damascene_wgpu/lib.rs
1//! `wgpu` backend for custom Damascene hosts.
2//!
3//! Most applications should implement `damascene_core::App` and run it
4//! through `damascene-winit-wgpu`. Use this crate directly when you are
5//! writing your own host, embedding Damascene into an existing `wgpu`
6//! renderer, or producing headless render artifacts.
7//!
8//! The public entry point is [`Runner`]. It owns:
9//!
10//! - GPU resources: pipelines, buffers, text atlas, and icon atlas.
11//! - Backend-agnostic interaction state shared through
12//! `damascene_core::runtime::RunnerCore`.
13//! - A snapshot of the last laid-out tree so input arriving between
14//! frames hit-tests against the geometry the user can see.
15//!
16//! # Custom host loop
17//!
18//! The runner does not own the device, queue, swapchain, window, or
19//! event loop. A host creates those resources, forwards input into the
20//! runner, builds a fresh `El` tree, prepares GPU buffers, and renders:
21//!
22//! ```ignore
23//! use damascene_core::prelude::*;
24//! use damascene_wgpu::Runner;
25//!
26//! let mut runner = Runner::new(&device, &queue, surface_format);
27//! runner.set_surface_size(surface_width, surface_height);
28//!
29//! // Per frame:
30//! app.before_build();
31//! let theme = app.theme();
32//! let mut tree = app.build(&damascene_core::BuildCx::new(&theme));
33//! runner.set_hotkeys(app.hotkeys());
34//! runner.set_theme(theme);
35//! runner.prepare(&device, &queue, &mut tree, viewport, scale_factor);
36//! runner.render(&device, &mut encoder, target_texture, target_view, None, load_op);
37//! ```
38//!
39//! `prepare` is split from `render`/`draw` so all `queue.write_buffer`
40//! calls and atlas uploads happen before render-pass recording, matching
41//! `wgpu`'s expected order. Coordinates passed to pointer methods are
42//! logical pixels; render targets are physical pixels, so pass the host
43//! scale factor to [`Runner::prepare`].
44//!
45//! Use [`Runner::render`] when Damascene should own pass boundaries. This is
46//! required for backdrop-sampling custom shaders. Use [`Runner::draw`]
47//! only when you are already inside a host-owned pass and do not need
48//! backdrop sampling.
49//!
50//! # Custom shaders
51//!
52//! Call [`Runner::register_shader`] with a name and WGSL source. The
53//! shader's vertex/fragment must use the shared instance layout — see
54//! `shaders/rounded_rect.wgsl` (in damascene-core) for the canonical
55//! example. Bind the shader at a node via
56//! `El::shader(ShaderBinding::custom(name).with(...))`. Per-instance
57//! uniforms map to three generic `vec4` slots:
58//!
59//! | Uniform key | Slot (`@location`) | Accepted types |
60//! |---|---|---|
61//! | `vec_a` | 2 | `Color` (rgba 0..1) or `Vec4` |
62//! | `vec_b` | 3 | `Color` or `Vec4` |
63//! | `vec_c` | 4 | `Vec4` (or fall back to scalar `f32` packed in `.x`) |
64//!
65//! Stock `rounded_rect` reuses the same layout but reads its own named
66//! uniforms (`fill`, `stroke`, `stroke_width`, `radius`, `shadow`).
67
68mod icon;
69mod image;
70mod instance;
71mod msaa;
72mod pipeline;
73mod scene;
74mod surface;
75mod text;
76
77pub use crate::msaa::MsaaTarget;
78pub use crate::surface::{WgpuAppTexture, app_texture};
79
80use std::collections::{HashMap, HashSet};
81// `web_time::Instant` is API-identical to `std::time::Instant` on
82// native and uses `performance.now()` on wasm32 — std's `Instant::now()`
83// panics in the browser because there is no monotonic clock there.
84use web_time::Instant;
85
86use wgpu::util::DeviceExt;
87
88use damascene_core::event::{KeyChord, KeyModifiers, Pointer, UiEvent, UiKey};
89use damascene_core::ir::TextAnchor;
90use damascene_core::paint::{IconRunKind, PhysicalScissor, QuadInstance};
91use damascene_core::runtime::{RecordedPaint, RunnerCore, TextRecorder};
92use damascene_core::shader::{ShaderHandle, StockShader, stock_wgsl};
93use damascene_core::state::{AnimationMode, UiState};
94use damascene_core::text::atlas::RunStyle;
95use damascene_core::theme::Theme;
96use damascene_core::tree::{Color, El, Rect, TextWrap};
97use damascene_core::vector::IconMaterial;
98
99pub use damascene_core::paint::PaintItem;
100pub use damascene_core::runtime::{LayoutPrepared, PointerMove, PrepareResult, PrepareTimings};
101
102use crate::icon::IconPaint;
103use crate::image::ImagePaint;
104use crate::instance::set_scissor;
105use crate::pipeline::{FrameUniforms, build_quad_pipeline};
106use crate::scene::Scene3DPaint;
107use crate::surface::SurfacePaint;
108use crate::text::TextPaint;
109
110/// Initial size for the dynamic instance buffer (grows as needed).
111const INITIAL_INSTANCE_CAPACITY: usize = 256;
112
113/// Wgpu runtime owned by the host. One instance per surface/format.
114///
115/// All backend-agnostic state — interaction state, paint-stream scratch,
116/// per-stage layout/animation hooks — lives in `core: RunnerCore` and
117/// is shared with the vulkano backend. The fields below are wgpu-specific
118/// resources only.
119pub struct Runner {
120 target_format: wgpu::TextureFormat,
121 sample_count: u32,
122 /// Whether the adapter advertises `DownlevelFlags::MULTISAMPLED_SHADING`.
123 /// Threaded through to [`build_quad_pipeline`] so stock and custom
124 /// shaders that use `@interpolate(perspective, sample)` get
125 /// downlevelled (qualifier stripped) on backends that don't support
126 /// per-sample shading — notably WebGL2 and most browser WebGPU
127 /// adapters. See [`Self::with_caps`] for the host-side query.
128 per_sample_shading: bool,
129
130 // Shared resources.
131 pipeline_layout: wgpu::PipelineLayout,
132 /// Pipeline layout for `samples_backdrop` custom shaders — adds
133 /// `@group(1)` for the snapshot texture + sampler.
134 backdrop_pipeline_layout: wgpu::PipelineLayout,
135 quad_bind_group: wgpu::BindGroup,
136 backdrop_bind_layout: wgpu::BindGroupLayout,
137 backdrop_sampler: wgpu::Sampler,
138 frame_buf: wgpu::Buffer,
139 quad_vbo: wgpu::Buffer,
140 instance_buf: wgpu::Buffer,
141 instance_capacity: usize,
142
143 // One pipeline per registered shader (stock + custom).
144 pipelines: HashMap<ShaderHandle, wgpu::RenderPipeline>,
145 // Custom shader names registered with `samples_backdrop=true`. The
146 // paint scheduler queries this to insert pass boundaries before the
147 // first backdrop-sampling draw.
148 backdrop_shaders: HashSet<&'static str>,
149 // Custom shader names registered with `samples_time=true`. Mirrors
150 // `backdrop_shaders` but feeds `prepare_layout`'s continuous-redraw
151 // scan instead of the paint scheduler.
152 time_shaders: HashSet<&'static str>,
153
154 // stock::text resources — atlas, page textures, glyph instances.
155 text_paint: TextPaint,
156 // stock::icon_line resources — vector icon stroke instances.
157 icon_paint: IconPaint,
158 // stock::image resources — per-image texture cache + instance buf.
159 image_paint: ImagePaint,
160 surface_paint: SurfacePaint,
161 // stock::scene resources — geometry buffer cache, per-node offscreen
162 // targets, scene pipelines. Renders DrawOp::Scene3D offscreen and
163 // composites the resolved texture through the surface path.
164 scene_paint: Scene3DPaint,
165
166 /// Lazily-allocated snapshot of the color target, sized to match
167 /// the current target on each `render()`. Backdrop-sampling
168 /// shaders read this via `@group(1)` after Pass A.
169 snapshot: Option<SnapshotTexture>,
170 /// Bind group binding the snapshot view + sampler. Rebuilt each
171 /// time the snapshot texture is reallocated.
172 backdrop_bind_group: Option<wgpu::BindGroup>,
173
174 /// Wall-clock origin for the `time` field in `FrameUniforms`.
175 /// `prepare()` writes `(now - start_time).as_secs_f32()`.
176 start_time: Instant,
177
178 // Backend-agnostic state shared with damascene-vulkano: interaction
179 // state, paint-stream scratch (quad_scratch / runs / paint_items),
180 // viewport_px, last_tree, the 13 input plumbing methods.
181 core: RunnerCore,
182}
183
184struct SnapshotTexture {
185 texture: wgpu::Texture,
186 extent: (u32, u32),
187}
188
189struct PaintRecorder<'a> {
190 text: &'a mut TextPaint,
191 icons: &'a mut IconPaint,
192 images: &'a mut ImagePaint,
193 surfaces: &'a mut SurfacePaint,
194 scenes: &'a mut Scene3DPaint,
195 device: &'a wgpu::Device,
196 queue: &'a wgpu::Queue,
197}
198
199impl TextRecorder for PaintRecorder<'_> {
200 fn record(
201 &mut self,
202 rect: Rect,
203 scissor: Option<PhysicalScissor>,
204 style: &damascene_core::text::atlas::RunStyle,
205 text: &str,
206 size: f32,
207 line_height: f32,
208 wrap: TextWrap,
209 anchor: TextAnchor,
210 scale_factor: f32,
211 ) -> std::ops::Range<usize> {
212 self.text.record(
213 rect,
214 scissor,
215 style,
216 text,
217 size,
218 line_height,
219 wrap,
220 anchor,
221 scale_factor,
222 )
223 }
224
225 fn record_runs(
226 &mut self,
227 rect: Rect,
228 scissor: Option<PhysicalScissor>,
229 runs: &[(String, RunStyle)],
230 size: f32,
231 line_height: f32,
232 wrap: TextWrap,
233 anchor: TextAnchor,
234 scale_factor: f32,
235 ) -> std::ops::Range<usize> {
236 self.text.record_runs(
237 rect,
238 scissor,
239 runs,
240 size,
241 line_height,
242 wrap,
243 anchor,
244 scale_factor,
245 )
246 }
247
248 fn record_icon(
249 &mut self,
250 rect: Rect,
251 scissor: Option<PhysicalScissor>,
252 source: &damascene_core::icons::svg::IconSource,
253 color: Color,
254 _size: f32,
255 stroke_width: f32,
256 _scale_factor: f32,
257 ) -> RecordedPaint {
258 RecordedPaint::Icon(
259 self.icons
260 .record(rect, scissor, source, color, stroke_width),
261 )
262 }
263
264 fn record_image(
265 &mut self,
266 rect: Rect,
267 scissor: Option<PhysicalScissor>,
268 image: &damascene_core::image::Image,
269 tint: Option<Color>,
270 radius: damascene_core::tree::Corners,
271 _fit: damascene_core::image::ImageFit,
272 _scale_factor: f32,
273 ) -> std::ops::Range<usize> {
274 self.images
275 .record(self.device, self.queue, rect, scissor, image, tint, radius)
276 }
277
278 fn record_app_texture(
279 &mut self,
280 rect: Rect,
281 scissor: Option<PhysicalScissor>,
282 texture: &damascene_core::surface::AppTexture,
283 alpha: damascene_core::surface::SurfaceAlpha,
284 transform: damascene_core::affine::Affine2,
285 _scale_factor: f32,
286 ) -> std::ops::Range<usize> {
287 self.surfaces
288 .record(self.device, rect, scissor, texture, alpha, transform)
289 }
290
291 fn record_vector(
292 &mut self,
293 rect: Rect,
294 scissor: Option<PhysicalScissor>,
295 asset: &damascene_core::vector::VectorAsset,
296 render_mode: damascene_core::vector::VectorRenderMode,
297 _scale_factor: f32,
298 ) -> std::ops::Range<usize> {
299 self.icons.record_vector(rect, scissor, asset, render_mode)
300 }
301
302 fn record_scene3d(
303 &mut self,
304 rect: Rect,
305 scissor: Option<PhysicalScissor>,
306 id: &str,
307 scene: &std::sync::Arc<damascene_core::scene::Scene3DData>,
308 scale_factor: f32,
309 ) -> std::ops::Range<usize> {
310 self.scenes
311 .record(self.device, rect, scissor, id, scene, scale_factor)
312 }
313}
314
315impl Runner {
316 /// Create a runner for the given target color format. The host
317 /// passes its swapchain/render-target format here so pipelines and
318 /// the glyph atlas are built compatible.
319 pub fn new(
320 device: &wgpu::Device,
321 queue: &wgpu::Queue,
322 target_format: wgpu::TextureFormat,
323 ) -> Self {
324 Self::with_sample_count(device, queue, target_format, 1)
325 }
326
327 /// Like [`Self::new`], but builds all pipelines with `sample_count`
328 /// MSAA samples. The host must provide a matching multisampled
329 /// render target and a single-sample resolve target. `sample_count`
330 /// of 1 is the non-MSAA default.
331 ///
332 /// Defaults `per_sample_shading` to `true` — appropriate for native
333 /// adapters, where `DownlevelFlags::MULTISAMPLED_SHADING` is the norm.
334 /// Web/WebGL2 hosts must instead route through [`Self::with_caps`]
335 /// and pass the actual cap from the adapter, otherwise stock
336 /// pipelines fail naga validation on shader-module creation.
337 pub fn with_sample_count(
338 device: &wgpu::Device,
339 queue: &wgpu::Queue,
340 target_format: wgpu::TextureFormat,
341 sample_count: u32,
342 ) -> Self {
343 Self::with_caps(device, queue, target_format, sample_count, true)
344 }
345
346 /// Like [`Self::with_sample_count`], but with the `per_sample_shading`
347 /// downlevel cap supplied explicitly. Hosts that target backends
348 /// without `DownlevelFlags::MULTISAMPLED_SHADING` (WebGL2, most
349 /// browser WebGPU) read the flag off the adapter and pass it here:
350 ///
351 /// ```ignore
352 /// let caps = adapter.get_downlevel_capabilities();
353 /// let pss = caps.flags.contains(wgpu::DownlevelFlags::MULTISAMPLED_SHADING);
354 /// Runner::with_caps(&device, &queue, format, sample_count, pss)
355 /// ```
356 ///
357 /// When `false`, every pipeline (stock and later-registered custom)
358 /// has `@interpolate(perspective, sample)` rewritten to
359 /// `@interpolate(perspective)` before WGSL compilation. The shader
360 /// then interpolates at pixel centre instead of per MSAA sample —
361 /// MSAA coverage still works at `sample_count > 1`; only the
362 /// per-sub-sample brightness pass is skipped, slightly thickening
363 /// the AA band on curved SDF edges.
364 pub fn with_caps(
365 device: &wgpu::Device,
366 _queue: &wgpu::Queue,
367 target_format: wgpu::TextureFormat,
368 sample_count: u32,
369 per_sample_shading: bool,
370 ) -> Self {
371 // ---- Shared resources ----
372 let frame_buf = device.create_buffer(&wgpu::BufferDescriptor {
373 label: Some("damascene_wgpu::frame_uniforms"),
374 size: std::mem::size_of::<FrameUniforms>() as u64,
375 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
376 mapped_at_creation: false,
377 });
378
379 let frame_bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
380 label: Some("damascene_wgpu::frame_bind_layout"),
381 entries: &[wgpu::BindGroupLayoutEntry {
382 binding: 0,
383 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
384 ty: wgpu::BindingType::Buffer {
385 ty: wgpu::BufferBindingType::Uniform,
386 has_dynamic_offset: false,
387 min_binding_size: None,
388 },
389 count: None,
390 }],
391 });
392
393 let quad_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
394 label: Some("damascene_wgpu::frame_bind_group"),
395 layout: &frame_bind_layout,
396 entries: &[wgpu::BindGroupEntry {
397 binding: 0,
398 resource: frame_buf.as_entire_binding(),
399 }],
400 });
401
402 let quad_vbo = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
403 label: Some("damascene_wgpu::quad_vbo"),
404 // Triangle strip: 4 corners, uv 0..1.
405 contents: bytemuck::cast_slice::<f32, u8>(&[0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0]),
406 usage: wgpu::BufferUsages::VERTEX,
407 });
408
409 let instance_buf = device.create_buffer(&wgpu::BufferDescriptor {
410 label: Some("damascene_wgpu::instance_buf"),
411 size: (INITIAL_INSTANCE_CAPACITY * std::mem::size_of::<QuadInstance>()) as u64,
412 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
413 mapped_at_creation: false,
414 });
415
416 let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
417 label: Some("damascene_wgpu::pipeline_layout"),
418 bind_group_layouts: &[Some(&frame_bind_layout)],
419 immediate_size: 0,
420 });
421
422 // ---- Backdrop sampling resources ----
423 //
424 // Custom shaders that opt into backdrop sampling (registered
425 // via `register_shader_with(..samples_backdrop=true)`) get a
426 // pipeline layout with `@group(1)` for the snapshot texture
427 // and sampler. The bind group is rebuilt whenever the
428 // snapshot is (re)allocated.
429 let backdrop_bind_layout =
430 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
431 label: Some("damascene_wgpu::backdrop_bind_layout"),
432 entries: &[
433 wgpu::BindGroupLayoutEntry {
434 binding: 0,
435 visibility: wgpu::ShaderStages::FRAGMENT,
436 ty: wgpu::BindingType::Texture {
437 sample_type: wgpu::TextureSampleType::Float { filterable: true },
438 view_dimension: wgpu::TextureViewDimension::D2,
439 multisampled: false,
440 },
441 count: None,
442 },
443 wgpu::BindGroupLayoutEntry {
444 binding: 1,
445 visibility: wgpu::ShaderStages::FRAGMENT,
446 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
447 count: None,
448 },
449 ],
450 });
451 let backdrop_pipeline_layout =
452 device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
453 label: Some("damascene_wgpu::backdrop_pipeline_layout"),
454 bind_group_layouts: &[Some(&frame_bind_layout), Some(&backdrop_bind_layout)],
455 immediate_size: 0,
456 });
457 let backdrop_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
458 label: Some("damascene_wgpu::backdrop_sampler"),
459 address_mode_u: wgpu::AddressMode::ClampToEdge,
460 address_mode_v: wgpu::AddressMode::ClampToEdge,
461 address_mode_w: wgpu::AddressMode::ClampToEdge,
462 mag_filter: wgpu::FilterMode::Linear,
463 min_filter: wgpu::FilterMode::Linear,
464 mipmap_filter: wgpu::MipmapFilterMode::Nearest,
465 ..Default::default()
466 });
467
468 // Build stock rect-shaped pipelines up-front; custom shaders are
469 // added on demand by the host.
470 let mut pipelines = HashMap::new();
471 let rr_pipeline = build_quad_pipeline(
472 device,
473 &pipeline_layout,
474 target_format,
475 sample_count,
476 "stock::rounded_rect",
477 stock_wgsl::ROUNDED_RECT,
478 per_sample_shading,
479 );
480 pipelines.insert(ShaderHandle::Stock(StockShader::RoundedRect), rr_pipeline);
481
482 let spinner_pipeline = build_quad_pipeline(
483 device,
484 &pipeline_layout,
485 target_format,
486 sample_count,
487 "stock::spinner",
488 stock_wgsl::SPINNER,
489 per_sample_shading,
490 );
491 pipelines.insert(ShaderHandle::Stock(StockShader::Spinner), spinner_pipeline);
492
493 let skeleton_pipeline = build_quad_pipeline(
494 device,
495 &pipeline_layout,
496 target_format,
497 sample_count,
498 "stock::skeleton",
499 stock_wgsl::SKELETON,
500 per_sample_shading,
501 );
502 pipelines.insert(
503 ShaderHandle::Stock(StockShader::Skeleton),
504 skeleton_pipeline,
505 );
506
507 let progress_indeterminate_pipeline = build_quad_pipeline(
508 device,
509 &pipeline_layout,
510 target_format,
511 sample_count,
512 "stock::progress_indeterminate",
513 stock_wgsl::PROGRESS_INDETERMINATE,
514 per_sample_shading,
515 );
516 pipelines.insert(
517 ShaderHandle::Stock(StockShader::ProgressIndeterminate),
518 progress_indeterminate_pipeline,
519 );
520
521 // Text pipeline + atlas (replaces glyphon).
522 let text_paint = TextPaint::new(device, target_format, sample_count, &frame_bind_layout);
523 let icon_paint = IconPaint::new(device, target_format, sample_count, &frame_bind_layout);
524 let image_paint = ImagePaint::new(device, target_format, sample_count, &frame_bind_layout);
525 let surface_paint =
526 SurfacePaint::new(device, target_format, sample_count, &frame_bind_layout);
527 let scene_paint = Scene3DPaint::new(
528 device,
529 target_format,
530 sample_count,
531 &frame_bind_layout,
532 damascene_core::paint::DEFAULT_WORKING_COLOR_SPACE,
533 );
534
535 let mut core = RunnerCore::new();
536 core.quad_scratch = Vec::with_capacity(INITIAL_INSTANCE_CAPACITY);
537
538 Self {
539 target_format,
540 sample_count,
541 per_sample_shading,
542 pipeline_layout,
543 backdrop_pipeline_layout,
544 quad_bind_group,
545 backdrop_bind_layout,
546 backdrop_sampler,
547 frame_buf,
548 quad_vbo,
549 instance_buf,
550 instance_capacity: INITIAL_INSTANCE_CAPACITY,
551 pipelines,
552 backdrop_shaders: HashSet::new(),
553 time_shaders: HashSet::new(),
554 text_paint,
555 icon_paint,
556 image_paint,
557 surface_paint,
558 scene_paint,
559 snapshot: None,
560 backdrop_bind_group: None,
561 start_time: Instant::now(),
562 core,
563 }
564 }
565
566 /// Tell the runner the swapchain texture size in physical pixels.
567 /// Call this once after `surface.configure(...)` and again on every
568 /// `WindowEvent::Resized`. The runner uses this as the canonical
569 /// `viewport_px` for scissor math; without it, the value is derived
570 /// from `viewport.w * scale_factor`, which can drift by one pixel
571 /// when `scale_factor` is fractional and trip wgpu's
572 /// `set_scissor_rect` validation.
573 pub fn set_surface_size(&mut self, width: u32, height: u32) {
574 self.core.set_surface_size(width, height);
575 }
576
577 /// Set the color space the renderer composites in. Hosts call this
578 /// once after negotiating a surface format with the display server
579 /// (see `damascene-winit-wgpu`) and before the first frame. Updates the
580 /// shared quad path (via `RunnerCore`) and this backend's text /
581 /// icon / image color recorders so every color crosses the working-
582 /// space boundary consistently.
583 ///
584 /// The working space must match how the swapchain interprets the
585 /// pixels the renderer writes: `SRGB_LINEAR` for an `*_unorm_srgb`
586 /// surface (the default), `SCRGB_LINEAR` / `DISPLAY_P3_LINEAR` for
587 /// an `Rgba16Float` surface, etc.
588 pub fn set_working_color_space(&mut self, space: damascene_core::color::ColorSpace) {
589 self.core.set_working_color_space(space);
590 self.text_paint.set_working_color_space(space);
591 self.icon_paint.set_working_color_space(space);
592 self.image_paint.set_working_color_space(space);
593 self.scene_paint.set_working_color_space(space);
594 }
595
596 /// The color space the renderer currently composites in.
597 pub fn working_color_space(&self) -> damascene_core::color::ColorSpace {
598 self.core.working_color_space()
599 }
600
601 /// Set the theme used to resolve implicit widget surfaces to shaders.
602 /// Pre-rasterize printable ASCII for the bundled default faces
603 /// (Inter Variable + JetBrains Mono Variable). Pays the ~40ms
604 /// one-time MSDF-generation cost up-front so the first frame that
605 /// introduces each character doesn't take a 20-30ms paint hit.
606 /// Hosts that interactively render UI text (the showcase, custom
607 /// apps, etc.) should call this once after constructing the
608 /// `Runner` and before the first frame; headless fixtures that
609 /// render only static content can skip it. MSDF keys are
610 /// size-independent so each character is rasterized exactly once
611 /// and reused for every size + weight afterwards.
612 pub fn warm_default_glyphs(&mut self) {
613 self.text_paint.warm_default_glyphs();
614 }
615
616 pub fn set_theme(&mut self, theme: Theme) {
617 self.icon_paint.set_material(theme.icon_material());
618 self.core.set_theme(theme);
619 }
620
621 pub fn theme(&self) -> &Theme {
622 self.core.theme()
623 }
624
625 /// Select the stock material used by the vector-icon painter.
626 /// Prefer [`Theme::with_icon_material`] for app-level routing; this
627 /// remains useful for low-level render fixtures.
628 pub fn set_icon_material(&mut self, material: IconMaterial) {
629 self.icon_paint.set_material(material);
630 }
631
632 pub fn icon_material(&self) -> IconMaterial {
633 self.icon_paint.material()
634 }
635
636 /// Register a custom shader. `name` is the same string passed to
637 /// `damascene_core::shader::ShaderBinding::custom`; nodes bound to it
638 /// via [`El::shader`](damascene_core::tree::El) paint through this
639 /// pipeline.
640 ///
641 /// The WGSL source must use the shared `(rect, vec_a, vec_b, vec_c)`
642 /// instance layout and the `FrameUniforms` bind group described in
643 /// the module docs. Compilation happens at register time — invalid
644 /// WGSL panics here, not mid-frame.
645 ///
646 /// Re-registering the same name replaces the previous pipeline
647 /// (useful for hot-reload during development).
648 pub fn register_shader(&mut self, device: &wgpu::Device, name: &'static str, wgsl: &str) {
649 self.register_shader_with(device, name, wgsl, false, false);
650 }
651
652 /// Register a custom shader, with opt-in flags for backdrop
653 /// sampling and time-driven motion.
654 ///
655 /// `samples_backdrop=true` schedules the shader's draws into
656 /// Pass B (after a snapshot of Pass A's rendered content) and
657 /// binds the snapshot texture as `@group(2) binding=0`
658 /// (`backdrop_tex`) plus a sampler at `binding=1`
659 /// (`backdrop_smp`). See `docs/SHADER_VISION.md` §"Backdrop
660 /// sampling architecture". Backdrop depth is capped at 1.
661 ///
662 /// `samples_time=true` declares that the shader's output depends
663 /// on `frame.time`. The runtime ORs this into
664 /// [`PrepareResult::needs_redraw`] for any frame that has at
665 /// least one node bound to the shader, so the host idle loop
666 /// keeps ticking without a per-El opt-in. Stock shaders self-
667 /// report through [`damascene_core::shader::StockShader::is_continuous`];
668 /// this flag is the same signal for app-registered WGSL.
669 pub fn register_shader_with(
670 &mut self,
671 device: &wgpu::Device,
672 name: &'static str,
673 wgsl: &str,
674 samples_backdrop: bool,
675 samples_time: bool,
676 ) {
677 let label = format!("custom::{name}");
678 let layout = if samples_backdrop {
679 &self.backdrop_pipeline_layout
680 } else {
681 &self.pipeline_layout
682 };
683 let pipeline = build_quad_pipeline(
684 device,
685 layout,
686 self.target_format,
687 self.sample_count,
688 &label,
689 wgsl,
690 self.per_sample_shading,
691 );
692 self.pipelines.insert(ShaderHandle::Custom(name), pipeline);
693 if samples_backdrop {
694 self.backdrop_shaders.insert(name);
695 } else {
696 self.backdrop_shaders.remove(name);
697 }
698 if samples_time {
699 self.time_shaders.insert(name);
700 } else {
701 self.time_shaders.remove(name);
702 }
703 }
704
705 /// Borrow the internal [`UiState`] — primarily for headless fixtures
706 /// that want to look up a node's rect after `prepare` (e.g., to
707 /// simulate a pointer at a specific button's center).
708 pub fn ui_state(&self) -> &UiState {
709 self.core.ui_state()
710 }
711
712 /// One-line diagnostic snapshot of interactive state — passes through
713 /// to [`UiState::debug_summary`]. Intended for per-frame logging
714 /// (e.g., `console.log` from the wasm host while debugging hover /
715 /// animation glitches).
716 pub fn debug_summary(&self) -> String {
717 self.core.debug_summary()
718 }
719
720 /// Return the most recently laid-out rectangle for a keyed node.
721 ///
722 /// Call after [`Self::prepare`]. This is the host-composition hook:
723 /// reserve a keyed Damascene element in the UI tree, ask for its rect
724 /// here, then record host-owned rendering into that region using the
725 /// same encoder / render flow that surrounds Damascene's pass.
726 pub fn rect_of_key(&self, key: &str) -> Option<Rect> {
727 self.core.rect_of_key(key)
728 }
729
730 /// Lay out the tree, resolve to draw ops, and upload per-frame
731 /// buffers (quad instances + glyph atlas). Must be called before
732 /// [`Self::draw`] and outside of any render pass.
733 ///
734 /// `viewport` is in **logical** pixels — the units the layout pass
735 /// works in. `scale_factor` is the HiDPI multiplier (1.0 on a
736 /// regular display, 2.0 on most modern HiDPI, can be fractional).
737 /// The host's render-pass target should be sized at physical pixels
738 /// (`viewport × scale_factor`); the runner maps logical → physical
739 /// internally so layout, fonts, and SDF math stay device-independent.
740 pub fn prepare(
741 &mut self,
742 device: &wgpu::Device,
743 queue: &wgpu::Queue,
744 root: &mut El,
745 viewport: Rect,
746 scale_factor: f32,
747 ) -> PrepareResult {
748 let mut timings = PrepareTimings::default();
749
750 // Install any scene depth maps that finished reading back (a frame
751 // or two late) so this frame's `draw_ops` can occlude scene-anchored
752 // labels behind geometry. Done before `prepare_layout` runs the
753 // draw-op pass. Stale maps for scenes that left the tree are GC'd.
754 let ready_depth = self.scene_paint.collect_depth_maps(device);
755 if !ready_depth.is_empty() {
756 let depth_maps = self.core.ui_state.scene_depth_mut();
757 for (id, map) in ready_depth {
758 depth_maps.insert(id, map);
759 }
760 }
761 self.core
762 .ui_state
763 .scene_depth_mut()
764 .retain(|id, _| self.scene_paint.has_target(id));
765
766 // Layout + state apply + animation tick + draw_ops resolution.
767 // Writes timings.layout + timings.draw_ops. The closure feeds
768 // the runtime's continuous-redraw scan: any node bound to a
769 // shader registered with `samples_time=true` keeps the host
770 // loop ticking even when no animation is settling.
771 let time_shaders = &self.time_shaders;
772 let LayoutPrepared {
773 ops,
774 mut needs_redraw,
775 mut next_layout_redraw_in,
776 next_paint_redraw_in,
777 } = self
778 .core
779 .prepare_layout(
780 root,
781 viewport,
782 scale_factor,
783 &mut timings,
784 |handle| match handle {
785 ShaderHandle::Custom(name) => time_shaders.contains(name),
786 ShaderHandle::Stock(_) => false,
787 },
788 );
789
790 // Paint stream: pack quads, record text, preserve z-order. The
791 // closure is the wgpu-specific "is this shader registered?"
792 // query (different pipeline types per backend prevent moving the
793 // check itself into core).
794 self.text_paint.frame_begin();
795 self.icon_paint.frame_begin();
796 self.image_paint.frame_begin();
797 self.surface_paint.frame_begin();
798 self.scene_paint.frame_begin();
799 let pipelines = &self.pipelines;
800 let backdrop_shaders = &self.backdrop_shaders;
801 let mut recorder = PaintRecorder {
802 text: &mut self.text_paint,
803 icons: &mut self.icon_paint,
804 images: &mut self.image_paint,
805 surfaces: &mut self.surface_paint,
806 scenes: &mut self.scene_paint,
807 device,
808 queue,
809 };
810 self.core.prepare_paint(
811 &ops,
812 |shader| pipelines.contains_key(shader),
813 |shader| match shader {
814 ShaderHandle::Custom(name) => backdrop_shaders.contains(name),
815 ShaderHandle::Stock(_) => false,
816 },
817 &mut recorder,
818 scale_factor,
819 &mut timings,
820 );
821
822 // GPU upload — wgpu-specific. Resize the instance buffer if
823 // needed, then write quad_scratch + frame uniforms + flush text
824 // atlas dirty regions. Wrapped in its own scope so the
825 // `prepare::gpu_upload` span doesn't bleed into the subsequent
826 // `snapshot` call (which carries its own span).
827 {
828 damascene_core::profile_span!("prepare::gpu_upload");
829 let t_paint_end = Instant::now();
830 if self.core.quad_scratch.len() > self.instance_capacity {
831 let new_cap = self.core.quad_scratch.len().next_power_of_two();
832 self.instance_buf = device.create_buffer(&wgpu::BufferDescriptor {
833 label: Some("damascene_wgpu::instance_buf (resized)"),
834 size: (new_cap * std::mem::size_of::<QuadInstance>()) as u64,
835 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
836 mapped_at_creation: false,
837 });
838 self.instance_capacity = new_cap;
839 }
840 if !self.core.quad_scratch.is_empty() {
841 queue.write_buffer(
842 &self.instance_buf,
843 0,
844 bytemuck::cast_slice(&self.core.quad_scratch),
845 );
846 }
847 self.text_paint.flush(device, queue);
848 self.icon_paint.flush(device, queue);
849 self.image_paint.flush(device, queue);
850 self.surface_paint.flush(device, queue);
851 self.scene_paint.flush(device, queue);
852 // Pin time to 0 in Settled mode so headless fixtures rendering
853 // a time-driven shader (e.g. stock::spinner) stay byte-identical
854 // run-to-run, the same way `Animation::settle()` makes the
855 // spring/tween path deterministic for SVG/PNG snapshots.
856 let time = match self.core.ui_state().animation_mode() {
857 damascene_core::AnimationMode::Settled => 0.0,
858 damascene_core::AnimationMode::Live => {
859 (Instant::now() - self.start_time).as_secs_f32()
860 }
861 };
862 let frame = FrameUniforms {
863 viewport: [viewport.w, viewport.h],
864 time,
865 scale_factor,
866 };
867 queue.write_buffer(&self.frame_buf, 0, bytemuck::bytes_of(&frame));
868 timings.gpu_upload = Instant::now() - t_paint_end;
869 }
870
871 // Snapshot the laid-out tree for next-frame hit-testing.
872 self.core.snapshot(root, &mut timings);
873
874 // Move resolved ops into the core's cache so a subsequent
875 // paint-only frame can reuse them without re-running layout.
876 self.core.last_ops = ops;
877
878 // Damascene renders lazily, but the label-occlusion depth read-back needs
879 // a few frames to resolve. Keep frames coming until every labelled
880 // scene has a depth map matching its current pose — otherwise a
881 // capture started in `render` would sit unmapped after the camera
882 // settles and the labels would never appear. Settled + current scenes
883 // (and label-free ones) report `false`, so lazy idle is preserved.
884 //
885 // This must drive `next_layout_redraw_in`, not just `needs_redraw`:
886 // hosts schedule the next frame off the deadline lanes (the winit
887 // host ignores `needs_redraw`), and it must be the *layout* lane, not
888 // the paint lane — the paint-only `repaint` path skips
889 // `collect_depth_maps`, so only a full `prepare` advances the readback.
890 if self.scene_paint.occlusion_unsettled() {
891 needs_redraw = true;
892 next_layout_redraw_in = Some(std::time::Duration::ZERO);
893 }
894
895 let next_redraw_in = match (next_layout_redraw_in, next_paint_redraw_in) {
896 (Some(a), Some(b)) => Some(a.min(b)),
897 (Some(d), None) | (None, Some(d)) => Some(d),
898 (None, None) => None,
899 };
900 PrepareResult {
901 needs_redraw,
902 next_redraw_in,
903 next_layout_redraw_in,
904 next_paint_redraw_in,
905 timings,
906 }
907 }
908
909 /// Paint-only frame: rerun [`RunnerCore::prepare_paint_cached`] +
910 /// GPU upload + frame-uniform write against the cached ops from
911 /// the most recent [`Self::prepare`] call. Skips rebuild + layout
912 /// + draw_ops + snapshot — only `frame.time` advances.
913 ///
914 /// Hosts call this when [`PrepareResult::next_paint_redraw_in`]
915 /// fires (a time-driven shader needs another frame) and no input
916 /// has been processed since the last full prepare. Input always
917 /// upgrades to the full `prepare(...)` path.
918 ///
919 /// `viewport` and `scale_factor` must match the values passed to
920 /// the most recent `prepare(...)` — a resize must go through the
921 /// full layout path. Returns the same shape of [`PrepareResult`]
922 /// for diagnostic continuity, with both deadlines re-computed
923 /// from the cached signals: `next_layout_redraw_in` is `None` (we
924 /// didn't re-evaluate), and `next_paint_redraw_in` is whatever
925 /// the cached ops still report. The host owns the layout
926 /// deadline across paint-only frames.
927 pub fn repaint(
928 &mut self,
929 device: &wgpu::Device,
930 queue: &wgpu::Queue,
931 viewport: Rect,
932 scale_factor: f32,
933 ) -> PrepareResult {
934 let mut timings = PrepareTimings::default();
935
936 self.text_paint.frame_begin();
937 self.icon_paint.frame_begin();
938 self.image_paint.frame_begin();
939 self.surface_paint.frame_begin();
940 self.scene_paint.frame_begin();
941 let pipelines = &self.pipelines;
942 let backdrop_shaders = &self.backdrop_shaders;
943 let mut recorder = PaintRecorder {
944 text: &mut self.text_paint,
945 icons: &mut self.icon_paint,
946 images: &mut self.image_paint,
947 surfaces: &mut self.surface_paint,
948 scenes: &mut self.scene_paint,
949 device,
950 queue,
951 };
952 self.core.prepare_paint_cached(
953 |shader| pipelines.contains_key(shader),
954 |shader| match shader {
955 ShaderHandle::Custom(name) => backdrop_shaders.contains(name),
956 ShaderHandle::Stock(_) => false,
957 },
958 &mut recorder,
959 scale_factor,
960 &mut timings,
961 );
962
963 // Same GPU-upload block as prepare(); time advances even though
964 // ops are unchanged so time-driven shaders animate.
965 {
966 damascene_core::profile_span!("repaint::gpu_upload");
967 let t_paint_end = Instant::now();
968 if self.core.quad_scratch.len() > self.instance_capacity {
969 let new_cap = self.core.quad_scratch.len().next_power_of_two();
970 self.instance_buf = device.create_buffer(&wgpu::BufferDescriptor {
971 label: Some("damascene_wgpu::instance_buf (resized)"),
972 size: (new_cap * std::mem::size_of::<QuadInstance>()) as u64,
973 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
974 mapped_at_creation: false,
975 });
976 self.instance_capacity = new_cap;
977 }
978 if !self.core.quad_scratch.is_empty() {
979 queue.write_buffer(
980 &self.instance_buf,
981 0,
982 bytemuck::cast_slice(&self.core.quad_scratch),
983 );
984 }
985 self.text_paint.flush(device, queue);
986 self.icon_paint.flush(device, queue);
987 self.image_paint.flush(device, queue);
988 self.surface_paint.flush(device, queue);
989 self.scene_paint.flush(device, queue);
990 let time = match self.core.ui_state().animation_mode() {
991 AnimationMode::Settled => 0.0,
992 AnimationMode::Live => (Instant::now() - self.start_time).as_secs_f32(),
993 };
994 let frame = FrameUniforms {
995 viewport: [viewport.w, viewport.h],
996 time,
997 scale_factor,
998 };
999 queue.write_buffer(&self.frame_buf, 0, bytemuck::bytes_of(&frame));
1000 timings.gpu_upload = Instant::now() - t_paint_end;
1001 }
1002
1003 // Re-evaluate the paint lane against the cached ops so the host
1004 // can re-arm the deadline. Cheap (one scan over already-resolved
1005 // ops). The layout lane is left as `None`: we didn't re-run
1006 // `prepare_layout`, so we have no fresh signal to report — the
1007 // host's previously-set layout deadline still stands.
1008 let time_shaders = &self.time_shaders;
1009 let next_paint_redraw_in = self.core.scan_continuous_shaders(|handle| match handle {
1010 ShaderHandle::Custom(name) => time_shaders.contains(name),
1011 ShaderHandle::Stock(_) => false,
1012 });
1013 PrepareResult {
1014 needs_redraw: next_paint_redraw_in.is_some(),
1015 next_redraw_in: next_paint_redraw_in,
1016 next_layout_redraw_in: None,
1017 next_paint_redraw_in,
1018 timings,
1019 }
1020 }
1021
1022 // ---- Input plumbing ----
1023 //
1024 // The host (winit-side) calls these from its event loop.
1025 // Coordinates are **logical pixels** — divide winit's physical
1026 // PhysicalPosition by the window scale factor before handing them in.
1027
1028 /// Update pointer position and recompute the hovered key.
1029 /// Returns the new hovered key, if any (host can use it for cursor
1030 /// styling or to decide whether to call `request_redraw`).
1031 /// Pointer moved to `p.x, p.y` (logical px). Returns the events to
1032 /// dispatch via `App::on_event` plus a `needs_redraw` flag — see
1033 /// [`PointerMove`] for why hosts must gate `request_redraw` on
1034 /// the flag. The hovered node is updated on `ui_state().hovered`
1035 /// regardless. Mouse-only hosts can construct `p` via
1036 /// [`Pointer::moving`].
1037 pub fn pointer_moved(&mut self, p: Pointer) -> PointerMove {
1038 self.core.pointer_moved(p)
1039 }
1040
1041 /// Pointer left the window — clear hover/press. Returns a
1042 /// `PointerLeave` event for the previously hovered target (when
1043 /// there was one); hosts should route the events through
1044 /// `App::on_event` like the other pointer entry points.
1045 pub fn pointer_left(&mut self) -> Vec<damascene_core::UiEvent> {
1046 self.core.pointer_left()
1047 }
1048
1049 /// File is being dragged over the window. Hosts call this from
1050 /// `winit::WindowEvent::HoveredFile` (one call per file). Returns
1051 /// the `FileHovered` event routed to the keyed leaf at the cursor
1052 /// (or window-level if outside any keyed surface).
1053 pub fn file_hovered(
1054 &mut self,
1055 path: std::path::PathBuf,
1056 x: f32,
1057 y: f32,
1058 ) -> Vec<damascene_core::UiEvent> {
1059 self.core.file_hovered(path, x, y)
1060 }
1061
1062 /// File hover ended without a drop — hosts call this from
1063 /// `winit::WindowEvent::HoveredFileCancelled`. Window-level event
1064 /// (not routed); apps clear any drop-zone affordance.
1065 pub fn file_hover_cancelled(&mut self) -> Vec<damascene_core::UiEvent> {
1066 self.core.file_hover_cancelled()
1067 }
1068
1069 /// File was dropped on the window. Hosts call this from
1070 /// `winit::WindowEvent::DroppedFile` (one call per file).
1071 pub fn file_dropped(
1072 &mut self,
1073 path: std::path::PathBuf,
1074 x: f32,
1075 y: f32,
1076 ) -> Vec<damascene_core::UiEvent> {
1077 self.core.file_dropped(path, x, y)
1078 }
1079
1080 /// Whether a primary press at `(x, y)` (logical px) would land
1081 /// on a node that opted into `capture_keys` — the marker the
1082 /// library uses for text-input-style widgets. Hosts query this
1083 /// from a DOM pointerdown handler to decide whether to focus
1084 /// a hidden textarea (so the soft keyboard can open in the
1085 /// user-gesture context). See
1086 /// [`RunnerCore::would_press_focus_text_input`] for details.
1087 pub fn would_press_focus_text_input(&self, x: f32, y: f32) -> bool {
1088 self.core.would_press_focus_text_input(x, y)
1089 }
1090
1091 /// Whether the currently focused node is a text-input-style
1092 /// widget (i.e. has `capture_keys` set). Hosts mirror this each
1093 /// frame into platform affordances such as the on-screen
1094 /// keyboard or IME compose-window placement.
1095 pub fn focused_captures_keys(&self) -> bool {
1096 self.core.focused_captures_keys()
1097 }
1098
1099 /// Pointer pressed at `p.x, p.y` (logical px) for `p.button`. For
1100 /// `Primary`, records the pressed key for press-visual feedback,
1101 /// updates focus, and returns a `PointerDown` event so widgets that
1102 /// need to react at down-time (text input selection anchor,
1103 /// draggable handles) can do so. For `Secondary` / `Middle`, records
1104 /// on a side channel and returns `None`. The actual click event
1105 /// fires on `pointer_up`. Mouse-only hosts can construct `p` via
1106 /// [`Pointer::mouse`].
1107 pub fn pointer_down(&mut self, p: Pointer) -> Vec<UiEvent> {
1108 self.core.pointer_down(p)
1109 }
1110
1111 /// Replace the tracked modifier mask. Hosts call this from their
1112 /// platform's "modifiers changed" hook so subsequent pointer
1113 /// events (PointerDown, Drag, Click, …) stamp the current mask
1114 /// into `UiEvent.modifiers`.
1115 pub fn set_modifiers(&mut self, modifiers: KeyModifiers) {
1116 self.core.ui_state.set_modifiers(modifiers);
1117 }
1118
1119 /// Pointer released at `p.x, p.y` for `p.button`. Returns the
1120 /// events the host should dispatch in order: for `Primary`, always
1121 /// a `PointerUp` (when there was a corresponding down) followed
1122 /// by an optional `Click` (when the up landed on the down's
1123 /// node). For `Secondary` / `Middle`, an optional `SecondaryClick`
1124 /// / `MiddleClick` on the same-node match. Mouse-only hosts can
1125 /// construct `p` via [`Pointer::mouse`].
1126 pub fn pointer_up(&mut self, p: Pointer) -> Vec<UiEvent> {
1127 self.core.pointer_up(p)
1128 }
1129
1130 pub fn key_down(&mut self, key: UiKey, modifiers: KeyModifiers, repeat: bool) -> Vec<UiEvent> {
1131 self.core.key_down(key, modifiers, repeat)
1132 }
1133
1134 /// Forward an OS-composed text-input string (winit's keyboard event
1135 /// `.text` field, or an `Ime::Commit`) to the focused element as a
1136 /// `TextInput` event.
1137 pub fn text_input(&mut self, text: String) -> Option<UiEvent> {
1138 self.core.text_input(text)
1139 }
1140
1141 /// Replace the hotkey registry. Call once per frame, after `app.build()`,
1142 /// passing `app.hotkeys()` so chords stay in sync with state.
1143 pub fn set_hotkeys(&mut self, hotkeys: Vec<(KeyChord, String)>) {
1144 self.core.set_hotkeys(hotkeys);
1145 }
1146
1147 /// Push the app's current selection to the runtime so the painter
1148 /// can draw highlight bands. Hosts call this once per frame
1149 /// alongside [`Self::set_hotkeys`].
1150 pub fn set_selection(&mut self, selection: damascene_core::selection::Selection) {
1151 self.core.set_selection(selection);
1152 }
1153
1154 /// Resolve the runtime's current selection to a text payload from
1155 /// the most recently laid-out tree. See
1156 /// [`RunnerCore::selected_text`] — virtual-list rows are realized
1157 /// during layout, so a freshly built app tree would miss them and
1158 /// a `Ctrl+C` lookup that walked it would silently come back empty.
1159 pub fn selected_text(&self) -> Option<String> {
1160 self.core.selected_text()
1161 }
1162
1163 /// Resolve an explicit [`damascene_core::selection::Selection`] against
1164 /// the last laid-out tree. See [`RunnerCore::selected_text_for`].
1165 pub fn selected_text_for(
1166 &self,
1167 selection: &damascene_core::selection::Selection,
1168 ) -> Option<String> {
1169 self.core.selected_text_for(selection)
1170 }
1171
1172 /// Queue toast specs onto the runtime's toast stack. Hosts call
1173 /// this once per frame with `app.drain_toasts()`. Each spec is
1174 /// stamped with a monotonic id and an `expires_at` deadline
1175 /// (`now + ttl`); the next `prepare` call drops expired entries
1176 /// and synthesizes a `toast_stack` floating layer over the rest.
1177 pub fn push_toasts(&mut self, specs: Vec<damascene_core::toast::ToastSpec>) {
1178 self.core.push_toasts(specs);
1179 }
1180
1181 /// Programmatically dismiss a toast by id. Useful for cancelling
1182 /// long-TTL toasts when an external condition resolves (e.g.,
1183 /// "reconnecting…" turning into "connected").
1184 pub fn dismiss_toast(&mut self, id: u64) {
1185 self.core.dismiss_toast(id);
1186 }
1187
1188 /// Queue programmatic focus requests by widget key. Hosts call
1189 /// this once per frame with `app.drain_focus_requests()`. Each
1190 /// key is resolved during the next `prepare` against the rebuilt
1191 /// focus order; unmatched keys drop silently.
1192 pub fn push_focus_requests(&mut self, keys: Vec<String>) {
1193 self.core.push_focus_requests(keys);
1194 }
1195
1196 /// Queue programmatic scroll-to-row requests targeting virtual
1197 /// lists by key. Hosts call this once per frame with
1198 /// `app.drain_scroll_requests()`. Each request is consumed during
1199 /// the next `prepare` by the layout pass for the matching list,
1200 /// where viewport height and row heights are known. Unmatched
1201 /// list keys and out-of-range row indices drop silently.
1202 pub fn push_scroll_requests(&mut self, requests: Vec<damascene_core::scroll::ScrollRequest>) {
1203 self.core.push_scroll_requests(requests);
1204 }
1205
1206 /// Switch animation pacing. Default is [`AnimationMode::Live`].
1207 /// Headless render binaries should call this with
1208 /// [`AnimationMode::Settled`] so a single-frame snapshot reflects
1209 /// the post-animation visual without depending on integrator timing.
1210 pub fn set_animation_mode(&mut self, mode: AnimationMode) {
1211 self.core.set_animation_mode(mode);
1212 }
1213
1214 /// Apply a wheel delta in **logical** pixels at `(x, y)`. Routes to
1215 /// the deepest scrollable container under the cursor in the last
1216 /// laid-out tree. Returns `true` if the event landed on a scrollable
1217 /// (host should `request_redraw` so the next frame applies the new
1218 /// offset).
1219 pub fn pointer_wheel(&mut self, x: f32, y: f32, dy: f32) -> bool {
1220 self.core.pointer_wheel(x, y, dy)
1221 }
1222
1223 /// Build a routed wheel event for the keyed target under `(x, y)`.
1224 ///
1225 /// Dispatch this before [`Self::pointer_wheel`]; if the app
1226 /// consumes the event, skip the fallback scroll call.
1227 pub fn pointer_wheel_event(
1228 &mut self,
1229 x: f32,
1230 y: f32,
1231 dx: f32,
1232 dy: f32,
1233 ) -> Option<damascene_core::UiEvent> {
1234 self.core.pointer_wheel_event(x, y, dx, dy)
1235 }
1236
1237 /// Drain time-driven input events whose deadline has passed (touch
1238 /// long-press today; later: hold-to-repeat, etc.). Hosts call this
1239 /// once per frame before dispatching pointer events. `now` is
1240 /// `web_time::Instant` rather than `std::time::Instant` so the
1241 /// signature compiles on wasm32 — `web_time` aliases to std on
1242 /// native, so existing native callers passing `Instant::now()`
1243 /// from std still work. See [`damascene_core::RunnerCore::poll_input`].
1244 pub fn poll_input(&mut self, now: web_time::Instant) -> Vec<damascene_core::UiEvent> {
1245 self.core.poll_input(now)
1246 }
1247
1248 /// Record draws into the host-managed render pass. Call after
1249 /// [`Self::prepare`]. Paint order follows the draw-op stream.
1250 ///
1251 /// **No backdrop sampling.** This entry point cannot honor pass
1252 /// boundaries (the host owns the pass lifetime), so any
1253 /// `BackdropSnapshot` items in the paint stream are no-ops and any
1254 /// shader bound with `samples_backdrop=true` reads an undefined
1255 /// backdrop binding. Use [`Self::render`] for backdrop-aware
1256 /// rendering.
1257 pub fn draw<'pass>(&'pass self, pass: &mut wgpu::RenderPass<'pass>) {
1258 self.draw_items(pass, &self.core.paint_items);
1259 }
1260
1261 /// Record draws into a host-supplied encoder, owning pass
1262 /// lifetimes ourselves so backdrop-sampling shaders can sample a
1263 /// snapshot of Pass A's content.
1264 ///
1265 /// The host hands us:
1266 /// - the encoder (we record into it),
1267 /// - the color target's `wgpu::Texture` (used as `copy_src` when
1268 /// we snapshot it; must include `COPY_SRC` in its usage flags),
1269 /// - the corresponding `wgpu::TextureView` (we attach it to every
1270 /// render pass we begin), and
1271 /// - the `LoadOp` to use on the *first* pass — `Clear(color)` to
1272 /// clear behind us, `Load` to composite onto whatever was
1273 /// already in the target.
1274 ///
1275 /// Multi-pass schedule when the paint stream contains a
1276 /// `BackdropSnapshot`:
1277 ///
1278 /// 1. Pass A — every paint item before the snapshot, with the
1279 /// caller-supplied `LoadOp`.
1280 /// 2. `copy_texture_to_texture` — target → snapshot.
1281 /// 3. Pass B — paint items from the snapshot onward, with
1282 /// `LoadOp::Load` so Pass A's pixels remain underneath.
1283 ///
1284 /// Without a snapshot, this collapses to a single pass and is
1285 /// equivalent to [`Self::draw`] called inside a host-managed
1286 /// pass with the same `LoadOp`.
1287 pub fn render(
1288 &mut self,
1289 device: &wgpu::Device,
1290 encoder: &mut wgpu::CommandEncoder,
1291 target_tex: &wgpu::Texture,
1292 target_view: &wgpu::TextureView,
1293 msaa_view: Option<&wgpu::TextureView>,
1294 load_op: wgpu::LoadOp<wgpu::Color>,
1295 ) {
1296 // When MSAA is in use, the actual color attachment is the
1297 // multisampled view and `target_view` becomes its resolve
1298 // target. `target_tex` is always the resolved (single-sample)
1299 // texture, so the snapshot copy below works whether MSAA is on
1300 // or not — the resolve happens at end-of-Pass-A.
1301 let attachment_view = msaa_view.unwrap_or(target_view);
1302 let resolve_target = msaa_view.map(|_| target_view);
1303
1304 // Phase 1: render every recorded 3D scene into its own offscreen
1305 // target. Passes can't nest, so this is encoded on `encoder` ahead
1306 // of the main composite pass (same discipline as BackdropSnapshot).
1307 // The `PaintItem::Scene3D` arm below then composites the resolved
1308 // textures into the main pass.
1309 if self.scene_paint.has_runs() {
1310 self.scene_paint.encode_offscreen(encoder);
1311 // Capture each label-bearing scene's depth into its read-back
1312 // buffer (the depth is still alive from the pass above). The
1313 // map + CPU read happens next frame in `prepare`.
1314 self.scene_paint.encode_depth_capture(device, encoder);
1315 }
1316
1317 // Locate the (at most one) snapshot boundary.
1318 let split_at = self
1319 .core
1320 .paint_items
1321 .iter()
1322 .position(|p| matches!(p, PaintItem::BackdropSnapshot));
1323
1324 if let Some(idx) = split_at {
1325 self.ensure_snapshot(device, target_tex);
1326 // Pass A
1327 {
1328 let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1329 label: Some("damascene_wgpu::pass_a"),
1330 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1331 view: attachment_view,
1332 resolve_target,
1333 depth_slice: None,
1334 ops: wgpu::Operations {
1335 load: load_op,
1336 store: wgpu::StoreOp::Store,
1337 },
1338 })],
1339 depth_stencil_attachment: None,
1340 timestamp_writes: None,
1341 occlusion_query_set: None,
1342 multiview_mask: None,
1343 });
1344 self.draw_items(&mut pass, &self.core.paint_items[..idx]);
1345 }
1346 // Snapshot copy. Target must support COPY_SRC; snapshot
1347 // texture (created in `ensure_snapshot`) supports COPY_DST
1348 // + TEXTURE_BINDING.
1349 let snapshot = self.snapshot.as_ref().expect("snapshot ensured");
1350 encoder.copy_texture_to_texture(
1351 wgpu::TexelCopyTextureInfo {
1352 texture: target_tex,
1353 mip_level: 0,
1354 origin: wgpu::Origin3d::ZERO,
1355 aspect: wgpu::TextureAspect::All,
1356 },
1357 wgpu::TexelCopyTextureInfo {
1358 texture: &snapshot.texture,
1359 mip_level: 0,
1360 origin: wgpu::Origin3d::ZERO,
1361 aspect: wgpu::TextureAspect::All,
1362 },
1363 wgpu::Extent3d {
1364 width: snapshot.extent.0,
1365 height: snapshot.extent.1,
1366 depth_or_array_layers: 1,
1367 },
1368 );
1369 // Pass B
1370 {
1371 let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1372 label: Some("damascene_wgpu::pass_b"),
1373 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1374 view: attachment_view,
1375 resolve_target,
1376 depth_slice: None,
1377 ops: wgpu::Operations {
1378 load: wgpu::LoadOp::Load,
1379 store: wgpu::StoreOp::Store,
1380 },
1381 })],
1382 depth_stencil_attachment: None,
1383 timestamp_writes: None,
1384 occlusion_query_set: None,
1385 multiview_mask: None,
1386 });
1387 // Skip the snapshot item itself; it's a marker, not a draw.
1388 self.draw_items(&mut pass, &self.core.paint_items[idx + 1..]);
1389 }
1390 } else {
1391 let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1392 label: Some("damascene_wgpu::pass"),
1393 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1394 view: attachment_view,
1395 resolve_target,
1396 depth_slice: None,
1397 ops: wgpu::Operations {
1398 load: load_op,
1399 store: wgpu::StoreOp::Store,
1400 },
1401 })],
1402 depth_stencil_attachment: None,
1403 timestamp_writes: None,
1404 occlusion_query_set: None,
1405 multiview_mask: None,
1406 });
1407 self.draw_items(&mut pass, &self.core.paint_items);
1408 }
1409 }
1410
1411 /// (Re)allocate the snapshot texture to match `target_tex`'s
1412 /// extent + format. Idempotent when the size matches; rebuilds the
1413 /// `backdrop_bind_group` whenever the snapshot is recreated.
1414 fn ensure_snapshot(&mut self, device: &wgpu::Device, target_tex: &wgpu::Texture) {
1415 let extent = target_tex.size();
1416 let want = (extent.width, extent.height);
1417 if let Some(s) = &self.snapshot
1418 && s.extent == want
1419 {
1420 return;
1421 }
1422 let texture = device.create_texture(&wgpu::TextureDescriptor {
1423 label: Some("damascene_wgpu::backdrop_snapshot"),
1424 size: wgpu::Extent3d {
1425 width: want.0,
1426 height: want.1,
1427 depth_or_array_layers: 1,
1428 },
1429 mip_level_count: 1,
1430 sample_count: 1,
1431 dimension: wgpu::TextureDimension::D2,
1432 format: self.target_format,
1433 usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
1434 view_formats: &[],
1435 });
1436 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
1437 let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
1438 label: Some("damascene_wgpu::backdrop_bind_group"),
1439 layout: &self.backdrop_bind_layout,
1440 entries: &[
1441 wgpu::BindGroupEntry {
1442 binding: 0,
1443 resource: wgpu::BindingResource::TextureView(&view),
1444 },
1445 wgpu::BindGroupEntry {
1446 binding: 1,
1447 resource: wgpu::BindingResource::Sampler(&self.backdrop_sampler),
1448 },
1449 ],
1450 });
1451 self.snapshot = Some(SnapshotTexture {
1452 texture,
1453 extent: want,
1454 });
1455 self.backdrop_bind_group = Some(bind_group);
1456 }
1457
1458 /// Walk a slice of `PaintItem`s into the given pass. Helper shared
1459 /// by [`Self::draw`] and [`Self::render`]. `BackdropSnapshot`
1460 /// items are no-ops here; `render()` handles them by splitting
1461 /// the slice before passing to this helper.
1462 fn draw_items<'pass>(
1463 &'pass self,
1464 pass: &mut wgpu::RenderPass<'pass>,
1465 items: &'pass [PaintItem],
1466 ) {
1467 let full = PhysicalScissor {
1468 x: 0,
1469 y: 0,
1470 w: self.core.viewport_px.0,
1471 h: self.core.viewport_px.1,
1472 };
1473 for item in items {
1474 match *item {
1475 PaintItem::QuadRun(index) => {
1476 let run = &self.core.runs[index];
1477 set_scissor(pass, run.scissor, full);
1478 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1479 let is_backdrop_shader = matches!(
1480 run.handle,
1481 ShaderHandle::Custom(name) if self.backdrop_shaders.contains(name)
1482 );
1483 if is_backdrop_shader && let Some(bg) = &self.backdrop_bind_group {
1484 pass.set_bind_group(1, bg, &[]);
1485 }
1486 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1487 pass.set_vertex_buffer(1, self.instance_buf.slice(..));
1488 let pipeline = self
1489 .pipelines
1490 .get(&run.handle)
1491 .expect("run handle has no pipeline (bug in prepare)");
1492 pass.set_pipeline(pipeline);
1493 pass.draw(0..4, run.first..run.first + run.count);
1494 }
1495 PaintItem::Text(index) => {
1496 let run = self.text_paint.run(index);
1497 set_scissor(pass, run.scissor, full);
1498 pass.set_pipeline(self.text_paint.pipeline_for(run.kind));
1499 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1500 // Highlight runs use a frame-uniform-only pipeline.
1501 // Glyph kinds bind the active atlas page at group 1.
1502 if !matches!(run.kind, crate::text::TextRunKind::Highlight) {
1503 pass.set_bind_group(
1504 1,
1505 self.text_paint.page_bind_group(run.kind, run.page),
1506 &[],
1507 );
1508 }
1509 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1510 pass.set_vertex_buffer(1, self.text_paint.instance_buf_for(run.kind).slice(..));
1511 pass.draw(0..4, run.first..run.first + run.count);
1512 }
1513 PaintItem::IconRun(index) | PaintItem::Vector(index) => {
1514 // `PaintItem::Vector` is structurally identical to
1515 // `PaintItem::IconRun` — both index into the same
1516 // `IconPaint::runs` Vec since `record_vector`
1517 // appends there too. The variant is kept distinct
1518 // for paint-stream provenance (icon vs app vector)
1519 // but the dispatch is the same.
1520 let run = self.icon_paint.run(index);
1521 set_scissor(pass, run.scissor, full);
1522 match run.kind {
1523 IconRunKind::Tess => {
1524 pass.set_pipeline(self.icon_paint.tess_pipeline(run.material));
1525 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1526 pass.set_vertex_buffer(0, self.icon_paint.tess_vertex_buf().slice(..));
1527 pass.draw(run.first..run.first + run.count, 0..1);
1528 }
1529 IconRunKind::Msdf => {
1530 pass.set_pipeline(self.icon_paint.msdf_pipeline());
1531 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1532 pass.set_bind_group(
1533 1,
1534 self.icon_paint.msdf_page_bind_group(run.page),
1535 &[],
1536 );
1537 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1538 pass.set_vertex_buffer(
1539 1,
1540 self.icon_paint.msdf_instance_buf().slice(..),
1541 );
1542 pass.draw(0..4, run.first..run.first + run.count);
1543 }
1544 }
1545 }
1546 PaintItem::Image(index) => {
1547 let run = self.image_paint.run(index);
1548 set_scissor(pass, run.scissor, full);
1549 pass.set_pipeline(self.image_paint.pipeline());
1550 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1551 pass.set_bind_group(1, self.image_paint.bind_group_for_run(run), &[]);
1552 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1553 pass.set_vertex_buffer(1, self.image_paint.instance_buf().slice(..));
1554 pass.draw(0..4, run.first..run.first + run.count);
1555 }
1556 PaintItem::AppTexture(index) => {
1557 let run = self.surface_paint.run(index);
1558 set_scissor(pass, run.scissor, full);
1559 pass.set_pipeline(self.surface_paint.pipeline_for(run.alpha));
1560 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1561 pass.set_bind_group(1, self.surface_paint.bind_group_for_run(run), &[]);
1562 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1563 pass.set_vertex_buffer(1, self.surface_paint.instance_buf().slice(..));
1564 pass.draw(0..4, run.first..run.first + run.count);
1565 }
1566 PaintItem::Scene3D(index) => {
1567 // The scene already rendered + resolved offscreen in
1568 // phase 1; composite that texture over the rect via the
1569 // stock surface pipeline (premultiplied).
1570 let run = self.scene_paint.run(index);
1571 set_scissor(pass, run.scissor, full);
1572 pass.set_pipeline(self.scene_paint.composite_pipeline());
1573 pass.set_bind_group(0, &self.quad_bind_group, &[]);
1574 pass.set_bind_group(1, self.scene_paint.composite_bind_group(run), &[]);
1575 pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
1576 pass.set_vertex_buffer(1, self.scene_paint.composite_instance_buf().slice(..));
1577 pass.draw(0..4, run.composite_instance..run.composite_instance + 1);
1578 }
1579 PaintItem::BackdropSnapshot => {
1580 // Marker only — `render()` splits the slice on
1581 // these and never includes one in a draw range.
1582 }
1583 }
1584 }
1585 }
1586}