping/re-colliding ~1-2K; full
re-placement only after 48px of pan, zoom change, or tile updates
- shaped-run cache keyed by (text, quantized font_scale) so periodic
re-placements stop re-shaping every string every time
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- zoom-bucket restyles wait ~0.3s after the last zoom change so line
widths scale geometrically (smooth) during the gesture and re-style
once, instead of flickering tile-batch by tile-batch mid-zoom
- per-tile label cap 16384 and larger z16.5+ budgets: an overzoomed z14
tile holds a whole city's addresses and lowest-priority house numbers
were truncated before the viewport filter ever saw them
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- openstreetmap-carto symbol SVGs (CC0) tessellated once at final screen
size and baked into a 4th tile-cached vector buffer; vertices encode
anchor + screen-px offset, the map vertex shader (shape id 20) adds the
offset after the map transform so symbols keep constant pixel size at
every zoom — pure GPU vector, no raster atlas
- POI symbols colored by class (orange food, purple shops, brown culture,
red health incl. pharmacies), labels shifted below the symbol
- symbols gated to z17+ and hidden immediately on zoom-out even while
stale higher-bucket tiles are still displayed
- green areas (leisure/grass/forest/gardens) rank above generic landuse:
they share the shortbread land layer with huge residential polygons and
lost to protobuf feature order (Bellamyplein rendered gray)
- cache-only fallback when the local mbtiles source is missing (e.g.
while a larger extract downloads)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- per-end line caps (Tessellator::stroke_ends): butt at tile-clip cuts,
round at true ends — road cap discs no longer stamp over neighbor
tiles' tram tracks and roads at seams
- fill polygons clipped to their own tile square (Sutherland-Hodgman);
a tile's MVT buffer fragments no longer overpaint the neighbor;
building outlines skip segments running along the tile cut
- stroke clip padding 3px (under the generator buffer) so boundary
cuts are detectable
- white label halos (8-offset underdraw, theme label_halo color)
- carto POI label colors (orange food, purple shops, brown culture,
muted house numbers) from shortbread poi attributes
- label placement hysteresis across frames (no flicker while panning)
- street_polygons fill ranked below sites/parks (Bellamyplein-class
plazas no longer cover the park inside them)
- max zoom 19 with width stops for z18/19
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
redrawing is significantly more expensive than text comparisons,
and doing this outside of each widget is difficult and less efficient.
this helped avoid a bunch of redraw cycles in robrix,
so it's probably worth doing for all widgets, especially since
setting text or another basic property now does an auto-redraw
(it didn't used to be like that)
* 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
VoiceWave grows an opt-in ptt_use_escape flag (Escape doubles as cancel/
dismiss elsewhere, so hosts choose); both keys drive the same logical talk
button. Gamemaker opts in via the caption_bar's hidden voice_wave and the
hints now read 'hold Esc' — the big friendly key for kids. Verified the
nested named-child merge lands on the live widget.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Verdict on the gamemaker judder (measured, 25s A/B runs, same window size):
gauss OFF -> unchanged (25-33ms gaps) [pyramid exonerated]
empty game world -> unchanged [game exonerated]
vsync OFF -> FIXED (119.8fps steady, worst 9ms; slow callbacks 124->2)
The stall is CAMetalLayer display-sync throttling: the compositor (hardware-
mirrored + SwitchResX-scaled 7680x2160) returns drawables unevenly, and
nextDrawable blocks the main thread 10-25ms in phases. The durable fix is
present-gated pacing: track in-flight presents via addPresentedHandler and
skip the paint when the pool is busy instead of blocking the event loop.
MAKEPAD_TIMER_TRACE=1 logs paint-clock fire-to-fire gaps >20ms and slow
callbacks >10ms with a per-step breakdown (live_edit/net/pad/paint/gc).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The fixed 8ms timer0 presented ~125Hz into a 120Hz vsync queue: the drawable
pool drifted full and nextDrawable blocked the main thread in a ~25-frame
sawtooth (PerfGraph 'wait' ramps). Timer now arms at 1.002/max_fps across
attached NSScreens — the +0.2% makes NSTimer lateness drain the queue instead
of accumulating. Sawtooth verified gone.
perf_monitor: 'gpu' channel — presented-frame GPU interval tapped from the
existing command-buffer completion aggregation (atomic hand-off, folded at
frame_boundary; concurrent with CPU channels, plotted violet).
metal: MAKEPAD_GPU_PASS_TRACE=1 logs per-pass GPU time ([gpu-pass] name ms)
for frame-budget hunts.
Measured (gamemaker, empty world vs full racing game — identical ~4.7ms GPU):
the frame cost is the UI glass pipeline, not the game — scene capture +
6 mip downsamples + 3 smooth upsamples re-run every frame at 120Hz because
the game pane dirties the window; at low GPU clocks the 11-pass chain's
latency swings past the 8.3ms budget in phases.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>