aetna-core 0.3.4

Aetna — backend-agnostic UI library core
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
//! Paint-stream types and helpers shared by every backend.
//!
//! The `QuadInstance` ABI is the cross-backend contract: every
//! rect-shaped pipeline (stock or custom) reads the same 4 × `vec4<f32>`
//! layout, so the layout pass's logical-pixel rects compose with each
//! backend's GPU pipelines without per-backend tweaking. `aetna-wgpu`
//! and `aetna-vulkano` build different pipelines around it; the bytes
//! the vertex shader sees are identical.
//!
//! `PaintItem` + `InstanceRun` + [`close_run`] are the paint-stream
//! batching shape: walk the [`crate::DrawOp`] list, pack `Quad`s into
//! the instance buffer in groups of consecutive same-pipeline +
//! same-scissor runs, intersperse text layers in their original
//! z-order. Both backends consume this exactly the same way.
//!
//! The one paint concern this module *doesn't* own is `set_scissor` —
//! that one needs the backend-specific encoder type, so each backend
//! keeps a thin `set_scissor` of its own.

use bytemuck::{Pod, Zeroable};

use crate::shader::{ShaderHandle, StockShader, UniformBlock, UniformValue};
use crate::tree::{Color, Rect};
use crate::vector::IconMaterial;

/// One instance of a rect-shaped shader. Layout is shared between
/// `stock::rounded_rect` and any custom shader registered via the host's
/// `register_shader`. The fragment shader interprets the slots however
/// it wants; the vertex shader uses `rect` to place the unit quad in
/// pixel space.
///
/// `inner_rect` is the original layout rect — equal to `rect` when
/// `paint_overflow` is zero, smaller (set inside `rect`) when the
/// element has opted into painting outside its bounds. SDF shaders
/// anchor their geometry to `inner_rect` so the rounded outline stays
/// where layout placed it; the overflow band is where focus rings,
/// drop shadows, and other halos render.
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable, Debug)]
pub struct QuadInstance {
    /// Painted rect — xy = top-left px, zw = size px. Equal to
    /// `inner_rect` when no `paint_overflow`. Vertex shader reads at
    /// `@location(1)`.
    pub rect: [f32; 4],
    /// `vec_a` slot — for stock::rounded_rect, this is `fill`. Vertex
    /// shader reads at `@location(2)`.
    pub slot_a: [f32; 4],
    /// `vec_b` slot — for stock::rounded_rect, this is `stroke`.
    /// Vertex shader reads at `@location(3)`.
    pub slot_b: [f32; 4],
    /// `vec_c` slot — for stock::rounded_rect, this is
    /// `(stroke_width, max_radius, shadow, focus_width)`. Positive
    /// `focus_width` draws outside the layout rect; negative draws inside.
    /// `max_radius`
    /// is the largest of the four per-corner radii (in `slot_e`); it
    /// stays here so custom shaders that read scalar `slot_c.y` as
    /// the radius keep working when corners are uniform. Vertex
    /// shader reads at `@location(4)`.
    pub slot_c: [f32; 4],
    /// Layout rect (xy = top-left px, zw = size px). SDF shaders use
    /// this so the rect outline stays anchored to layout bounds even
    /// when `rect` has been outset for `paint_overflow`. Vertex shader
    /// reads at `@location(5)` — declared *after* the legacy slots so
    /// custom shaders that only consume locations 1..=4 keep working
    /// unchanged.
    pub inner_rect: [f32; 4],
    /// `vec_d` slot — for stock::rounded_rect, this is the ring
    /// color (rgba) with eased alpha already multiplied in. Zero when
    /// the node isn't focused or isn't focusable. Vertex shader reads
    /// at `@location(6)`.
    pub slot_d: [f32; 4],
    /// `vec_e` slot — for stock::rounded_rect, this is per-corner
    /// radii in `(tl, tr, br, bl)` order (logical px). Custom shaders
    /// that don't care about per-corner shapes can ignore this slot.
    /// Vertex shader reads at `@location(7)`.
    pub slot_e: [f32; 4],
}

/// One line-segment primitive in a vector icon. The instance renders a
/// single antialiased stroke into `rect`; higher-level icon paths are
/// flattened into runs of these records by the backend recorder.
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable, Debug)]
pub struct IconInstance {
    /// Painted bounds for the segment, outset for stroke width and AA.
    /// Vertex shader reads at `@location(1)`.
    pub rect: [f32; 4],
    /// Segment endpoints in logical px: `(x0, y0, x1, y1)`.
    /// Fragment shader reads at `@location(2)`.
    pub line: [f32; 4],
    /// Linear rgba color. Fragment shader reads at `@location(3)`.
    pub color: [f32; 4],
    /// `(stroke_width, reserved, reserved, reserved)`.
    /// Fragment shader reads at `@location(4)`.
    pub params: [f32; 4],
}

/// A contiguous run of instances drawn with the same pipeline + scissor.
/// Built in tree order so a custom shader sandwiched between two stock
/// surfaces is drawn at the right z-position.
#[derive(Clone, Copy)]
pub struct InstanceRun {
    pub handle: ShaderHandle,
    pub scissor: Option<PhysicalScissor>,
    pub first: u32,
    pub count: u32,
}

/// Which icon-draw path a backend uses for this run.
///
/// `Tess` runs index into the backend's tessellated vector mesh
/// (vertex range, expanded triangles). `Msdf` runs index into the
/// backend's per-instance MSDF buffer (one entry = one icon quad) and
/// must bind the atlas page identified by `IconRun::page`.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum IconRunKind {
    Tess,
    Msdf,
}

/// A contiguous run of backend-owned icon draws sharing a scissor.
///
/// For `Tess` runs, `first..first+count` is a vertex range in the
/// backend's vector-mesh buffer and `material` selects the fragment
/// shader (flat / relief / glass). For `Msdf` runs, `first..first+count`
/// is an instance range in the backend's MSDF instance buffer; `page`
/// names the atlas page to bind. `material` is always `Flat` for MSDF
/// runs — non-flat materials need the per-fragment local view-box
/// coordinate that the tessellated path provides, so they stay on the
/// `Tess` route.
#[derive(Clone, Copy)]
pub struct IconRun {
    pub kind: IconRunKind,
    pub scissor: Option<PhysicalScissor>,
    pub first: u32,
    pub count: u32,
    pub page: u32,
    pub material: IconMaterial,
}

/// Scissor in **physical pixels** (host swapchain extent), already
/// clamped to the surface and snapped to integer pixel boundaries.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct PhysicalScissor {
    pub x: u32,
    pub y: u32,
    pub w: u32,
    pub h: u32,
}

/// Sequencing entry for the recorded paint stream.
///
/// - `QuadRun(idx)` — a contiguous instance run (indexed into `runs`).
/// - `IconRun(idx)` — a vector icon run (backend-owned storage,
///   indexed by the wgpu icon painter; other backends may keep using
///   text fallback and never emit this item).
/// - `Text(idx)` — a glyph layer (indexed into the backend's
///   `TextLayer` vector).
/// - `BackdropSnapshot` — a pass boundary. The backend ends the
///   current render pass, copies the current target into its managed
///   snapshot texture, and begins a new pass with `LoadOp::Load` so
///   subsequent quads can sample the snapshot via the `backdrop` bind
///   group. At most one of these is emitted per frame, inserted by
///   [`crate::runtime::RunnerCore::prepare_paint`] immediately before
///   the first quad bound to a `samples_backdrop` shader.
#[derive(Clone, Copy)]
pub enum PaintItem {
    QuadRun(usize),
    IconRun(usize),
    Text(usize),
    /// One raster image draw. Indexes into the backend's
    /// `ImagePaint`-equivalent storage. Produced by
    /// [`crate::runtime::TextRecorder::record_image`] from a
    /// [`crate::ir::DrawOp::Image`].
    Image(usize),
    /// One app-owned-texture composite. Indexes into the backend's
    /// `SurfacePaint`-equivalent storage. Produced by the backend's
    /// surface recorder from a [`crate::ir::DrawOp::AppTexture`].
    AppTexture(usize),
    /// One app-supplied vector draw. Indexes into the backend's vector
    /// storage; explicit render mode determines whether that storage is
    /// tessellated geometry or an MSDF atlas entry. Produced from a
    /// [`crate::ir::DrawOp::Vector`].
    Vector(usize),
    BackdropSnapshot,
}

/// Close the current run and append it to `runs` + `paint_items`. No-op
/// when `run_key` is `None` or the run is empty.
pub fn close_run(
    runs: &mut Vec<InstanceRun>,
    paint_items: &mut Vec<PaintItem>,
    run_key: Option<(ShaderHandle, Option<PhysicalScissor>)>,
    first: u32,
    end: u32,
) {
    if let Some((handle, scissor)) = run_key {
        let count = end - first;
        if count > 0 {
            let index = runs.len();
            runs.push(InstanceRun {
                handle,
                scissor,
                first,
                count,
            });
            paint_items.push(PaintItem::QuadRun(index));
        }
    }
}

/// Convert a logical-pixel scissor to physical pixels, clamping to the
/// physical viewport. Returns `None` when the input is `None`.
pub fn physical_scissor(
    scissor: Option<Rect>,
    scale: f32,
    viewport_px: (u32, u32),
) -> Option<PhysicalScissor> {
    let r = scissor?;
    let x1 = (r.x * scale).floor().clamp(0.0, viewport_px.0 as f32) as u32;
    let y1 = (r.y * scale).floor().clamp(0.0, viewport_px.1 as f32) as u32;
    let x2 = (r.right() * scale).ceil().clamp(0.0, viewport_px.0 as f32) as u32;
    let y2 = (r.bottom() * scale).ceil().clamp(0.0, viewport_px.1 as f32) as u32;
    Some(PhysicalScissor {
        x: x1,
        y: y1,
        w: x2.saturating_sub(x1),
        h: y2.saturating_sub(y1),
    })
}

/// Pack a quad's uniforms into the shared `QuadInstance` layout. Stock
/// `rounded_rect` reads its named uniforms; everything else reads the
/// generic `vec_a`/`vec_b`/`vec_c`/`vec_d` slots. `inner_rect` falls
/// back to `rect` when the uniform isn't supplied — i.e. when the node
/// has no `paint_overflow`.
pub fn pack_instance(rect: Rect, shader: ShaderHandle, uniforms: &UniformBlock) -> QuadInstance {
    let rect_arr = [rect.x, rect.y, rect.w, rect.h];
    let inner_rect = uniforms
        .get("inner_rect")
        .map(value_to_vec4)
        .unwrap_or(rect_arr);

    match shader {
        ShaderHandle::Stock(StockShader::RoundedRect) => {
            let radii = uniforms.get("radii").map(value_to_vec4);
            // Fall back to the scalar `radius` uniform when no
            // per-corner block was inserted (custom callers, focus
            // ring band, etc.). Either path produces a valid
            // four-corner instance — callers that only set scalar
            // `radius` get uniform corners.
            let scalar_radius = uniforms.get("radius").and_then(as_f32).unwrap_or(0.0);
            let radii = radii.unwrap_or([scalar_radius; 4]);
            let max_radius = radii[0].max(radii[1]).max(radii[2]).max(radii[3]);
            QuadInstance {
                rect: rect_arr,
                inner_rect,
                slot_a: uniforms
                    .get("fill")
                    .and_then(as_color)
                    .map(rgba_f32)
                    .unwrap_or([0.0; 4]),
                slot_b: uniforms
                    .get("stroke")
                    .and_then(as_color)
                    .map(rgba_f32)
                    .unwrap_or([0.0; 4]),
                slot_c: [
                    uniforms.get("stroke_width").and_then(as_f32).unwrap_or(0.0),
                    max_radius,
                    uniforms.get("shadow").and_then(as_f32).unwrap_or(0.0),
                    uniforms.get("focus_width").and_then(as_f32).unwrap_or(0.0),
                ],
                slot_d: uniforms
                    .get("focus_color")
                    .and_then(as_color)
                    .map(rgba_f32)
                    .unwrap_or([0.0; 4]),
                slot_e: radii,
            }
        }
        _ => QuadInstance {
            rect: rect_arr,
            inner_rect,
            slot_a: uniforms.get("vec_a").map(value_to_vec4).unwrap_or([0.0; 4]),
            slot_b: uniforms.get("vec_b").map(value_to_vec4).unwrap_or([0.0; 4]),
            slot_c: uniforms.get("vec_c").map(value_to_vec4).unwrap_or([0.0; 4]),
            slot_d: uniforms.get("vec_d").map(value_to_vec4).unwrap_or([0.0; 4]),
            slot_e: uniforms.get("vec_e").map(value_to_vec4).unwrap_or([0.0; 4]),
        },
    }
}

fn as_color(v: &UniformValue) -> Option<Color> {
    match v {
        UniformValue::Color(c) => Some(*c),
        _ => None,
    }
}
fn as_f32(v: &UniformValue) -> Option<f32> {
    match v {
        UniformValue::F32(f) => Some(*f),
        _ => None,
    }
}

/// Coerce any `UniformValue` into the four floats of a vec4 slot.
/// Custom-shader authors typically pass `Color` (rgba) or `Vec4`
/// (arbitrary semantics); `F32` packs into `.x` so a single scalar like
/// `radius` doesn't need a Vec4 wrapper.
fn value_to_vec4(v: &UniformValue) -> [f32; 4] {
    match v {
        UniformValue::Color(c) => rgba_f32(*c),
        UniformValue::Vec4(a) => *a,
        UniformValue::Vec2([x, y]) => [*x, *y, 0.0, 0.0],
        UniformValue::F32(f) => [*f, 0.0, 0.0, 0.0],
        UniformValue::Bool(b) => [if *b { 1.0 } else { 0.0 }, 0.0, 0.0, 0.0],
    }
}

/// Convert a token sRGB color to the four linear floats the shader
/// reads. Tokens are authored in sRGB display space; the surface is an
/// *Srgb format so alpha blending happens in linear space (correct
/// for color blending, slightly fattens light-on-dark text).
pub fn rgba_f32(c: Color) -> [f32; 4] {
    [
        srgb_to_linear(c.r as f32 / 255.0),
        srgb_to_linear(c.g as f32 / 255.0),
        srgb_to_linear(c.b as f32 / 255.0),
        c.a as f32 / 255.0,
    ]
}

fn srgb_to_linear(c: f32) -> f32 {
    if c <= 0.04045 {
        c / 12.92
    } else {
        ((c + 0.055) / 1.055).powf(2.4)
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::shader::UniformBlock;
    use crate::tokens;

    #[test]
    fn focus_uniforms_pack_into_rounded_rect_slots() {
        // Focus ring rides on the node's own RoundedRect quad: focus_color
        // packs into slot_d (rgba) and focus_width into slot_c.w (the
        // params slot's previously-padding lane).
        let mut uniforms = UniformBlock::new();
        uniforms.insert("fill", UniformValue::Color(Color::rgba(40, 40, 40, 255)));
        uniforms.insert("radius", UniformValue::F32(8.0));
        uniforms.insert("focus_color", UniformValue::Color(tokens::RING));
        uniforms.insert("focus_width", UniformValue::F32(tokens::RING_WIDTH));

        let inst = pack_instance(
            Rect::new(1.0, 2.0, 30.0, 40.0),
            ShaderHandle::Stock(StockShader::RoundedRect),
            &uniforms,
        );

        assert_eq!(inst.rect, [1.0, 2.0, 30.0, 40.0]);
        assert_eq!(
            inst.inner_rect, inst.rect,
            "no inner_rect uniform → fall back to painted rect"
        );
        assert_eq!(
            inst.slot_c[1], 8.0,
            "max corner radius in slot_c.y (uniform corners derived from scalar `radius` uniform)"
        );
        assert_eq!(
            inst.slot_e,
            [8.0, 8.0, 8.0, 8.0],
            "scalar `radius` uniform fills all four corners on slot_e"
        );
        assert_eq!(
            inst.slot_c[3],
            tokens::RING_WIDTH,
            "focus_width in slot_c.w"
        );
        assert!(inst.slot_d[3] > 0.0, "focus_color alpha should be visible");
    }

    #[test]
    fn per_corner_radii_uniform_routes_to_slot_e() {
        // The `radii` uniform overrides the scalar `radius` for the
        // SDF, while `slot_c.y` carries the max corner so custom
        // shaders that read scalar `slot_c.y` still see the right
        // shape silhouette.
        let mut uniforms = UniformBlock::new();
        uniforms.insert("fill", UniformValue::Color(Color::rgba(40, 40, 40, 255)));
        // Top-rounded only — the strip-on-card shape.
        uniforms.insert("radii", UniformValue::Vec4([12.0, 12.0, 0.0, 0.0]));
        uniforms.insert("radius", UniformValue::F32(12.0));

        let inst = pack_instance(
            Rect::new(0.0, 0.0, 100.0, 40.0),
            ShaderHandle::Stock(StockShader::RoundedRect),
            &uniforms,
        );

        assert_eq!(inst.slot_e, [12.0, 12.0, 0.0, 0.0]);
        assert_eq!(inst.slot_c[1], 12.0, "max corner radius -> slot_c.y");
    }

    #[test]
    fn physical_scissor_converts_logical_to_physical_pixels() {
        let scissor = physical_scissor(Some(Rect::new(10.2, 20.2, 30.2, 40.2)), 2.0, (200, 200))
            .expect("scissor");

        assert_eq!(
            scissor,
            PhysicalScissor {
                x: 20,
                y: 40,
                w: 61,
                h: 81
            }
        );
    }
}