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repose_render_wgpu/
lib.rs

1use std::borrow::Cow;
2use std::collections::HashMap;
3use std::num::NonZero;
4#[cfg(feature = "winit-surface")]
5use std::panic::{AssertUnwindSafe, catch_unwind};
6use std::sync::Arc;
7
8use repose_core::color::{ChromaSiting, ColorInfo, PixelFormat};
9use repose_core::request_frame;
10use repose_core::{
11    Brush, FontStyle, GlyphRasterConfig, PresentModePref, RenderBackend, Scene, SceneNode,
12    StrokeCap, Transform,
13};
14use wgpu::Instance;
15
16mod slug;
17
18mod commands;
19pub use commands::apply_render_commands;
20
21pub mod offscreen;
22
23mod callback;
24pub use callback::{Callback, CallbackResources, ScreenDescriptor, WgpuCallback};
25
26#[derive(Clone)]
27struct UploadRing {
28    buf: wgpu::Buffer,
29    cap: u64,
30    head: u64,
31    usage: wgpu::BufferUsages,
32}
33
34impl UploadRing {
35    fn new(device: &wgpu::Device, label: &str, cap: u64, usage: wgpu::BufferUsages) -> Self {
36        let buf = device.create_buffer(&wgpu::BufferDescriptor {
37            label: Some(label),
38            size: cap,
39            usage,
40            mapped_at_creation: false,
41        });
42        Self {
43            buf,
44            cap,
45            head: 0,
46            usage,
47        }
48    }
49
50    fn reset(&mut self) {
51        self.head = 0;
52    }
53
54    fn grow_to_fit(&mut self, device: &wgpu::Device, needed: u64) {
55        let start = (self.head + 3) & !3;
56        let aligned_needed = (needed + 3) & !3;
57        // Need start + needed within cap, accounting for alignment padding
58        if start + needed <= self.cap {
59            return;
60        }
61        let required = start + needed;
62        let mut new_cap = required.next_power_of_two().max(self.cap * 2).max(256);
63        new_cap = (new_cap + 3) & !3;
64        if new_cap < aligned_needed {
65            new_cap = aligned_needed.next_power_of_two();
66        }
67        self.buf = device.create_buffer(&wgpu::BufferDescriptor {
68            label: Some("upload ring (grown)"),
69            size: new_cap,
70            usage: self.usage,
71            mapped_at_creation: false,
72        });
73        self.cap = new_cap;
74        if start + needed > self.cap {
75            self.head = 0;
76        }
77    }
78
79    fn alloc_write(&mut self, queue: &wgpu::Queue, bytes: &[u8]) -> (u64, u64) {
80        let len = bytes.len() as u64;
81        let start = (self.head + 3) & !3; // align to 4
82        let end = start + len;
83        if end > self.cap {
84            // Instead of panicking, grow and reset
85            log::error!(
86                "UploadRing overflow: start={start} len={len} cap={} - growing",
87                self.cap
88            );
89            if len > self.cap {
90                // Need larger buffer; create via grow_to_fit side-effect not available here (no device)
91                // Fallback: truncate write to avoid UB, return dummy range
92                return (0, 0);
93            }
94            // Wrap to beginning if alignment pushed us over
95            let wrapped_start = 0;
96            let wrapped_end = len;
97            if wrapped_end <= self.cap {
98                queue.write_buffer(&self.buf, wrapped_start, bytes);
99                self.head = wrapped_end;
100                return (wrapped_start, len);
101            }
102            return (0, 0);
103        }
104        queue.write_buffer(&self.buf, start, bytes);
105        self.head = end;
106        (start, len)
107    }
108}
109
110struct InstancedPipe<I: bytemuck::Pod> {
111    ring: UploadRing,
112    _marker: std::marker::PhantomData<I>,
113}
114
115impl<I: bytemuck::Pod> InstancedPipe<I> {
116    fn new(ring: UploadRing) -> Self {
117        Self {
118            ring,
119            _marker: std::marker::PhantomData,
120        }
121    }
122
123    fn upload(
124        &mut self,
125        device: &wgpu::Device,
126        queue: &wgpu::Queue,
127        data: &[I],
128    ) -> Option<(u64, u32)> {
129        if data.is_empty() {
130            return None;
131        }
132        let bytes = bytemuck::cast_slice(data);
133        self.ring.grow_to_fit(device, bytes.len() as u64);
134        let (off, wrote) = self.ring.alloc_write(queue, bytes);
135        debug_assert_eq!(wrote as usize, bytes.len());
136        Some((off, data.len() as u32))
137    }
138
139    fn reset(&mut self) {
140        self.ring.reset();
141    }
142}
143
144#[repr(C)]
145#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
146struct Globals {
147    ndc_to_px: [f32; 2],
148    _pad: [f32; 2],
149}
150
151fn make_globals(target_w: f32, target_h: f32) -> Globals {
152    Globals {
153        ndc_to_px: [target_w * 0.5, target_h * 0.5],
154        _pad: [0.0, 0.0],
155    }
156}
157
158pub struct WgpuSceneRenderer {
159    pub device: wgpu::Device,
160    pub queue: wgpu::Queue,
161    pub output_format: wgpu::TextureFormat,
162    pub output_width: u32,
163    pub output_height: u32,
164    /// Pixels per point (DPI scale) for `ScreenDescriptor` / `PaintCallbackInfo`.
165    pub pixels_per_point: f32,
166
167    // Render pipelines. Two sets: one for the MSAA surface pass, one for
168    // graphics-layer render-to-texture passes (sample_count = 1).
169    surface_pipes: Pipelines,
170    layer_pipes: Pipelines,
171
172    // Instanced draw rings
173    rects: InstancedPipe<RectInstance>,
174    borders: InstancedPipe<BorderInstance>,
175    ellipses: InstancedPipe<EllipseInstance>,
176    ellipse_borders: InstancedPipe<EllipseBorderInstance>,
177    arcs: InstancedPipe<ArcInstance>,
178    glyph_mask: InstancedPipe<GlyphInstance>,
179    glyph_color: InstancedPipe<GlyphInstance>,
180
181    // Image bind layouts and shared sampler
182    image_bind_layout_rgba: wgpu::BindGroupLayout,
183    image_bind_layout_nv12: wgpu::BindGroupLayout,
184    image_sampler: wgpu::Sampler,
185    layer_sampler: wgpu::Sampler,
186    layer_sampler_linear: wgpu::Sampler,
187
188    // Blur composite ring (for graphics-layer drop shadows)
189    blur_ring: UploadRing,
190
191    text_bind_layout: wgpu::BindGroupLayout,
192
193    // Stencil clip ring
194    clip_ring: UploadRing,
195
196    // Tessellated vector glyph pipeline (always enabled)
197    slug_enabled: bool,
198    slug_ring: UploadRing,
199    slug_cache: slug::GlyphSlugCache,
200
201    // Instanced NV12 ring
202    nv12: InstancedPipe<Nv12Instance>,
203
204    // Tessellated vector mesh rendering (host-provided, e.g. lyon output).
205    mesh_verts: UploadRing,
206    mesh_indices: UploadRing,
207    mesh_uniform_buf: wgpu::Buffer,
208    mesh_bind_layout: wgpu::BindGroupLayout,
209    mesh_bind: wgpu::BindGroup,
210    mesh_uniform_head: u64,
211    /// CPU mirror of the active vector-clip stack: (voff, vcnt, ioff, icnt,
212    /// uoff) of each pushed mask so `PopVectorClip` can re-draw it to
213    /// decrement the stencil.
214    mesh_clip_stack: Vec<(u64, u32, u64, u32, u64)>,
215
216    msaa_samples: u32,
217
218    // Depth-stencil target
219    depth_stencil_tex: wgpu::Texture,
220    depth_stencil_view: wgpu::TextureView,
221
222    // Optional MSAA color target
223    msaa_tex: Option<wgpu::Texture>,
224    msaa_view: Option<wgpu::TextureView>,
225
226    globals_buf: wgpu::Buffer,
227    globals_bind: wgpu::BindGroup,
228
229    // Glyph atlas
230    atlas_mask: AtlasA8,
231    atlas_color: AtlasRGBA,
232
233    // Image management
234    next_image_handle: u64,
235    images: HashMap<u64, ImageTex>,
236    retained: HashMap<u64, RetainedImage>,
237
238    // Eviction stats
239    frame_index: u64,
240    image_bytes_total: u64,
241    image_evict_after_frames: u64,
242    image_budget_bytes: u64,
243
244    // Graphics layer pool. Maps `SceneNode::BeginLayer::layer_id` to a
245    // cached offscreen render target.
246    layer_pool: HashMap<u32, LayerTarget>,
247
248    // Linear working-space mode (default off -> fast playback path).
249    // When enabled, the scene is rendered into an Rgba16Float intermediate
250    // texture, then a final full-screen pass applies the display OETF.
251    working_space: bool,
252    ws_tex: Option<wgpu::Texture>,
253    ws_view: Option<wgpu::TextureView>,
254    ws_bind: Option<wgpu::BindGroup>,
255    display_pipeline: Option<wgpu::RenderPipeline>,
256    display_layout: Option<wgpu::BindGroupLayout>,
257
258    pub callback_resources: CallbackResources,
259}
260
261pub struct WgpuSurfaceBackend {
262    pub surface: Option<wgpu::Surface<'static>>,
263    pub surface_config: Option<wgpu::SurfaceConfiguration>,
264    pub renderer: WgpuSceneRenderer,
265}
266
267impl std::ops::Deref for WgpuSurfaceBackend {
268    type Target = WgpuSceneRenderer;
269    fn deref(&self) -> &Self::Target {
270        &self.renderer
271    }
272}
273impl std::ops::DerefMut for WgpuSurfaceBackend {
274    fn deref_mut(&mut self) -> &mut Self::Target {
275        &mut self.renderer
276    }
277}
278
279#[cfg(feature = "winit-surface")]
280pub type WgpuBackend = WgpuSurfaceBackend;
281
282impl Drop for WgpuSceneRenderer {
283    fn drop(&mut self) {
284        let _ = self.device.poll(wgpu::PollType::Poll);
285        #[cfg(not(target_arch = "wasm32"))]
286        {
287            let _ = self.device.poll(wgpu::PollType::Wait {
288                submission_index: None,
289                timeout: Some(std::time::Duration::from_millis(100)),
290            });
291        }
292    }
293}
294
295#[derive(Clone)]
296struct LayerTarget {
297    view: wgpu::TextureView,
298    bind: wgpu::BindGroup,
299    bind_linear: wgpu::BindGroup,
300    depth_stencil_view: wgpu::TextureView,
301    width: u32,
302    height: u32,
303    rect_px: (f32, f32, f32, f32),
304}
305
306/// Identifies which render target a `Pass` draws into.
307#[derive(Clone, Copy)]
308enum PassTarget {
309    Surface,
310    Layer(u32),
311}
312
313/// A bundle of render pipelines for a single sample-count target. Created
314/// twice: once with `sample_count = msaa_samples` for the surface pass, and
315/// once with `sample_count = 1` for graphics-layer render-to-texture passes
316/// (where MSAA is wasted).
317struct Pipelines {
318    rects: wgpu::RenderPipeline,
319    borders: wgpu::RenderPipeline,
320    ellipses: wgpu::RenderPipeline,
321    ellipse_borders: wgpu::RenderPipeline,
322    arcs: wgpu::RenderPipeline,
323    text_mask: wgpu::RenderPipeline,
324    text_color: wgpu::RenderPipeline,
325    image_rgba: wgpu::RenderPipeline,
326    image_nv12: wgpu::RenderPipeline,
327    blur: wgpu::RenderPipeline,
328    blur_content: wgpu::RenderPipeline,
329    clip_a2c: wgpu::RenderPipeline,
330    clip_bin: wgpu::RenderPipeline,
331    clip_dec: wgpu::RenderPipeline,
332    slug: Option<wgpu::RenderPipeline>,
333    /// Tessellated vector mesh (fill/stroke). Uses an `Equal` stencil compare
334    /// so world content is correctly masked to the active `PushVectorClip`
335    /// shape (outside any clip the stencil is 0 == ref 0, so it draws).
336    mesh: wgpu::RenderPipeline,
337    /// Screen-space overlay meshes: `LessEqual` compare so they always draw
338    /// regardless of any active vector clip.
339    mesh_overlay: wgpu::RenderPipeline,
340    /// Stencil increment for vector clips.
341    mesh_clip_inc: wgpu::RenderPipeline,
342    /// Stencil decrement for vector clips.
343    mesh_clip_dec: wgpu::RenderPipeline,
344}
345
346impl Pipelines {
347    fn create(
348        device: &wgpu::Device,
349        format: wgpu::TextureFormat,
350        sample_count: u32,
351        globals_layout: &wgpu::BindGroupLayout,
352        text_bind_layout: &wgpu::BindGroupLayout,
353        image_bind_layout_nv12: &wgpu::BindGroupLayout,
354        clip_pipeline_layout: &wgpu::PipelineLayout,
355        stencil_for_content: &wgpu::DepthStencilState,
356        stencil_for_clip_inc: &wgpu::DepthStencilState,
357        stencil_for_clip_dec: &wgpu::DepthStencilState,
358        clip_color_target: &wgpu::ColorTargetState,
359        clip_vertex_layout: &wgpu::VertexBufferLayout,
360        mesh_bind_layout: &wgpu::BindGroupLayout,
361    ) -> Self {
362        let msaa_state = wgpu::MultisampleState {
363            count: sample_count,
364            mask: !0,
365            alpha_to_coverage_enabled: false,
366        };
367
368        macro_rules! make_content_pipeline {
369            ($name:ident, $shader:literal, $inst_type:ty, $attrs:expr) => {
370                let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
371                    label: Some(concat!($shader, ".wgsl")),
372                    source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(concat!(
373                        "shaders/", $shader, ".wgsl"
374                    )))),
375                });
376                let pipeline_layout =
377                    device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
378                        label: Some(concat!($shader, " pipeline layout")),
379                        bind_group_layouts: &[Some(globals_layout)],
380                        immediate_size: 0,
381                    });
382                let $name = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
383                    label: Some(concat!($shader, " pipeline")),
384                    layout: Some(&pipeline_layout),
385                    vertex: wgpu::VertexState {
386                        module: &shader_module,
387                        entry_point: Some("vs_main"),
388                        buffers: &[Some(wgpu::VertexBufferLayout {
389                            array_stride: std::mem::size_of::<$inst_type>() as u64,
390                            step_mode: wgpu::VertexStepMode::Instance,
391                            attributes: $attrs,
392                        })],
393                        compilation_options: wgpu::PipelineCompilationOptions::default(),
394                    },
395                    fragment: Some(wgpu::FragmentState {
396                        module: &shader_module,
397                        entry_point: Some("fs_main"),
398                        targets: &[Some(wgpu::ColorTargetState {
399                            format,
400                            blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
401                            write_mask: wgpu::ColorWrites::ALL,
402                        })],
403                        compilation_options: wgpu::PipelineCompilationOptions::default(),
404                    }),
405                    primitive: wgpu::PrimitiveState::default(),
406                    depth_stencil: Some(stencil_for_content.clone()),
407                    multisample: msaa_state,
408                    multiview_mask: None,
409                    cache: None,
410                });
411            };
412        }
413
414        let rect_attrs: &[wgpu::VertexAttribute] = &[
415            wgpu::VertexAttribute {
416                shader_location: 0,
417                offset: 0,
418                format: wgpu::VertexFormat::Float32x4,
419            },
420            wgpu::VertexAttribute {
421                shader_location: 1,
422                offset: 16,
423                format: wgpu::VertexFormat::Float32x4,
424            },
425            wgpu::VertexAttribute {
426                shader_location: 2,
427                offset: 32,
428                format: wgpu::VertexFormat::Uint32,
429            },
430            wgpu::VertexAttribute {
431                shader_location: 3,
432                offset: 48,
433                format: wgpu::VertexFormat::Float32x4,
434            },
435            wgpu::VertexAttribute {
436                shader_location: 4,
437                offset: 64,
438                format: wgpu::VertexFormat::Float32x4,
439            },
440            wgpu::VertexAttribute {
441                shader_location: 5,
442                offset: 80,
443                format: wgpu::VertexFormat::Float32x2,
444            },
445            wgpu::VertexAttribute {
446                shader_location: 6,
447                offset: 88,
448                format: wgpu::VertexFormat::Float32x2,
449            },
450            wgpu::VertexAttribute {
451                shader_location: 7,
452                offset: 96,
453                format: wgpu::VertexFormat::Float32x2,
454            },
455        ];
456        let border_attrs: &[wgpu::VertexAttribute] = &[
457            wgpu::VertexAttribute {
458                shader_location: 0,
459                offset: 0,
460                format: wgpu::VertexFormat::Float32x4,
461            },
462            wgpu::VertexAttribute {
463                shader_location: 1,
464                offset: 16,
465                format: wgpu::VertexFormat::Float32x4,
466            },
467            wgpu::VertexAttribute {
468                shader_location: 2,
469                offset: 32,
470                format: wgpu::VertexFormat::Float32,
471            },
472            wgpu::VertexAttribute {
473                shader_location: 3,
474                offset: 36,
475                format: wgpu::VertexFormat::Float32x4,
476            },
477            wgpu::VertexAttribute {
478                shader_location: 4,
479                offset: 52,
480                format: wgpu::VertexFormat::Float32x2,
481            },
482        ];
483        let ellipse_attrs: &[wgpu::VertexAttribute] = &[
484            wgpu::VertexAttribute {
485                shader_location: 0,
486                offset: 0,
487                format: wgpu::VertexFormat::Float32x4,
488            },
489            wgpu::VertexAttribute {
490                shader_location: 1,
491                offset: 16,
492                format: wgpu::VertexFormat::Float32x4,
493            },
494            wgpu::VertexAttribute {
495                shader_location: 2,
496                offset: 32,
497                format: wgpu::VertexFormat::Float32x2,
498            },
499        ];
500        let ellipse_border_attrs: &[wgpu::VertexAttribute] = &[
501            wgpu::VertexAttribute {
502                shader_location: 0,
503                offset: 0,
504                format: wgpu::VertexFormat::Float32x4,
505            },
506            wgpu::VertexAttribute {
507                shader_location: 1,
508                offset: 16,
509                format: wgpu::VertexFormat::Float32,
510            },
511            wgpu::VertexAttribute {
512                shader_location: 2,
513                offset: 20,
514                format: wgpu::VertexFormat::Float32,
515            },
516            wgpu::VertexAttribute {
517                shader_location: 3,
518                offset: 24,
519                format: wgpu::VertexFormat::Float32x4,
520            },
521            wgpu::VertexAttribute {
522                shader_location: 4,
523                offset: 40,
524                format: wgpu::VertexFormat::Float32x2,
525            },
526        ];
527
528        make_content_pipeline!(rects, "rect", RectInstance, rect_attrs);
529        make_content_pipeline!(borders, "border", BorderInstance, border_attrs);
530        make_content_pipeline!(ellipses, "ellipse", EllipseInstance, ellipse_attrs);
531        make_content_pipeline!(
532            ellipse_borders,
533            "ellipse_border",
534            EllipseBorderInstance,
535            ellipse_border_attrs
536        );
537
538        let arc_attrs: &[wgpu::VertexAttribute] = &[
539            wgpu::VertexAttribute {
540                shader_location: 0,
541                offset: 0,
542                format: wgpu::VertexFormat::Float32x4,
543            },
544            wgpu::VertexAttribute {
545                shader_location: 1,
546                offset: 16,
547                format: wgpu::VertexFormat::Float32,
548            },
549            wgpu::VertexAttribute {
550                shader_location: 2,
551                offset: 20,
552                format: wgpu::VertexFormat::Float32,
553            },
554            wgpu::VertexAttribute {
555                shader_location: 3,
556                offset: 24,
557                format: wgpu::VertexFormat::Float32,
558            },
559            wgpu::VertexAttribute {
560                shader_location: 4,
561                offset: 28,
562                format: wgpu::VertexFormat::Float32,
563            },
564            wgpu::VertexAttribute {
565                shader_location: 5,
566                offset: 32,
567                format: wgpu::VertexFormat::Float32x4,
568            },
569            wgpu::VertexAttribute {
570                shader_location: 6,
571                offset: 48,
572                format: wgpu::VertexFormat::Float32x2,
573            },
574            wgpu::VertexAttribute {
575                shader_location: 7,
576                offset: 56,
577                format: wgpu::VertexFormat::Float32,
578            },
579        ];
580
581        make_content_pipeline!(arcs, "arc", ArcInstance, arc_attrs);
582
583        // Text (mask)
584        let text_mask_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
585            label: Some("text.wgsl"),
586            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shaders/text.wgsl"))),
587        });
588        // Text (color)
589        let text_color_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
590            label: Some("text_color.wgsl"),
591            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
592                "shaders/text_color.wgsl"
593            ))),
594        });
595        let text_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
596            label: Some("text pipeline layout"),
597            bind_group_layouts: &[Some(globals_layout), Some(text_bind_layout)],
598            immediate_size: 0,
599        });
600        let glyph_vertex = wgpu::VertexBufferLayout {
601            array_stride: std::mem::size_of::<GlyphInstance>() as u64,
602            step_mode: wgpu::VertexStepMode::Instance,
603            attributes: &[
604                wgpu::VertexAttribute {
605                    shader_location: 0,
606                    offset: 0,
607                    format: wgpu::VertexFormat::Float32x4,
608                },
609                wgpu::VertexAttribute {
610                    shader_location: 1,
611                    offset: 16,
612                    format: wgpu::VertexFormat::Float32x4,
613                },
614                wgpu::VertexAttribute {
615                    shader_location: 2,
616                    offset: 32,
617                    format: wgpu::VertexFormat::Float32x4,
618                },
619                wgpu::VertexAttribute {
620                    shader_location: 3,
621                    offset: 48,
622                    format: wgpu::VertexFormat::Float32x2,
623                },
624            ],
625        };
626        let text_mask = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
627            label: Some("text pipeline (mask)"),
628            layout: Some(&text_pipeline_layout),
629            vertex: wgpu::VertexState {
630                module: &text_mask_shader,
631                entry_point: Some("vs_main"),
632                buffers: &[Some(glyph_vertex.clone())],
633                compilation_options: wgpu::PipelineCompilationOptions::default(),
634            },
635            fragment: Some(wgpu::FragmentState {
636                module: &text_mask_shader,
637                entry_point: Some("fs_main"),
638                targets: &[Some(wgpu::ColorTargetState {
639                    format,
640                    blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
641                    write_mask: wgpu::ColorWrites::ALL,
642                })],
643                compilation_options: wgpu::PipelineCompilationOptions::default(),
644            }),
645            primitive: wgpu::PrimitiveState::default(),
646            depth_stencil: Some(stencil_for_content.clone()),
647            multisample: msaa_state,
648            multiview_mask: None,
649            cache: None,
650        });
651        let text_color = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
652            label: Some("text pipeline (color)"),
653            layout: Some(&text_pipeline_layout),
654            vertex: wgpu::VertexState {
655                module: &text_color_shader,
656                entry_point: Some("vs_main"),
657                buffers: &[Some(glyph_vertex)],
658                compilation_options: wgpu::PipelineCompilationOptions::default(),
659            },
660            fragment: Some(wgpu::FragmentState {
661                module: &text_color_shader,
662                entry_point: Some("fs_main"),
663                targets: &[Some(wgpu::ColorTargetState {
664                    format,
665                    blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
666                    write_mask: wgpu::ColorWrites::ALL,
667                })],
668                compilation_options: wgpu::PipelineCompilationOptions::default(),
669            }),
670            primitive: wgpu::PrimitiveState::default(),
671            depth_stencil: Some(stencil_for_content.clone()),
672            multisample: msaa_state,
673            multiview_mask: None,
674            cache: None,
675        });
676        // image_rgba reuses the text color pipeline (same vertex/bindings).
677        let image_rgba = text_color.clone();
678
679        // Blur composite pipeline (graphics-layer drop shadow)
680        let blur_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
681            label: Some("blur_shadow.wgsl"),
682            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
683                "shaders/blur_shadow.wgsl"
684            ))),
685        });
686        let blur_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
687            label: Some("blur pipeline layout"),
688            bind_group_layouts: &[Some(globals_layout), Some(text_bind_layout)],
689            immediate_size: 0,
690        });
691        let blur = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
692            label: Some("blur pipeline"),
693            layout: Some(&blur_pipeline_layout),
694            vertex: wgpu::VertexState {
695                module: &blur_shader,
696                entry_point: Some("vs_main"),
697                buffers: &[Some(wgpu::VertexBufferLayout {
698                    array_stride: std::mem::size_of::<BlurInstance>() as u64,
699                    step_mode: wgpu::VertexStepMode::Instance,
700                    attributes: &[
701                        wgpu::VertexAttribute {
702                            shader_location: 0,
703                            offset: 0,
704                            format: wgpu::VertexFormat::Float32x4,
705                        },
706                        wgpu::VertexAttribute {
707                            shader_location: 1,
708                            offset: 16,
709                            format: wgpu::VertexFormat::Float32x4,
710                        },
711                        wgpu::VertexAttribute {
712                            shader_location: 2,
713                            offset: 32,
714                            format: wgpu::VertexFormat::Float32x4,
715                        },
716                        wgpu::VertexAttribute {
717                            shader_location: 3,
718                            offset: 48,
719                            format: wgpu::VertexFormat::Float32x2,
720                        },
721                        wgpu::VertexAttribute {
722                            shader_location: 4,
723                            offset: 56,
724                            format: wgpu::VertexFormat::Float32x2,
725                        },
726                    ],
727                })],
728                compilation_options: wgpu::PipelineCompilationOptions::default(),
729            },
730            fragment: Some(wgpu::FragmentState {
731                module: &blur_shader,
732                entry_point: Some("fs_main"),
733                targets: &[Some(wgpu::ColorTargetState {
734                    format,
735                    blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
736                    write_mask: wgpu::ColorWrites::ALL,
737                })],
738                compilation_options: wgpu::PipelineCompilationOptions::default(),
739            }),
740            primitive: wgpu::PrimitiveState::default(),
741            depth_stencil: Some(stencil_for_content.clone()),
742            multisample: msaa_state,
743            multiview_mask: None,
744            cache: None,
745        });
746
747        // Content blur pipeline (full RGBA gaussian blur)
748        let blur_content_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
749            label: Some("blur_content.wgsl"),
750            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
751                "shaders/blur_content.wgsl"
752            ))),
753        });
754        let blur_content = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
755            label: Some("blur content pipeline"),
756            layout: Some(&blur_pipeline_layout),
757            vertex: wgpu::VertexState {
758                module: &blur_content_shader,
759                entry_point: Some("vs_main"),
760                buffers: &[Some(wgpu::VertexBufferLayout {
761                    array_stride: std::mem::size_of::<BlurInstance>() as u64,
762                    step_mode: wgpu::VertexStepMode::Instance,
763                    attributes: &[
764                        wgpu::VertexAttribute {
765                            shader_location: 0,
766                            offset: 0,
767                            format: wgpu::VertexFormat::Float32x4,
768                        },
769                        wgpu::VertexAttribute {
770                            shader_location: 1,
771                            offset: 16,
772                            format: wgpu::VertexFormat::Float32x4,
773                        },
774                        wgpu::VertexAttribute {
775                            shader_location: 2,
776                            offset: 32,
777                            format: wgpu::VertexFormat::Float32x4,
778                        },
779                        wgpu::VertexAttribute {
780                            shader_location: 3,
781                            offset: 48,
782                            format: wgpu::VertexFormat::Float32x2,
783                        },
784                        wgpu::VertexAttribute {
785                            shader_location: 4,
786                            offset: 56,
787                            format: wgpu::VertexFormat::Float32x2,
788                        },
789                    ],
790                })],
791                compilation_options: wgpu::PipelineCompilationOptions::default(),
792            },
793            fragment: Some(wgpu::FragmentState {
794                module: &blur_content_shader,
795                entry_point: Some("fs_main"),
796                targets: &[Some(wgpu::ColorTargetState {
797                    format,
798                    blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
799                    write_mask: wgpu::ColorWrites::ALL,
800                })],
801                compilation_options: wgpu::PipelineCompilationOptions::default(),
802            }),
803            primitive: wgpu::PrimitiveState::default(),
804            depth_stencil: Some(stencil_for_content.clone()),
805            multisample: msaa_state,
806            multiview_mask: None,
807            cache: None,
808        });
809
810        // NV12 Image Pipeline
811        let image_nv12_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
812            label: Some("image_nv12.wgsl"),
813            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
814                "shaders/image_nv12.wgsl"
815            ))),
816        });
817        let image_nv12_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
818            label: Some("image nv12 pipeline layout"),
819            bind_group_layouts: &[Some(globals_layout), Some(image_bind_layout_nv12)],
820            immediate_size: 0,
821        });
822        let image_nv12 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
823            label: Some("image nv12 pipeline"),
824            layout: Some(&image_nv12_layout),
825            vertex: wgpu::VertexState {
826                module: &image_nv12_shader,
827                entry_point: Some("vs_main"),
828                buffers: &[Some(wgpu::VertexBufferLayout {
829                    array_stride: std::mem::size_of::<Nv12Instance>() as u64,
830                    step_mode: wgpu::VertexStepMode::Instance,
831                    attributes: &[
832                        wgpu::VertexAttribute {
833                            shader_location: 0,
834                            offset: 0,
835                            format: wgpu::VertexFormat::Float32x4,
836                        },
837                        wgpu::VertexAttribute {
838                            shader_location: 1,
839                            offset: 16,
840                            format: wgpu::VertexFormat::Float32x4,
841                        },
842                        wgpu::VertexAttribute {
843                            shader_location: 2,
844                            offset: 32,
845                            format: wgpu::VertexFormat::Float32x4,
846                        },
847                        wgpu::VertexAttribute {
848                            shader_location: 3,
849                            offset: 48,
850                            format: wgpu::VertexFormat::Float32,
851                        },
852                        wgpu::VertexAttribute {
853                            shader_location: 4,
854                            offset: 52,
855                            format: wgpu::VertexFormat::Float32x2,
856                        },
857                    ],
858                })],
859                compilation_options: wgpu::PipelineCompilationOptions::default(),
860            },
861            fragment: Some(wgpu::FragmentState {
862                module: &image_nv12_shader,
863                entry_point: Some("fs_main"),
864                targets: &[Some(wgpu::ColorTargetState {
865                    format,
866                    blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
867                    write_mask: wgpu::ColorWrites::ALL,
868                })],
869                compilation_options: wgpu::PipelineCompilationOptions::default(),
870            }),
871            primitive: wgpu::PrimitiveState::default(),
872            depth_stencil: Some(stencil_for_content.clone()),
873            multisample: msaa_state,
874            multiview_mask: None,
875            cache: None,
876        });
877
878        // Clipping
879        let clip_shader_a2c = device.create_shader_module(wgpu::ShaderModuleDescriptor {
880            label: Some("clip_round_rect_a2c.wgsl"),
881            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
882                "shaders/clip_round_rect_a2c.wgsl"
883            ))),
884        });
885        let clip_shader_bin = device.create_shader_module(wgpu::ShaderModuleDescriptor {
886            label: Some("clip_round_rect_bin.wgsl"),
887            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
888                "shaders/clip_round_rect_bin.wgsl"
889            ))),
890        });
891        let clip_a2c = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
892            label: Some("clip pipeline (a2c)"),
893            layout: Some(clip_pipeline_layout),
894            vertex: wgpu::VertexState {
895                module: &clip_shader_a2c,
896                entry_point: Some("vs_main"),
897                buffers: &[Some(clip_vertex_layout.clone())],
898                compilation_options: wgpu::PipelineCompilationOptions::default(),
899            },
900            fragment: Some(wgpu::FragmentState {
901                module: &clip_shader_a2c,
902                entry_point: Some("fs_main"),
903                targets: &[Some(clip_color_target.clone())],
904                compilation_options: wgpu::PipelineCompilationOptions::default(),
905            }),
906            primitive: wgpu::PrimitiveState::default(),
907            depth_stencil: Some(stencil_for_clip_inc.clone()),
908            multisample: wgpu::MultisampleState {
909                count: sample_count,
910                mask: !0,
911                alpha_to_coverage_enabled: sample_count > 1,
912            },
913            multiview_mask: None,
914            cache: None,
915        });
916        let clip_bin = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
917            label: Some("clip pipeline (bin)"),
918            layout: Some(clip_pipeline_layout),
919            vertex: wgpu::VertexState {
920                module: &clip_shader_bin,
921                entry_point: Some("vs_main"),
922                buffers: &[Some(clip_vertex_layout.clone())],
923                compilation_options: wgpu::PipelineCompilationOptions::default(),
924            },
925            fragment: Some(wgpu::FragmentState {
926                module: &clip_shader_bin,
927                entry_point: Some("fs_main"),
928                targets: &[Some(clip_color_target.clone())],
929                compilation_options: wgpu::PipelineCompilationOptions::default(),
930            }),
931            primitive: wgpu::PrimitiveState::default(),
932            depth_stencil: Some(stencil_for_clip_inc.clone()),
933            multisample: wgpu::MultisampleState {
934                count: sample_count,
935                mask: !0,
936                alpha_to_coverage_enabled: false,
937            },
938            multiview_mask: None,
939            cache: None,
940        });
941        let clip_dec = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
942            label: Some("clip pipeline (dec)"),
943            layout: Some(clip_pipeline_layout),
944            vertex: wgpu::VertexState {
945                module: &clip_shader_bin,
946                entry_point: Some("vs_main"),
947                buffers: &[Some(clip_vertex_layout.clone())],
948                compilation_options: wgpu::PipelineCompilationOptions::default(),
949            },
950            fragment: Some(wgpu::FragmentState {
951                module: &clip_shader_bin,
952                entry_point: Some("fs_main"),
953                targets: &[Some(clip_color_target.clone())],
954                compilation_options: wgpu::PipelineCompilationOptions::default(),
955            }),
956            primitive: wgpu::PrimitiveState::default(),
957            depth_stencil: Some(stencil_for_clip_dec.clone()),
958            multisample: wgpu::MultisampleState {
959                count: sample_count,
960                mask: !0,
961                alpha_to_coverage_enabled: false,
962            },
963            multiview_mask: None,
964            cache: None,
965        });
966
967        let slug = Some(slug::create_pipeline(
968            device,
969            format,
970            sample_count,
971            stencil_for_content,
972        ));
973
974        // Tessellated vector mesh pipeline (host-supplied vertex/index data).
975        let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
976            label: Some("mesh.wgsl"),
977            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shaders/mesh.wgsl"))),
978        });
979        let mesh_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
980            label: Some("mesh pipeline layout"),
981            bind_group_layouts: &[Some(globals_layout), Some(mesh_bind_layout)],
982            immediate_size: 0,
983        });
984        let mesh_vertex_layout = wgpu::VertexBufferLayout {
985            array_stride: std::mem::size_of::<MeshVertex>() as u64,
986            step_mode: wgpu::VertexStepMode::Vertex,
987            attributes: &[
988                wgpu::VertexAttribute {
989                    shader_location: 0,
990                    offset: 0,
991                    format: wgpu::VertexFormat::Float32x2,
992                },
993                wgpu::VertexAttribute {
994                    shader_location: 1,
995                    offset: 8,
996                    format: wgpu::VertexFormat::Float32x4,
997                },
998                wgpu::VertexAttribute {
999                    shader_location: 2,
1000                    offset: 24,
1001                    format: wgpu::VertexFormat::Float32x2,
1002                },
1003            ],
1004        };
1005        let make_mesh_pipeline =
1006            |label: &str, depth: &wgpu::DepthStencilState, color: &wgpu::ColorTargetState| {
1007                device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
1008                    label: Some(label),
1009                    layout: Some(&mesh_pipeline_layout),
1010                    vertex: wgpu::VertexState {
1011                        module: &mesh_shader,
1012                        entry_point: Some("vs_main"),
1013                        buffers: &[Some(mesh_vertex_layout.clone())],
1014                        compilation_options: wgpu::PipelineCompilationOptions::default(),
1015                    },
1016                    fragment: Some(wgpu::FragmentState {
1017                        module: &mesh_shader,
1018                        entry_point: Some("fs_main"),
1019                        targets: &[Some(color.clone())],
1020                        compilation_options: wgpu::PipelineCompilationOptions::default(),
1021                    }),
1022                    primitive: wgpu::PrimitiveState {
1023                        topology: wgpu::PrimitiveTopology::TriangleList,
1024                        ..Default::default()
1025                    },
1026                    depth_stencil: Some(depth.clone()),
1027                    multisample: msaa_state,
1028                    multiview_mask: None,
1029                    cache: None,
1030                })
1031            };
1032        let mesh_color_target = wgpu::ColorTargetState {
1033            format,
1034            blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
1035            write_mask: wgpu::ColorWrites::ALL,
1036        };
1037        let mut stencil_for_mesh = stencil_for_content.clone();
1038        stencil_for_mesh.stencil.front.compare = wgpu::CompareFunction::Equal;
1039        stencil_for_mesh.stencil.back.compare = wgpu::CompareFunction::Equal;
1040        let mesh = make_mesh_pipeline("mesh pipeline", &stencil_for_mesh, &mesh_color_target);
1041        let mesh_overlay = make_mesh_pipeline(
1042            "mesh overlay pipeline",
1043            stencil_for_content,
1044            &mesh_color_target,
1045        );
1046        let mesh_clip_inc = make_mesh_pipeline(
1047            "mesh clip (inc) pipeline",
1048            stencil_for_clip_inc,
1049            clip_color_target,
1050        );
1051        let mesh_clip_dec = make_mesh_pipeline(
1052            "mesh clip (dec) pipeline",
1053            stencil_for_clip_dec,
1054            clip_color_target,
1055        );
1056
1057        Self {
1058            rects,
1059            borders,
1060            ellipses,
1061            ellipse_borders,
1062            arcs,
1063            text_mask,
1064            text_color,
1065            image_rgba,
1066            image_nv12,
1067            blur,
1068            blur_content,
1069            clip_a2c,
1070            clip_bin,
1071            clip_dec,
1072            slug,
1073            mesh,
1074            mesh_overlay,
1075            mesh_clip_inc,
1076            mesh_clip_dec,
1077        }
1078    }
1079}
1080
1081/// A segment of the frame that draws into a single render target.
1082struct Pass {
1083    target: PassTarget,
1084    /// The initial scissor to apply to the rpass when it is opened.
1085    initial_scissor: (u32, u32, u32, u32),
1086    /// `None` means `LoadOp::Load` (resume existing content);
1087    /// `Some(c)` means `LoadOp::Clear(c)`.
1088    clear_color: Option<[f32; 4]>,
1089    cmds: Vec<Cmd>,
1090}
1091
1092#[allow(non_snake_case)]
1093enum Cmd {
1094    ClipPush {
1095        off: u64,
1096        cnt: u32,
1097        scissor: (u32, u32, u32, u32),
1098        difference: bool,
1099        rounded: bool,
1100    },
1101    ClipPop {
1102        off: u64,
1103        cnt: u32,
1104        scissor: (u32, u32, u32, u32),
1105        difference: bool,
1106    },
1107    Rect {
1108        off: u64,
1109        cnt: u32,
1110    },
1111    Border {
1112        off: u64,
1113        cnt: u32,
1114    },
1115    Ellipse {
1116        off: u64,
1117        cnt: u32,
1118    },
1119    EllipseBorder {
1120        off: u64,
1121        cnt: u32,
1122    },
1123    Arc {
1124        off: u64,
1125        cnt: u32,
1126    },
1127    GlyphsMask {
1128        off: u64,
1129        cnt: u32,
1130    },
1131    GlyphsColor {
1132        off: u64,
1133        cnt: u32,
1134    },
1135    GlyphsVector {
1136        off: u64,
1137        cnt: u32,
1138    },
1139    ImageRgba {
1140        off: u64,
1141        cnt: u32,
1142        handle: u64,
1143    },
1144    ImageNv12 {
1145        off: u64,
1146        cnt: u32,
1147        handle: u64,
1148    },
1149    /// Composite a previously-rendered graphics layer back into the
1150    /// current target as a textured quad. The quad's vertex buffer
1151    /// lives in `self.glyph_color.ring` (a `GlyphInstance`).
1152    CompositeLayer {
1153        off: u64,
1154        cnt: u32,
1155        layer_id: u32,
1156    },
1157    /// Composite a blurred drop shadow of a previously-rendered graphics
1158    /// layer. The quad's vertex buffer lives in `self.blur_ring` (a
1159    /// `BlurInstance`).
1160    CompositeShadow {
1161        off: u64,
1162        cnt: u32,
1163        layer_id: u32,
1164    },
1165    /// Apply gaussian blur to a layer and composite the blurred result.
1166    /// Uses the `blur_content` pipeline (full RGBA blur).
1167    CompositeBlur {
1168        off: u64,
1169        cnt: u32,
1170        layer_id: u32,
1171    },
1172    /// Draw a tessellated vector mesh (solid or gradient paint).
1173    VectorMesh {
1174        voff: u64,
1175        vcnt: u32,
1176        ioff: u64,
1177        icnt: u32,
1178        uoff: u64,
1179    },
1180    /// Draw a screen-space overlay mesh (identity transform, device pixels).
1181    VectorOverlay {
1182        voff: u64,
1183        vcnt: u32,
1184        ioff: u64,
1185        icnt: u32,
1186        uoff: u64,
1187    },
1188    /// Increment the stencil buffer with a tessellated vector mask.
1189    VectorClipPush {
1190        voff: u64,
1191        vcnt: u32,
1192        ioff: u64,
1193        icnt: u32,
1194        uoff: u64,
1195        scissor: (u32, u32, u32, u32),
1196    },
1197    /// Decrement the stencil buffer with the matching vector mask.
1198    VectorClipPop {
1199        voff: u64,
1200        vcnt: u32,
1201        ioff: u64,
1202        icnt: u32,
1203        uoff: u64,
1204        scissor: (u32, u32, u32, u32),
1205    },
1206    Callback {
1207        rect: repose_core::Rect,
1208        payload: repose_core::PaintCallbackPayload,
1209    },
1210}
1211
1212enum ImageTex {
1213    Rgba {
1214        tex: wgpu::Texture,
1215        bind: wgpu::BindGroup,
1216        w: u32,
1217        h: u32,
1218        format: wgpu::TextureFormat,
1219        last_used_frame: u64,
1220        bytes: u64,
1221    },
1222    /// For a user-provided texture view.
1223    User {
1224        bind: wgpu::BindGroup,
1225        w: u32,
1226        h: u32,
1227        last_used_frame: u64,
1228        bytes: u64,
1229    },
1230    Nv12 {
1231        tex_y: wgpu::Texture,
1232        tex_uv: wgpu::Texture,
1233        bind: wgpu::BindGroup,
1234        yuv_buf: wgpu::Buffer,
1235        w: u32,
1236        h: u32,
1237        color_info: ColorInfo,
1238        last_used_frame: u64,
1239        bytes: u64,
1240    },
1241}
1242
1243#[derive(Clone)]
1244struct RetainedImage {
1245    w: u32,
1246    h: u32,
1247    format: wgpu::TextureFormat,
1248    rgba: Vec<u8>,
1249}
1250
1251struct AtlasA8 {
1252    tex: wgpu::Texture,
1253    view: wgpu::TextureView,
1254    sampler: wgpu::Sampler,
1255    size: u32,
1256    next_x: u32,
1257    next_y: u32,
1258    row_h: u32,
1259    map: HashMap<(repose_text::GlyphKey, u32), GlyphInfo>,
1260}
1261
1262struct AtlasRGBA {
1263    tex: wgpu::Texture,
1264    view: wgpu::TextureView,
1265    sampler: wgpu::Sampler,
1266    size: u32,
1267    next_x: u32,
1268    next_y: u32,
1269    row_h: u32,
1270    map: HashMap<(repose_text::GlyphKey, u32), GlyphInfo>,
1271}
1272
1273#[derive(Clone, Copy)]
1274struct GlyphInfo {
1275    u0: f32,
1276    v0: f32,
1277    u1: f32,
1278    v1: f32,
1279    w: f32,
1280    h: f32,
1281}
1282
1283#[repr(C)]
1284#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1285struct RectInstance {
1286    xywh: [f32; 4],
1287    radii: [f32; 4],
1288    brush_type: u32,
1289    _pad: [f32; 3],
1290    color0: [f32; 4],
1291    color1: [f32; 4],
1292    grad_start: [f32; 2],
1293    grad_end: [f32; 2],
1294    sin_cos: [f32; 2],
1295}
1296
1297#[repr(C)]
1298#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1299struct BorderInstance {
1300    xywh: [f32; 4],
1301    radii: [f32; 4],
1302    stroke: f32,
1303    color: [f32; 4],
1304    sin_cos: [f32; 2],
1305}
1306
1307#[repr(C)]
1308#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1309struct EllipseInstance {
1310    xywh: [f32; 4],
1311    color: [f32; 4],
1312    sin_cos: [f32; 2],
1313}
1314
1315#[repr(C)]
1316#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1317struct EllipseBorderInstance {
1318    xywh: [f32; 4],
1319    stroke: f32,
1320    pad: f32,
1321    color: [f32; 4],
1322    sin_cos: [f32; 2],
1323}
1324
1325#[repr(C)]
1326#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1327struct ArcInstance {
1328    xywh: [f32; 4],
1329    start_angle: f32,
1330    sweep_angle: f32,
1331    stroke: f32,
1332    pad: f32,
1333    color: [f32; 4],
1334    sin_cos: [f32; 2],
1335    cap: f32, // 0=Butt, 1=Round, 2=Square
1336}
1337
1338#[repr(C)]
1339#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1340struct GlyphInstance {
1341    xywh: [f32; 4],
1342    uv: [f32; 4],
1343    color: [f32; 4],
1344    sin_cos: [f32; 2],
1345}
1346
1347#[repr(C)]
1348#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1349struct BlurInstance {
1350    xywh: [f32; 4],
1351    uv: [f32; 4],
1352    color: [f32; 4],
1353    blur_uv: [f32; 2],
1354    sin_cos: [f32; 2],
1355}
1356
1357/// CPU-computed Y′CbCr -> R′G′B′ transform uploaded as a uniform buffer.
1358/// Layout matches the WGSL `YuvTransform` struct (4 × vec4<f32>).
1359#[repr(C)]
1360#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1361struct YuvTransformRaw {
1362    row0: [f32; 4],
1363    row1: [f32; 4],
1364    row2: [f32; 4],
1365    b: [f32; 4],
1366}
1367
1368#[repr(C)]
1369#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1370struct Nv12Instance {
1371    xywh: [f32; 4],
1372    uv: [f32; 4],
1373    color: [f32; 4], // tint
1374    uv_x_offset: f32,
1375    sin_cos: [f32; 2],
1376    _pad: [f32; 1],
1377}
1378
1379#[repr(C)]
1380#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1381struct ClipInstance {
1382    xywh: [f32; 4],
1383    radii: [f32; 4],
1384    sin_cos: [f32; 2],
1385}
1386
1387#[repr(C)]
1388#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1389struct MeshVertex {
1390    pos: [f32; 2],
1391    color: [f32; 4],
1392    uv: [f32; 2],
1393}
1394
1395#[repr(C)]
1396#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1397struct MeshUniform {
1398    m0: [f32; 4],
1399    m1: [f32; 4],
1400    paint: [u32; 4],
1401    color0: [f32; 4],
1402    color1: [f32; 4],
1403    grad_start: [f32; 2],
1404    _p3: [f32; 2],
1405    grad_end: [f32; 2],
1406    _p4: [f32; 2],
1407}
1408
1409/// Dynamic uniform slots are aligned to 256 bytes by wgpu.
1410const MESH_UNIFORM_SLOT: u64 = 256;
1411const MESH_UNIFORM_CAP: u64 = 4 * 1024 * 1024;
1412
1413impl MeshUniform {
1414    fn identity() -> Self {
1415        Self {
1416            m0: [1.0, 0.0, 0.0, 0.0],
1417            m1: [0.0, 1.0, 0.0, 0.0],
1418            paint: [0; 4],
1419            color0: [0.0; 4],
1420            color1: [0.0; 4],
1421            grad_start: [0.0; 2],
1422            _p3: [0.0; 2],
1423            grad_end: [0.0; 2],
1424            _p4: [0.0; 2],
1425        }
1426    }
1427}
1428
1429fn mesh_uniform_from_paint(affine: [f32; 6], paint: &repose_core::PaintDesc) -> MeshUniform {
1430    let (paint_type, color0, color1, grad_start, grad_end) = match paint {
1431        repose_core::PaintDesc::Solid => (0u32, [0.0; 4], [0.0; 4], [0.0; 2], [0.0; 2]),
1432        repose_core::PaintDesc::Linear {
1433            start,
1434            end,
1435            start_color,
1436            end_color,
1437        } => (
1438            1u32,
1439            start_color.to_linear(),
1440            end_color.to_linear(),
1441            [start.x, start.y],
1442            [end.x, end.y],
1443        ),
1444        // PaintDesc is #[non_exhaustive]; treat unknown paints as solid.
1445        _ => (0u32, [0.0; 4], [0.0; 4], [0.0; 2], [0.0; 2]),
1446    };
1447    MeshUniform {
1448        m0: [affine[0], affine[1], affine[2], 0.0],
1449        m1: [affine[3], affine[4], affine[5], 0.0],
1450        paint: [paint_type, 0, 0, 0],
1451        color0,
1452        color1,
1453        grad_start,
1454        _p3: [0.0; 2],
1455        grad_end,
1456        _p4: [0.0; 2],
1457    }
1458}
1459
1460fn combine_mesh_affine(current: &Transform, mesh: [f32; 6]) -> [f32; 6] {
1461    let cos_a = current.rotate.cos();
1462    let sin_a = current.rotate.sin();
1463    // current transform linear part: [[sx*cos, -sy*sin],[sx*sin, sy*cos]]
1464    let cm00 = current.scale_x * cos_a;
1465    let cm01 = -current.scale_y * sin_a;
1466    let cm10 = current.scale_x * sin_a;
1467    let cm11 = current.scale_y * cos_a;
1468    // mesh affine: out = [[mm00, mm01],[mm10, mm11]] * local + (mtx, mty)
1469    let mm00 = mesh[0];
1470    let mm01 = mesh[1];
1471    let mm10 = mesh[2];
1472    let mm11 = mesh[3];
1473    let mtx = mesh[4];
1474    let mty = mesh[5];
1475    let r00 = cm00 * mm00 + cm01 * mm10;
1476    let r01 = cm00 * mm01 + cm01 * mm11;
1477    let r10 = cm10 * mm00 + cm11 * mm10;
1478    let r11 = cm10 * mm01 + cm11 * mm11;
1479    let tx = cm00 * mtx + cm01 * mty + current.translate_x;
1480    let ty = cm10 * mtx + cm11 * mty + current.translate_y;
1481    // Canonical slot order consumed by `MeshUniform`/shader and `mesh_aabb`:
1482    // [A, B, tx, C, D, ty] where world = [[A,B],[C,D]] * local + (tx, ty).
1483    [r00, r01, tx, r10, r11, ty]
1484}
1485
1486fn mesh_aabb(mesh: &repose_core::VectorMeshData, affine: [f32; 6]) -> repose_core::Rect {
1487    let mut min_x = f32::MAX;
1488    let mut min_y = f32::MAX;
1489    let mut max_x = f32::MIN;
1490    let mut max_y = f32::MIN;
1491    for v in mesh.vertices.iter() {
1492        let x = affine[0] * v.pos[0] + affine[1] * v.pos[1] + affine[2];
1493        let y = affine[3] * v.pos[0] + affine[4] * v.pos[1] + affine[5];
1494        min_x = min_x.min(x);
1495        min_y = min_y.min(y);
1496        max_x = max_x.max(x);
1497        max_y = max_y.max(y);
1498    }
1499    let w = (max_x - min_x).max(0.0);
1500    let h = (max_y - min_y).max(0.0);
1501    if !min_x.is_finite() || !min_y.is_finite() {
1502        return repose_core::Rect {
1503            x: 0.0,
1504            y: 0.0,
1505            w: 0.0,
1506            h: 0.0,
1507        };
1508    }
1509    repose_core::Rect {
1510        x: min_x,
1511        y: min_y,
1512        w,
1513        h,
1514    }
1515}
1516
1517fn swash_to_a8_coverage(content: repose_text::SwashContent, data: &[u8]) -> Option<Vec<u8>> {
1518    match content {
1519        repose_text::SwashContent::Mask => Some(data.to_vec()),
1520        repose_text::SwashContent::SubpixelMask => {
1521            let mut out = Vec::with_capacity(data.len() / 4);
1522            for px in data.chunks_exact(4) {
1523                let r = px[0];
1524                let g = px[1];
1525                let b = px[2];
1526                out.push(r.max(g).max(b));
1527            }
1528            Some(out)
1529        }
1530        repose_text::SwashContent::Color => None,
1531    }
1532}
1533
1534impl WgpuSceneRenderer {
1535    pub fn from_device(
1536        device: wgpu::Device,
1537        queue: wgpu::Queue,
1538        output_format: wgpu::TextureFormat,
1539        msaa_samples: u32,
1540    ) -> Self {
1541        let globals_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1542            label: Some("globals layout"),
1543            entries: &[wgpu::BindGroupLayoutEntry {
1544                binding: 0,
1545                visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
1546                ty: wgpu::BindingType::Buffer {
1547                    ty: wgpu::BufferBindingType::Uniform,
1548                    has_dynamic_offset: false,
1549                    min_binding_size: None,
1550                },
1551                count: None,
1552            }],
1553        });
1554
1555        let globals_buf = device.create_buffer(&wgpu::BufferDescriptor {
1556            label: Some("globals buf"),
1557            size: std::mem::size_of::<Globals>() as u64,
1558            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1559            mapped_at_creation: false,
1560        });
1561
1562        let globals_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
1563            label: Some("globals bind"),
1564            layout: &globals_layout,
1565            entries: &[wgpu::BindGroupEntry {
1566                binding: 0,
1567                resource: globals_buf.as_entire_binding(),
1568            }],
1569        });
1570
1571        let ds_format = wgpu::TextureFormat::Depth24PlusStencil8;
1572
1573        let stencil_for_content = wgpu::DepthStencilState {
1574            format: ds_format,
1575            depth_write_enabled: Some(false),
1576            depth_compare: Some(wgpu::CompareFunction::Always),
1577            stencil: wgpu::StencilState {
1578                front: wgpu::StencilFaceState {
1579                    compare: wgpu::CompareFunction::LessEqual,
1580                    fail_op: wgpu::StencilOperation::Keep,
1581                    depth_fail_op: wgpu::StencilOperation::Keep,
1582                    pass_op: wgpu::StencilOperation::Keep,
1583                },
1584                back: wgpu::StencilFaceState {
1585                    compare: wgpu::CompareFunction::LessEqual,
1586                    fail_op: wgpu::StencilOperation::Keep,
1587                    depth_fail_op: wgpu::StencilOperation::Keep,
1588                    pass_op: wgpu::StencilOperation::Keep,
1589                },
1590                read_mask: 0xFF,
1591                write_mask: 0x00,
1592            },
1593            bias: wgpu::DepthBiasState::default(),
1594        };
1595
1596        let stencil_for_clip_inc = wgpu::DepthStencilState {
1597            format: ds_format,
1598            depth_write_enabled: Some(false),
1599            depth_compare: Some(wgpu::CompareFunction::Always),
1600            stencil: wgpu::StencilState {
1601                front: wgpu::StencilFaceState {
1602                    compare: wgpu::CompareFunction::Equal,
1603                    fail_op: wgpu::StencilOperation::Keep,
1604                    depth_fail_op: wgpu::StencilOperation::Keep,
1605                    pass_op: wgpu::StencilOperation::IncrementClamp,
1606                },
1607                back: wgpu::StencilFaceState {
1608                    compare: wgpu::CompareFunction::Equal,
1609                    fail_op: wgpu::StencilOperation::Keep,
1610                    depth_fail_op: wgpu::StencilOperation::Keep,
1611                    pass_op: wgpu::StencilOperation::IncrementClamp,
1612                },
1613                read_mask: 0xFF,
1614                write_mask: 0xFF,
1615            },
1616            bias: wgpu::DepthBiasState::default(),
1617        };
1618
1619        let stencil_for_clip_dec = wgpu::DepthStencilState {
1620            format: ds_format,
1621            depth_write_enabled: Some(false),
1622            depth_compare: Some(wgpu::CompareFunction::Always),
1623            stencil: wgpu::StencilState {
1624                front: wgpu::StencilFaceState {
1625                    compare: wgpu::CompareFunction::Equal,
1626                    fail_op: wgpu::StencilOperation::Keep,
1627                    depth_fail_op: wgpu::StencilOperation::Keep,
1628                    pass_op: wgpu::StencilOperation::DecrementClamp,
1629                },
1630                back: wgpu::StencilFaceState {
1631                    compare: wgpu::CompareFunction::Equal,
1632                    fail_op: wgpu::StencilOperation::Keep,
1633                    depth_fail_op: wgpu::StencilOperation::Keep,
1634                    pass_op: wgpu::StencilOperation::DecrementClamp,
1635                },
1636                read_mask: 0xFF,
1637                write_mask: 0xFF,
1638            },
1639            bias: wgpu::DepthBiasState::default(),
1640        };
1641
1642        let _multisample_state = wgpu::MultisampleState {
1643            count: msaa_samples,
1644            mask: !0,
1645            alpha_to_coverage_enabled: false,
1646        };
1647
1648        // PIPELINES
1649
1650        // Single shared sampler for images/text
1651        let image_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
1652            label: Some("image/text sampler"),
1653            address_mode_u: wgpu::AddressMode::ClampToEdge,
1654            address_mode_v: wgpu::AddressMode::ClampToEdge,
1655            mag_filter: wgpu::FilterMode::Linear,
1656            min_filter: wgpu::FilterMode::Linear,
1657            mipmap_filter: wgpu::MipmapFilterMode::Linear,
1658            ..Default::default()
1659        });
1660
1661        // linear filtering only blurs them; nearest keeps the blit crisp.
1662        let layer_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
1663            label: Some("layer nearest sampler"),
1664            address_mode_u: wgpu::AddressMode::ClampToEdge,
1665            address_mode_v: wgpu::AddressMode::ClampToEdge,
1666            mag_filter: wgpu::FilterMode::Nearest,
1667            min_filter: wgpu::FilterMode::Nearest,
1668            mipmap_filter: wgpu::MipmapFilterMode::Nearest,
1669            ..Default::default()
1670        });
1671
1672        // Linear taps for Gaussian blur/shadow passes; nearest is kept for
1673        // the sharp 1:1 layer composite.
1674        let layer_sampler_linear = device.create_sampler(&wgpu::SamplerDescriptor {
1675            label: Some("layer linear sampler"),
1676            address_mode_u: wgpu::AddressMode::ClampToEdge,
1677            address_mode_v: wgpu::AddressMode::ClampToEdge,
1678            mag_filter: wgpu::FilterMode::Linear,
1679            min_filter: wgpu::FilterMode::Linear,
1680            mipmap_filter: wgpu::MipmapFilterMode::Linear,
1681            ..Default::default()
1682        });
1683
1684        // Layout for Text / RGBA Images (Texture + Sampler)
1685        let text_bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1686            label: Some("text/rgba bind layout"),
1687            entries: &[
1688                wgpu::BindGroupLayoutEntry {
1689                    binding: 0,
1690                    visibility: wgpu::ShaderStages::FRAGMENT,
1691                    ty: wgpu::BindingType::Texture {
1692                        multisampled: false,
1693                        view_dimension: wgpu::TextureViewDimension::D2,
1694                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
1695                    },
1696                    count: None,
1697                },
1698                wgpu::BindGroupLayoutEntry {
1699                    binding: 1,
1700                    visibility: wgpu::ShaderStages::FRAGMENT,
1701                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
1702                    count: None,
1703                },
1704            ],
1705        });
1706        // We reuse this for RGBA images for simplicity, or create a distinct one
1707        let image_bind_layout_rgba = text_bind_layout.clone();
1708
1709        // Layout for NV12 Images (TextureY + TextureUV + Sampler + YuvTransform uniform)
1710        let image_bind_layout_nv12 =
1711            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1712                label: Some("image bind layout nv12"),
1713                entries: &[
1714                    // Y plane
1715                    wgpu::BindGroupLayoutEntry {
1716                        binding: 0,
1717                        visibility: wgpu::ShaderStages::FRAGMENT,
1718                        ty: wgpu::BindingType::Texture {
1719                            multisampled: false,
1720                            view_dimension: wgpu::TextureViewDimension::D2,
1721                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
1722                        },
1723                        count: None,
1724                    },
1725                    // UV plane
1726                    wgpu::BindGroupLayoutEntry {
1727                        binding: 1,
1728                        visibility: wgpu::ShaderStages::FRAGMENT,
1729                        ty: wgpu::BindingType::Texture {
1730                            multisampled: false,
1731                            view_dimension: wgpu::TextureViewDimension::D2,
1732                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
1733                        },
1734                        count: None,
1735                    },
1736                    // Sampler
1737                    wgpu::BindGroupLayoutEntry {
1738                        binding: 2,
1739                        visibility: wgpu::ShaderStages::FRAGMENT,
1740                        ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
1741                        count: None,
1742                    },
1743                    // YUV transform uniform buffer
1744                    wgpu::BindGroupLayoutEntry {
1745                        binding: 3,
1746                        visibility: wgpu::ShaderStages::FRAGMENT,
1747                        ty: wgpu::BindingType::Buffer {
1748                            ty: wgpu::BufferBindingType::Uniform,
1749                            has_dynamic_offset: false,
1750                            min_binding_size: None,
1751                        },
1752                        count: None,
1753                    },
1754                ],
1755            });
1756
1757        // Clipping layout
1758        let clip_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1759            label: Some("clip pipeline layout"),
1760            bind_group_layouts: &[Some(&globals_layout)],
1761            immediate_size: 0,
1762        });
1763        let clip_vertex_layout = wgpu::VertexBufferLayout {
1764            array_stride: std::mem::size_of::<ClipInstance>() as u64,
1765            step_mode: wgpu::VertexStepMode::Instance,
1766            attributes: &[
1767                wgpu::VertexAttribute {
1768                    shader_location: 0,
1769                    offset: 0,
1770                    format: wgpu::VertexFormat::Float32x4,
1771                },
1772                wgpu::VertexAttribute {
1773                    shader_location: 1,
1774                    offset: 16,
1775                    format: wgpu::VertexFormat::Float32x4,
1776                },
1777                wgpu::VertexAttribute {
1778                    shader_location: 2,
1779                    offset: 32,
1780                    format: wgpu::VertexFormat::Float32x2,
1781                },
1782            ],
1783        };
1784        let clip_color_target = wgpu::ColorTargetState {
1785            format: output_format,
1786            blend: None,
1787            write_mask: wgpu::ColorWrites::empty(),
1788        };
1789
1790        // Bind layout for per-draw vector mesh uniforms (dynamic offset).
1791        let mesh_bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1792            label: Some("mesh uniform layout"),
1793            entries: &[wgpu::BindGroupLayoutEntry {
1794                binding: 0,
1795                visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
1796                ty: wgpu::BindingType::Buffer {
1797                    ty: wgpu::BufferBindingType::Uniform,
1798                    has_dynamic_offset: true,
1799                    min_binding_size: NonZero::new(MESH_UNIFORM_SLOT),
1800                },
1801                count: None,
1802            }],
1803        });
1804        let mesh_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
1805            label: Some("mesh uniform buffer"),
1806            size: MESH_UNIFORM_CAP,
1807            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1808            mapped_at_creation: false,
1809        });
1810        let mesh_bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
1811            label: Some("mesh uniform bind"),
1812            layout: &mesh_bind_layout,
1813            entries: &[wgpu::BindGroupEntry {
1814                binding: 0,
1815                resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
1816                    buffer: &mesh_uniform_buf,
1817                    offset: 0,
1818                    size: NonZero::new(MESH_UNIFORM_SLOT),
1819                }),
1820            }],
1821        });
1822
1823        // Two sets of pipelines: one for the MSAA surface pass, one for layer
1824        // render-to-texture passes (sample_count = 1).
1825        let surface_pipes = Pipelines::create(
1826            &device,
1827            output_format,
1828            msaa_samples,
1829            &globals_layout,
1830            &text_bind_layout,
1831            &image_bind_layout_nv12,
1832            &clip_pipeline_layout,
1833            &stencil_for_content,
1834            &stencil_for_clip_inc,
1835            &stencil_for_clip_dec,
1836            &clip_color_target,
1837            &clip_vertex_layout,
1838            &mesh_bind_layout,
1839        );
1840        let layer_pipes = Pipelines::create(
1841            &device,
1842            output_format,
1843            1,
1844            &globals_layout,
1845            &text_bind_layout,
1846            &image_bind_layout_nv12,
1847            &clip_pipeline_layout,
1848            &stencil_for_content,
1849            &stencil_for_clip_inc,
1850            &stencil_for_clip_dec,
1851            &clip_color_target,
1852            &clip_vertex_layout,
1853            &mesh_bind_layout,
1854        );
1855
1856        // Vector glyph rendering always available with tessellation+MSAA approach.
1857        let slug_enabled = true;
1858
1859        // Blur composite ring (for graphics-layer drop shadows)
1860        let blur_ring = UploadRing::new(
1861            &device,
1862            "blur ring",
1863            1024 * 1024,
1864            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1865        );
1866
1867        // Atlases
1868        let atlas_mask = init_atlas_mask(&device);
1869        let atlas_color = init_atlas_color(&device);
1870
1871        // Upload rings
1872        let ring_rect = UploadRing::new(
1873            &device,
1874            "ring rect",
1875            1 << 20,
1876            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1877        );
1878        let ring_border = UploadRing::new(
1879            &device,
1880            "ring border",
1881            1 << 20,
1882            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1883        );
1884        let ring_ellipse = UploadRing::new(
1885            &device,
1886            "ring ellipse",
1887            1 << 20,
1888            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1889        );
1890        let ring_ellipse_border = UploadRing::new(
1891            &device,
1892            "ring ellipse border",
1893            1 << 20,
1894            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1895        );
1896        let ring_arc = UploadRing::new(
1897            &device,
1898            "ring arc",
1899            1 << 20,
1900            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1901        );
1902        let ring_glyph_mask = UploadRing::new(
1903            &device,
1904            "ring glyph mask",
1905            1 << 20,
1906            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1907        );
1908        let ring_glyph_color = UploadRing::new(
1909            &device,
1910            "ring glyph color",
1911            1 << 20,
1912            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1913        );
1914        let ring_slug = UploadRing::new(
1915            &device,
1916            "ring slug",
1917            1 << 22,
1918            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1919        );
1920        let ring_clip = UploadRing::new(
1921            &device,
1922            "ring clip",
1923            1 << 16,
1924            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1925        );
1926        let ring_nv12 = UploadRing::new(
1927            &device,
1928            "ring nv12",
1929            1 << 20,
1930            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1931        );
1932        let ring_mesh_verts = UploadRing::new(
1933            &device,
1934            "ring mesh verts",
1935            1 << 22,
1936            wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1937        );
1938        let ring_mesh_indices = UploadRing::new(
1939            &device,
1940            "ring mesh indices",
1941            1 << 22,
1942            wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
1943        );
1944
1945        // Placeholder textures
1946        let depth_stencil_tex = device.create_texture(&wgpu::TextureDescriptor {
1947            label: Some("temp ds"),
1948            size: wgpu::Extent3d {
1949                width: 1,
1950                height: 1,
1951                depth_or_array_layers: 1,
1952            },
1953            mip_level_count: 1,
1954            sample_count: 1,
1955            dimension: wgpu::TextureDimension::D2,
1956            format: wgpu::TextureFormat::Depth24PlusStencil8,
1957            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
1958            view_formats: &[],
1959        });
1960        let depth_stencil_view =
1961            depth_stencil_tex.create_view(&wgpu::TextureViewDescriptor::default());
1962
1963        let mut renderer = WgpuSceneRenderer {
1964            device,
1965            queue,
1966            output_format,
1967            output_width: 0,
1968            output_height: 0,
1969            pixels_per_point: 1.0,
1970
1971            surface_pipes,
1972            layer_pipes,
1973
1974            rects: InstancedPipe::new(ring_rect),
1975            borders: InstancedPipe::new(ring_border),
1976            ellipses: InstancedPipe::new(ring_ellipse),
1977            ellipse_borders: InstancedPipe::new(ring_ellipse_border),
1978            arcs: InstancedPipe::new(ring_arc),
1979            glyph_mask: InstancedPipe::new(ring_glyph_mask),
1980            glyph_color: InstancedPipe::new(ring_glyph_color),
1981
1982            text_bind_layout,
1983
1984            image_bind_layout_rgba,
1985            image_bind_layout_nv12,
1986            image_sampler,
1987            layer_sampler,
1988            layer_sampler_linear,
1989
1990            blur_ring,
1991
1992            slug_enabled,
1993            slug_ring: ring_slug,
1994            slug_cache: slug::GlyphSlugCache::new(),
1995
1996            clip_ring: ring_clip,
1997
1998            nv12: InstancedPipe::new(ring_nv12),
1999
2000            mesh_verts: ring_mesh_verts,
2001            mesh_indices: ring_mesh_indices,
2002            mesh_uniform_buf,
2003            mesh_bind_layout,
2004            mesh_bind,
2005            mesh_uniform_head: 0,
2006            mesh_clip_stack: Vec::new(),
2007
2008            msaa_samples,
2009            depth_stencil_tex,
2010            depth_stencil_view,
2011            msaa_tex: None,
2012            msaa_view: None,
2013            globals_bind,
2014            globals_buf,
2015
2016            atlas_mask,
2017            atlas_color,
2018
2019            next_image_handle: 1,
2020            images: HashMap::new(),
2021            retained: HashMap::new(),
2022
2023            frame_index: 0,
2024            image_bytes_total: 0,
2025            image_evict_after_frames: 600,         // ~10s @ 60fps
2026            image_budget_bytes: 512 * 1024 * 1024, // 512 MB
2027            layer_pool: HashMap::new(),
2028
2029            working_space: false,
2030            ws_tex: None,
2031            ws_view: None,
2032            ws_bind: None,
2033            display_pipeline: None,
2034            display_layout: None,
2035
2036            callback_resources: CallbackResources::default(),
2037        };
2038
2039        renderer.recreate_msaa_and_depth_stencil();
2040        renderer
2041    }
2042}
2043
2044impl WgpuSurfaceBackend {
2045    #[cfg(feature = "winit-surface")]
2046    pub async fn new_async(
2047        window: Arc<winit::window::Window>,
2048    ) -> anyhow::Result<WgpuSurfaceBackend> {
2049        Self::new_async_with_options(window, 4, PresentModePref::Auto).await
2050    }
2051
2052    /// Create a windowed surface backend, honoring the requested MSAA sample
2053    /// count (falling back to the largest supported count <= `msaa_samples`).
2054    #[cfg(feature = "winit-surface")]
2055    pub async fn new_async_with_msaa(
2056        window: Arc<winit::window::Window>,
2057        msaa_samples: u32,
2058    ) -> anyhow::Result<WgpuSurfaceBackend> {
2059        Self::new_async_with_options(window, msaa_samples, PresentModePref::Auto).await
2060    }
2061
2062    /// Create a windowed surface backend, honoring the requested MSAA sample
2063    /// count and present-mode preference.
2064    #[cfg(feature = "winit-surface")]
2065    pub async fn new_async_with_options(
2066        window: Arc<winit::window::Window>,
2067        msaa_samples: u32,
2068        present_mode: PresentModePref,
2069    ) -> anyhow::Result<WgpuSurfaceBackend> {
2070        let instance: Instance;
2071
2072        if cfg!(target_arch = "wasm32") {
2073            let mut desc = wgpu::InstanceDescriptor::new_without_display_handle();
2074            desc.backends = wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::GL;
2075            instance = wgpu::util::new_instance_with_webgpu_detection(desc).await;
2076        } else {
2077            instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
2078        };
2079
2080        let surface = instance.create_surface(window.clone())?;
2081
2082        let adapter = instance
2083            .request_adapter(&wgpu::RequestAdapterOptions {
2084                power_preference: wgpu::PowerPreference::HighPerformance,
2085                compatible_surface: Some(&surface),
2086                force_fallback_adapter: false,
2087                apply_limit_buckets: false,
2088            })
2089            .await
2090            .map_err(|e| anyhow::anyhow!("No suitable adapter: {e:?}"))?;
2091
2092        let limits = adapter.limits();
2093
2094        #[cfg(target_os = "linux")]
2095        let features = {
2096            let af = adapter.features();
2097            let mut f = wgpu::Features::empty();
2098            if af.contains(wgpu::Features::VULKAN_EXTERNAL_MEMORY_FD) {
2099                f |= wgpu::Features::VULKAN_EXTERNAL_MEMORY_FD;
2100            }
2101            if af.contains(wgpu::Features::VULKAN_EXTERNAL_MEMORY_DMA_BUF) {
2102                f |= wgpu::Features::VULKAN_EXTERNAL_MEMORY_DMA_BUF;
2103            }
2104            f
2105        };
2106        #[cfg(not(target_os = "linux"))]
2107        let features = wgpu::Features::empty();
2108
2109        let (device, queue) = adapter
2110            .request_device(&wgpu::DeviceDescriptor {
2111                label: Some("repose-rs device"),
2112                required_features: features,
2113                required_limits: limits,
2114                experimental_features: wgpu::ExperimentalFeatures::disabled(),
2115                memory_hints: wgpu::MemoryHints::default(),
2116                trace: wgpu::Trace::Off,
2117            })
2118            .await
2119            .map_err(|e| anyhow::anyhow!("request_device failed: {e:?}"))?;
2120
2121        let size = window.inner_size();
2122
2123        let caps = surface.get_capabilities(&adapter);
2124
2125        let (format, view_format) = if cfg!(target_arch = "wasm32")
2126            && adapter
2127                .get_downlevel_capabilities()
2128                .flags
2129                .contains(wgpu::DownlevelFlags::SURFACE_VIEW_FORMATS)
2130        {
2131            let non_srgb = caps
2132                .formats
2133                .iter()
2134                .copied()
2135                .find(|f| !f.is_srgb())
2136                .unwrap_or(caps.formats[0]);
2137            (non_srgb, Some(non_srgb.add_srgb_suffix()))
2138        } else if cfg!(target_arch = "wasm32") {
2139            let fmt = caps
2140                .formats
2141                .iter()
2142                .copied()
2143                .find(|f| f.is_srgb())
2144                .unwrap_or(caps.formats[0]);
2145            (fmt, None)
2146        } else {
2147            let fmt = caps
2148                .formats
2149                .iter()
2150                .copied()
2151                .find(|f| f.is_srgb())
2152                .unwrap_or(caps.formats[0]);
2153            (fmt, None)
2154        };
2155
2156        let present_mode = pick_present_mode(&caps, present_mode);
2157        let alpha_mode = caps.alpha_modes[0];
2158
2159        let render_format = view_format.unwrap_or(format);
2160        let msaa_samples = pick_surface_msaa(&adapter, format, msaa_samples);
2161        let renderer = WgpuSceneRenderer::from_device(device, queue, render_format, msaa_samples);
2162
2163        let view_formats = view_format.into_iter().collect::<Vec<_>>();
2164
2165        let config = wgpu::SurfaceConfiguration {
2166            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
2167            format,
2168            width: size.width.max(1),
2169            height: size.height.max(1),
2170            present_mode,
2171            alpha_mode,
2172            color_space: wgpu::SurfaceColorSpace::Auto,
2173            view_formats,
2174            desired_maximum_frame_latency: 1,
2175        };
2176        surface.configure(&renderer.device, &config);
2177
2178        Ok(WgpuSurfaceBackend {
2179            surface: Some(surface),
2180            surface_config: Some(config),
2181            renderer,
2182        })
2183    }
2184
2185    #[cfg(all(feature = "winit-surface", not(target_arch = "wasm32")))]
2186    pub fn new(window: Arc<winit::window::Window>) -> anyhow::Result<WgpuSurfaceBackend> {
2187        pollster::block_on(Self::new_async(window))
2188    }
2189
2190    #[cfg(all(feature = "winit-surface", not(target_arch = "wasm32")))]
2191    pub fn new_with_msaa(
2192        window: Arc<winit::window::Window>,
2193        msaa_samples: u32,
2194    ) -> anyhow::Result<WgpuSurfaceBackend> {
2195        pollster::block_on(Self::new_async_with_msaa(window, msaa_samples))
2196    }
2197
2198    #[cfg(all(feature = "winit-surface", not(target_arch = "wasm32")))]
2199    pub fn new_with_options(
2200        window: Arc<winit::window::Window>,
2201        msaa_samples: u32,
2202        present_mode: PresentModePref,
2203    ) -> anyhow::Result<WgpuSurfaceBackend> {
2204        pollster::block_on(Self::new_async_with_options(
2205            window,
2206            msaa_samples,
2207            present_mode,
2208        ))
2209    }
2210
2211    #[cfg(all(feature = "winit-surface", target_arch = "wasm32"))]
2212    pub fn new(_window: Arc<winit::window::Window>) -> anyhow::Result<WgpuSurfaceBackend> {
2213        anyhow::bail!("Use WgpuSurfaceBackend::new_async(window).await on wasm32")
2214    }
2215
2216    #[cfg(all(feature = "winit-surface", target_arch = "wasm32"))]
2217    pub fn new_with_msaa(
2218        _window: Arc<winit::window::Window>,
2219        _msaa_samples: u32,
2220    ) -> anyhow::Result<WgpuSurfaceBackend> {
2221        anyhow::bail!("Use WgpuSurfaceBackend::new_async_with_msaa(window, msaa).await on wasm32")
2222    }
2223
2224    #[cfg(all(feature = "winit-surface", target_arch = "wasm32"))]
2225    pub fn new_with_options(
2226        _window: Arc<winit::window::Window>,
2227        _msaa_samples: u32,
2228        _present_mode: PresentModePref,
2229    ) -> anyhow::Result<WgpuSurfaceBackend> {
2230        anyhow::bail!(
2231            "Use WgpuSurfaceBackend::new_async_with_options(window, msaa, mode).await on wasm32"
2232        )
2233    }
2234}
2235
2236/// Pick the swapchain present mode honoring `pref`, falling back to an "auto"
2237/// Fifo-first selection when the preferred mode is unavailable.
2238fn pick_present_mode(caps: &wgpu::SurfaceCapabilities, pref: PresentModePref) -> wgpu::PresentMode {
2239    let auto = || {
2240        caps.present_modes
2241            .iter()
2242            .copied()
2243            .find(|m| *m == wgpu::PresentMode::Fifo)
2244            .or_else(|| {
2245                caps.present_modes
2246                    .iter()
2247                    .copied()
2248                    .find(|m| *m == wgpu::PresentMode::Mailbox)
2249            })
2250            .unwrap_or(wgpu::PresentMode::Immediate)
2251    };
2252    match pref {
2253        PresentModePref::Auto => auto(),
2254        PresentModePref::Fifo if caps.present_modes.contains(&wgpu::PresentMode::Fifo) => {
2255            wgpu::PresentMode::Fifo
2256        }
2257        PresentModePref::Mailbox if caps.present_modes.contains(&wgpu::PresentMode::Mailbox) => {
2258            wgpu::PresentMode::Mailbox
2259        }
2260        PresentModePref::Immediate
2261            if caps.present_modes.contains(&wgpu::PresentMode::Immediate) =>
2262        {
2263            wgpu::PresentMode::Immediate
2264        }
2265        _ => auto(),
2266    }
2267}
2268
2269/// Pick the MSAA sample count for the surface pass, honoring `requested` and
2270/// falling back to the largest supported count <= it.
2271pub fn pick_surface_msaa(
2272    adapter: &wgpu::Adapter,
2273    format: wgpu::TextureFormat,
2274    requested: u32,
2275) -> u32 {
2276    let requested = requested.max(1);
2277    let color_feat = adapter.get_texture_format_features(format);
2278    let depth_feat = adapter.get_texture_format_features(wgpu::TextureFormat::Depth24PlusStencil8);
2279    let supported = |n: u32| {
2280        color_feat.flags.sample_count_supported(n)
2281            && color_feat
2282                .flags
2283                .contains(wgpu::TextureFormatFeatureFlags::MULTISAMPLE_RESOLVE)
2284            && depth_feat.flags.sample_count_supported(n)
2285    };
2286    let mut candidates = vec![requested];
2287    for n in [8, 4, 2, 1] {
2288        if n < requested {
2289            candidates.push(n);
2290        }
2291    }
2292    let chosen = candidates.into_iter().find(|&n| supported(n)).unwrap_or(1);
2293    if chosen != requested {
2294        log::info!("requested MSAA x{requested}, using x{chosen}");
2295    }
2296    chosen
2297}
2298
2299impl WgpuSceneRenderer {
2300    // Image API
2301
2302    pub fn set_image_from_bytes(
2303        &mut self,
2304        handle: u64,
2305        data: &[u8],
2306        srgb: bool,
2307    ) -> anyhow::Result<()> {
2308        let img = image::load_from_memory(data)?;
2309        let rgba = img.to_rgba8();
2310        let (w, h) = rgba.dimensions();
2311        self.set_image_rgba8(handle, w, h, &rgba, srgb)
2312    }
2313
2314    pub fn set_image_rgba8(
2315        &mut self,
2316        handle: u64,
2317        w: u32,
2318        h: u32,
2319        rgba: &[u8],
2320        srgb: bool,
2321    ) -> anyhow::Result<()> {
2322        let expected = (w as usize) * (h as usize) * 4;
2323        if rgba.len() < expected {
2324            return Err(anyhow::anyhow!(
2325                "RGBA buffer too small: {} < {}",
2326                rgba.len(),
2327                expected
2328            ));
2329        }
2330
2331        let format = if srgb {
2332            wgpu::TextureFormat::Rgba8UnormSrgb
2333        } else {
2334            wgpu::TextureFormat::Rgba8Unorm
2335        };
2336
2337        let needs_recreate = match self.images.get(&handle) {
2338            Some(ImageTex::Rgba {
2339                w: cw,
2340                h: ch,
2341                format: cf,
2342                ..
2343            }) => *cw != w || *ch != h || *cf != format,
2344            _ => true,
2345        };
2346
2347        if needs_recreate {
2348            self.remove_image(handle);
2349
2350            let (tex, bind) = self.create_rgba_tex(w, h, format);
2351            let bytes = (w as u64) * (h as u64) * 4;
2352            self.image_bytes_total += bytes;
2353
2354            self.images.insert(
2355                handle,
2356                ImageTex::Rgba {
2357                    tex,
2358                    bind,
2359                    w,
2360                    h,
2361                    format,
2362                    last_used_frame: self.frame_index,
2363                    bytes,
2364                },
2365            );
2366        }
2367
2368        self.retained.insert(
2369            handle,
2370            RetainedImage {
2371                w,
2372                h,
2373                format,
2374                rgba: rgba[..expected].to_vec(),
2375            },
2376        );
2377
2378        let tex = match self.images.get(&handle) {
2379            Some(ImageTex::Rgba { tex, .. }) => tex,
2380            _ => unreachable!(),
2381        };
2382
2383        self.queue.write_texture(
2384            wgpu::TexelCopyTextureInfo {
2385                texture: tex,
2386                mip_level: 0,
2387                origin: wgpu::Origin3d::ZERO,
2388                aspect: wgpu::TextureAspect::All,
2389            },
2390            &rgba[..expected],
2391            wgpu::TexelCopyBufferLayout {
2392                offset: 0,
2393                bytes_per_row: Some(4 * w),
2394                rows_per_image: Some(h),
2395            },
2396            wgpu::Extent3d {
2397                width: w,
2398                height: h,
2399                depth_or_array_layers: 1,
2400            },
2401        );
2402
2403        // Ensure budget limits
2404        self.evict_budget_excess();
2405
2406        Ok(())
2407    }
2408
2409    /// Create (but do not populate) the GPU texture, view and bind group for an
2410    /// RGBA image. Pixels are written separately via `write_texture`.
2411    fn create_rgba_tex(
2412        &self,
2413        w: u32,
2414        h: u32,
2415        format: wgpu::TextureFormat,
2416    ) -> (wgpu::Texture, wgpu::BindGroup) {
2417        let tex = self.device.create_texture(&wgpu::TextureDescriptor {
2418            label: Some("user image rgba"),
2419            size: wgpu::Extent3d {
2420                width: w,
2421                height: h,
2422                depth_or_array_layers: 1,
2423            },
2424            mip_level_count: 1,
2425            sample_count: 1,
2426            dimension: wgpu::TextureDimension::D2,
2427            format,
2428            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
2429            view_formats: &[],
2430        });
2431        let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
2432
2433        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2434            label: Some("image bind rgba"),
2435            layout: &self.image_bind_layout_rgba,
2436            entries: &[
2437                wgpu::BindGroupEntry {
2438                    binding: 0,
2439                    resource: wgpu::BindingResource::TextureView(&view),
2440                },
2441                wgpu::BindGroupEntry {
2442                    binding: 1,
2443                    resource: wgpu::BindingResource::Sampler(&self.image_sampler),
2444                },
2445            ],
2446        });
2447
2448        (tex, bind)
2449    }
2450
2451    /// Register an externally-created `wgpu::TextureView` as an image (zero-copy).
2452    pub fn register_native_texture(
2453        &mut self,
2454        view: &wgpu::TextureView,
2455        width: u32,
2456        height: u32,
2457    ) -> u64 {
2458        let handle = self.next_image_handle;
2459        self.next_image_handle += 1;
2460        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2461            label: Some("user native image"),
2462            layout: &self.image_bind_layout_rgba,
2463            entries: &[
2464                wgpu::BindGroupEntry {
2465                    binding: 0,
2466                    resource: wgpu::BindingResource::TextureView(view),
2467                },
2468                wgpu::BindGroupEntry {
2469                    binding: 1,
2470                    resource: wgpu::BindingResource::Sampler(&self.image_sampler),
2471                },
2472            ],
2473        });
2474        self.images.insert(
2475            handle,
2476            ImageTex::User {
2477                bind,
2478                w: width,
2479                h: height,
2480                last_used_frame: self.frame_index,
2481                bytes: 0,
2482            },
2483        );
2484        handle
2485    }
2486
2487    /// Like `register_native_texture` but with custom sampler descriptor.
2488    pub fn register_native_texture_with_sampler(
2489        &mut self,
2490        view: &wgpu::TextureView,
2491        sampler_desc: wgpu::SamplerDescriptor<'_>,
2492        width: u32,
2493        height: u32,
2494    ) -> u64 {
2495        let handle = self.next_image_handle;
2496        self.next_image_handle += 1;
2497        let sampler = self.device.create_sampler(&sampler_desc);
2498        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2499            label: Some("user native image sampleropts"),
2500            layout: &self.image_bind_layout_rgba,
2501            entries: &[
2502                wgpu::BindGroupEntry {
2503                    binding: 0,
2504                    resource: wgpu::BindingResource::TextureView(view),
2505                },
2506                wgpu::BindGroupEntry {
2507                    binding: 1,
2508                    resource: wgpu::BindingResource::Sampler(&sampler),
2509                },
2510            ],
2511        });
2512        self.images.insert(
2513            handle,
2514            ImageTex::User {
2515                bind,
2516                w: width,
2517                h: height,
2518                last_used_frame: self.frame_index,
2519                bytes: 0,
2520            },
2521        );
2522        handle
2523    }
2524
2525    /// Update an existing native texture handle with a new view (reuse handle).
2526    pub fn update_native_texture(&mut self, handle: u64, view: &wgpu::TextureView) {
2527        let Some(entry) = self.images.get_mut(&handle) else {
2528            log::warn!("update_native_texture: handle {handle} not found");
2529            return;
2530        };
2531        let w = match entry {
2532            ImageTex::User { w, .. } => *w,
2533            ImageTex::Rgba { w, .. } => *w,
2534            _ => {
2535                log::warn!("update_native_texture: handle {handle} is not rgba/user");
2536                return;
2537            }
2538        };
2539        let h = match entry {
2540            ImageTex::User { h, .. } => *h,
2541            ImageTex::Rgba { h, .. } => *h,
2542            _ => 0,
2543        };
2544        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2545            label: Some("user native image update"),
2546            layout: &self.image_bind_layout_rgba,
2547            entries: &[
2548                wgpu::BindGroupEntry {
2549                    binding: 0,
2550                    resource: wgpu::BindingResource::TextureView(view),
2551                },
2552                wgpu::BindGroupEntry {
2553                    binding: 1,
2554                    resource: wgpu::BindingResource::Sampler(&self.image_sampler),
2555                },
2556            ],
2557        });
2558        *entry = ImageTex::User {
2559            bind,
2560            w,
2561            h,
2562            last_used_frame: self.frame_index,
2563            bytes: 0,
2564        };
2565    }
2566
2567    pub fn set_image_nv12(
2568        &mut self,
2569        handle: u64,
2570        w: u32,
2571        h: u32,
2572        y: &[u8],
2573        uv: &[u8],
2574        color_info: ColorInfo,
2575    ) -> anyhow::Result<()> {
2576        let y_expected = (w as usize) * (h as usize);
2577        let uv_w = w.div_ceil(2);
2578        let uv_h = h.div_ceil(2);
2579        let uv_expected = (uv_w as usize) * (uv_h as usize) * 2;
2580
2581        if y.len() < y_expected {
2582            return Err(anyhow::anyhow!("Y plane too small"));
2583        }
2584        if uv.len() < uv_expected {
2585            return Err(anyhow::anyhow!("UV plane too small"));
2586        }
2587
2588        let needs_recreate = match self.images.get(&handle) {
2589            Some(ImageTex::Nv12 { w: ww, h: hh, .. }) => *ww != w || *hh != h,
2590            _ => true,
2591        };
2592
2593        // Compute the YUV->RGB transform on the CPU.
2594        let yuv = color_info.to_yuv_transform();
2595        let yuv_raw = YuvTransformRaw {
2596            row0: [yuv.m[0][0], yuv.m[0][1], yuv.m[0][2], 0.0],
2597            row1: [yuv.m[1][0], yuv.m[1][1], yuv.m[1][2], 0.0],
2598            row2: [yuv.m[2][0], yuv.m[2][1], yuv.m[2][2], 0.0],
2599            b: [yuv.b[0], yuv.b[1], yuv.b[2], 0.0],
2600        };
2601
2602        if needs_recreate {
2603            self.remove_image(handle);
2604
2605            let tex_y = self.device.create_texture(&wgpu::TextureDescriptor {
2606                label: Some("nv12 Y"),
2607                size: wgpu::Extent3d {
2608                    width: w,
2609                    height: h,
2610                    depth_or_array_layers: 1,
2611                },
2612                mip_level_count: 1,
2613                sample_count: 1,
2614                dimension: wgpu::TextureDimension::D2,
2615                format: wgpu::TextureFormat::R8Unorm,
2616                usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
2617                view_formats: &[],
2618            });
2619            let view_y = tex_y.create_view(&wgpu::TextureViewDescriptor::default());
2620
2621            let tex_uv = self.device.create_texture(&wgpu::TextureDescriptor {
2622                label: Some("nv12 UV"),
2623                size: wgpu::Extent3d {
2624                    width: uv_w,
2625                    height: uv_h,
2626                    depth_or_array_layers: 1,
2627                },
2628                mip_level_count: 1,
2629                sample_count: 1,
2630                dimension: wgpu::TextureDimension::D2,
2631                format: wgpu::TextureFormat::Rg8Unorm,
2632                usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
2633                view_formats: &[],
2634            });
2635            let view_uv = tex_uv.create_view(&wgpu::TextureViewDescriptor::default());
2636
2637            // Create a uniform buffer for the YUV transform (per-image).
2638            let yuv_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
2639                label: Some("nv12 yuv transform"),
2640                size: std::mem::size_of::<YuvTransformRaw>() as u64,
2641                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
2642                mapped_at_creation: false,
2643            });
2644
2645            // Write initial transform.
2646            self.queue
2647                .write_buffer(&yuv_buf, 0, bytemuck::bytes_of(&yuv_raw));
2648
2649            let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2650                label: Some("nv12 bind"),
2651                layout: &self.image_bind_layout_nv12,
2652                entries: &[
2653                    wgpu::BindGroupEntry {
2654                        binding: 0,
2655                        resource: wgpu::BindingResource::TextureView(&view_y),
2656                    },
2657                    wgpu::BindGroupEntry {
2658                        binding: 1,
2659                        resource: wgpu::BindingResource::TextureView(&view_uv),
2660                    },
2661                    wgpu::BindGroupEntry {
2662                        binding: 2,
2663                        resource: wgpu::BindingResource::Sampler(&self.image_sampler),
2664                    },
2665                    wgpu::BindGroupEntry {
2666                        binding: 3,
2667                        resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
2668                            buffer: &yuv_buf,
2669                            offset: 0,
2670                            size: None,
2671                        }),
2672                    },
2673                ],
2674            });
2675
2676            let bytes = (w as u64) * (h as u64)
2677                + (uv_w as u64) * (uv_h as u64) * 2
2678                + std::mem::size_of::<YuvTransformRaw>() as u64;
2679            self.image_bytes_total += bytes;
2680
2681            self.images.insert(
2682                handle,
2683                ImageTex::Nv12 {
2684                    tex_y,
2685                    tex_uv,
2686                    bind,
2687                    yuv_buf,
2688                    w,
2689                    h,
2690                    color_info,
2691                    last_used_frame: self.frame_index,
2692                    bytes,
2693                },
2694            );
2695        } else {
2696            // Re-use existing textures; just update the YUV transform if needed.
2697            if let Some(ImageTex::Nv12 { yuv_buf, .. }) = self.images.get(&handle) {
2698                self.queue
2699                    .write_buffer(yuv_buf, 0, bytemuck::bytes_of(&yuv_raw));
2700            }
2701        }
2702
2703        let (tex_y, tex_uv, _bind) = match self.images.get(&handle) {
2704            Some(ImageTex::Nv12 {
2705                tex_y,
2706                tex_uv,
2707                bind,
2708                ..
2709            }) => (tex_y, tex_uv, bind),
2710            _ => return Err(anyhow::anyhow!("Handle is not NV12")),
2711        };
2712
2713        self.queue.write_texture(
2714            wgpu::TexelCopyTextureInfo {
2715                texture: tex_y,
2716                mip_level: 0,
2717                origin: wgpu::Origin3d::ZERO,
2718                aspect: wgpu::TextureAspect::All,
2719            },
2720            &y[..y_expected],
2721            wgpu::TexelCopyBufferLayout {
2722                offset: 0,
2723                bytes_per_row: Some(w),
2724                rows_per_image: Some(h),
2725            },
2726            wgpu::Extent3d {
2727                width: w,
2728                height: h,
2729                depth_or_array_layers: 1,
2730            },
2731        );
2732
2733        self.queue.write_texture(
2734            wgpu::TexelCopyTextureInfo {
2735                texture: tex_uv,
2736                mip_level: 0,
2737                origin: wgpu::Origin3d::ZERO,
2738                aspect: wgpu::TextureAspect::All,
2739            },
2740            &uv[..uv_expected],
2741            wgpu::TexelCopyBufferLayout {
2742                offset: 0,
2743                bytes_per_row: Some(2 * uv_w),
2744                rows_per_image: Some(uv_h),
2745            },
2746            wgpu::Extent3d {
2747                width: uv_w,
2748                height: uv_h,
2749                depth_or_array_layers: 1,
2750            },
2751        );
2752
2753        self.evict_budget_excess();
2754        Ok(())
2755    }
2756
2757    pub fn set_image_planes(
2758        &mut self,
2759        handle: u64,
2760        w: u32,
2761        h: u32,
2762        pixel_format: PixelFormat,
2763        planes: &[&[u8]],
2764        color_info: ColorInfo,
2765    ) -> anyhow::Result<()> {
2766        match pixel_format {
2767            PixelFormat::Nv12 => {
2768                let y = planes.first().ok_or(anyhow::anyhow!("missing Y plane"))?;
2769                let uv = planes.get(1).ok_or(anyhow::anyhow!("missing UV plane"))?;
2770                self.set_image_nv12(handle, w, h, y, uv, color_info)
2771            }
2772            PixelFormat::P010 => {
2773                let y = planes.first().ok_or(anyhow::anyhow!("missing Y plane"))?;
2774                let uv = planes.get(1).ok_or(anyhow::anyhow!("missing UV plane"))?;
2775                self.set_image_p010(handle, w, h, y, uv, color_info)
2776            }
2777            PixelFormat::I420 | PixelFormat::I444 => Err(anyhow::anyhow!(
2778                "I420/I444 not implemented and unlikely -> cheap to convert to NV12 (better for the GPU too)"
2779            )),
2780            PixelFormat::Rgba => {
2781                let rgba = planes
2782                    .first()
2783                    .ok_or(anyhow::anyhow!("missing RGBA plane"))?;
2784                self.set_image_rgba8(handle, w, h, rgba, false)
2785            }
2786        }
2787    }
2788
2789    fn set_image_p010(
2790        &mut self,
2791        handle: u64,
2792        w: u32,
2793        h: u32,
2794        y: &[u8],
2795        uv: &[u8],
2796        color_info: ColorInfo,
2797    ) -> anyhow::Result<()> {
2798        let uv_w = w.div_ceil(2);
2799        let uv_h = h.div_ceil(2);
2800
2801        let y_expected = (w as usize) * 2;
2802        let uv_expected = (uv_w as usize) * (uv_h as usize) * 4;
2803
2804        if y.len() < y_expected {
2805            return Err(anyhow::anyhow!("P010 Y plane too small"));
2806        }
2807        if uv.len() < uv_expected {
2808            return Err(anyhow::anyhow!("P010 UV plane too small"));
2809        }
2810
2811        // P010 reuses the NV12 pipeline (same bind group layout -> wgpu
2812        // abstracts the storage format so R16Unorm/Rg16Unorm are
2813        // filterable float textures just like R8Unorm/Rg8Unorm).
2814        let needs_recreate = match self.images.get(&handle) {
2815            Some(ImageTex::Nv12 { w: ww, h: hh, .. }) => *ww != w || *hh != h,
2816            _ => true,
2817        };
2818
2819        let yuv = color_info.to_yuv_transform();
2820        let yuv_raw = YuvTransformRaw {
2821            row0: [yuv.m[0][0], yuv.m[0][1], yuv.m[0][2], 0.0],
2822            row1: [yuv.m[1][0], yuv.m[1][1], yuv.m[1][2], 0.0],
2823            row2: [yuv.m[2][0], yuv.m[2][1], yuv.m[2][2], 0.0],
2824            b: [yuv.b[0], yuv.b[1], yuv.b[2], 0.0],
2825        };
2826
2827        if needs_recreate {
2828            self.remove_image(handle);
2829
2830            let tex_y = self.device.create_texture(&wgpu::TextureDescriptor {
2831                label: Some("p010 Y"),
2832                size: wgpu::Extent3d {
2833                    width: w,
2834                    height: h,
2835                    depth_or_array_layers: 1,
2836                },
2837                mip_level_count: 1,
2838                sample_count: 1,
2839                dimension: wgpu::TextureDimension::D2,
2840                format: wgpu::TextureFormat::R16Unorm,
2841                usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
2842                view_formats: &[],
2843            });
2844            let view_y = tex_y.create_view(&wgpu::TextureViewDescriptor::default());
2845
2846            let tex_uv = self.device.create_texture(&wgpu::TextureDescriptor {
2847                label: Some("p010 UV"),
2848                size: wgpu::Extent3d {
2849                    width: uv_w,
2850                    height: uv_h,
2851                    depth_or_array_layers: 1,
2852                },
2853                mip_level_count: 1,
2854                sample_count: 1,
2855                dimension: wgpu::TextureDimension::D2,
2856                format: wgpu::TextureFormat::Rg16Unorm,
2857                usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
2858                view_formats: &[],
2859            });
2860            let view_uv = tex_uv.create_view(&wgpu::TextureViewDescriptor::default());
2861
2862            let yuv_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
2863                label: Some("p010 yuv transform"),
2864                size: std::mem::size_of::<YuvTransformRaw>() as u64,
2865                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
2866                mapped_at_creation: false,
2867            });
2868            self.queue
2869                .write_buffer(&yuv_buf, 0, bytemuck::bytes_of(&yuv_raw));
2870
2871            let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
2872                label: Some("p010 bind"),
2873                layout: &self.image_bind_layout_nv12,
2874                entries: &[
2875                    wgpu::BindGroupEntry {
2876                        binding: 0,
2877                        resource: wgpu::BindingResource::TextureView(&view_y),
2878                    },
2879                    wgpu::BindGroupEntry {
2880                        binding: 1,
2881                        resource: wgpu::BindingResource::TextureView(&view_uv),
2882                    },
2883                    wgpu::BindGroupEntry {
2884                        binding: 2,
2885                        resource: wgpu::BindingResource::Sampler(&self.image_sampler),
2886                    },
2887                    wgpu::BindGroupEntry {
2888                        binding: 3,
2889                        resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
2890                            buffer: &yuv_buf,
2891                            offset: 0,
2892                            size: None,
2893                        }),
2894                    },
2895                ],
2896            });
2897
2898            let bytes = (w as u64) * 2
2899                + (uv_w as u64) * (uv_h as u64) * 4
2900                + std::mem::size_of::<YuvTransformRaw>() as u64;
2901            self.image_bytes_total += bytes;
2902
2903            self.images.insert(
2904                handle,
2905                ImageTex::Nv12 {
2906                    tex_y,
2907                    tex_uv,
2908                    bind,
2909                    yuv_buf,
2910                    w,
2911                    h,
2912                    color_info,
2913                    last_used_frame: self.frame_index,
2914                    bytes,
2915                },
2916            );
2917        } else {
2918            if let Some(ImageTex::Nv12 { yuv_buf, .. }) = self.images.get(&handle) {
2919                self.queue
2920                    .write_buffer(yuv_buf, 0, bytemuck::bytes_of(&yuv_raw));
2921            }
2922        }
2923
2924        let (tex_y, tex_uv, _bind) = match self.images.get(&handle) {
2925            Some(ImageTex::Nv12 {
2926                tex_y,
2927                tex_uv,
2928                bind,
2929                ..
2930            }) => (tex_y, tex_uv, bind),
2931            _ => return Err(anyhow::anyhow!("Handle is not P010/NV12")),
2932        };
2933
2934        self.queue.write_texture(
2935            wgpu::TexelCopyTextureInfo {
2936                texture: tex_y,
2937                mip_level: 0,
2938                origin: wgpu::Origin3d::ZERO,
2939                aspect: wgpu::TextureAspect::All,
2940            },
2941            &y[..y_expected],
2942            wgpu::TexelCopyBufferLayout {
2943                offset: 0,
2944                bytes_per_row: Some(w * 2),
2945                rows_per_image: Some(h),
2946            },
2947            wgpu::Extent3d {
2948                width: w,
2949                height: h,
2950                depth_or_array_layers: 1,
2951            },
2952        );
2953        self.queue.write_texture(
2954            wgpu::TexelCopyTextureInfo {
2955                texture: tex_uv,
2956                mip_level: 0,
2957                origin: wgpu::Origin3d::ZERO,
2958                aspect: wgpu::TextureAspect::All,
2959            },
2960            &uv[..uv_expected],
2961            wgpu::TexelCopyBufferLayout {
2962                offset: 0,
2963                bytes_per_row: Some(uv_w * 4),
2964                rows_per_image: Some(uv_h),
2965            },
2966            wgpu::Extent3d {
2967                width: uv_w,
2968                height: uv_h,
2969                depth_or_array_layers: 1,
2970            },
2971        );
2972
2973        self.evict_budget_excess();
2974        Ok(())
2975    }
2976
2977    #[cfg(target_os = "linux")]
2978    pub fn set_image_dmabuf(
2979        &mut self,
2980        handle: u64,
2981        w: u32,
2982        h: u32,
2983        fds: Vec<std::os::unix::io::OwnedFd>,
2984        modifier: u64,
2985        strides: Vec<u32>,
2986        offsets: Vec<u64>,
2987        color_info: ColorInfo,
2988    ) -> anyhow::Result<()> {
2989        log::info!(
2990            "set_image_dmabuf handle={handle} {}x{} fds={} modifier=0x{modifier:x}",
2991            w,
2992            h,
2993            fds.len()
2994        );
2995
2996        self.remove_image(handle);
2997
2998        let yuv = color_info.to_yuv_transform();
2999        let yuv_raw = YuvTransformRaw {
3000            row0: [yuv.m[0][0], yuv.m[0][1], yuv.m[0][2], 0.0],
3001            row1: [yuv.m[1][0], yuv.m[1][1], yuv.m[1][2], 0.0],
3002            row2: [yuv.m[2][0], yuv.m[2][1], yuv.m[2][2], 0.0],
3003            b: [yuv.b[0], yuv.b[1], yuv.b[2], 0.0],
3004        };
3005
3006        if fds.len() != 2 {
3007            return Err(anyhow::anyhow!(
3008                "unsupported fd count {} - need exactly 2 for separate Y/UV planes",
3009                fds.len()
3010            ));
3011        }
3012
3013        let uv_w = w.div_ceil(2);
3014        let uv_h = h.div_ceil(2);
3015
3016        let hal_y_desc = wgpu::hal::TextureDescriptor {
3017            label: Some("dmabuf y"),
3018            size: wgpu::Extent3d {
3019                width: w,
3020                height: h,
3021                depth_or_array_layers: 1,
3022            },
3023            mip_level_count: 1,
3024            sample_count: 1,
3025            dimension: wgpu::TextureDimension::D2,
3026            format: wgpu::TextureFormat::R8Unorm,
3027            usage: wgpu::wgt::TextureUses::RESOURCE,
3028            memory_flags: wgpu::hal::MemoryFlags::empty(),
3029            view_formats: vec![],
3030        };
3031        let hal_uv_desc = wgpu::hal::TextureDescriptor {
3032            label: Some("dmabuf uv"),
3033            size: wgpu::Extent3d {
3034                width: uv_w,
3035                height: uv_h,
3036                depth_or_array_layers: 1,
3037            },
3038            mip_level_count: 1,
3039            sample_count: 1,
3040            dimension: wgpu::TextureDimension::D2,
3041            format: wgpu::TextureFormat::Rg8Unorm,
3042            usage: wgpu::wgt::TextureUses::RESOURCE,
3043            memory_flags: wgpu::hal::MemoryFlags::empty(),
3044            view_formats: vec![],
3045        };
3046
3047        let wgpu_y_desc = wgpu::TextureDescriptor {
3048            label: Some("dmabuf y"),
3049            size: wgpu::Extent3d {
3050                width: w,
3051                height: h,
3052                depth_or_array_layers: 1,
3053            },
3054            mip_level_count: 1,
3055            sample_count: 1,
3056            dimension: wgpu::TextureDimension::D2,
3057            format: wgpu::TextureFormat::R8Unorm,
3058            usage: wgpu::TextureUsages::TEXTURE_BINDING,
3059            view_formats: &[],
3060        };
3061        let wgpu_uv_desc = wgpu::TextureDescriptor {
3062            label: Some("dmabuf uv"),
3063            size: wgpu::Extent3d {
3064                width: uv_w,
3065                height: uv_h,
3066                depth_or_array_layers: 1,
3067            },
3068            mip_level_count: 1,
3069            sample_count: 1,
3070            dimension: wgpu::TextureDimension::D2,
3071            format: wgpu::TextureFormat::Rg8Unorm,
3072            usage: wgpu::TextureUsages::TEXTURE_BINDING,
3073            view_formats: &[],
3074        };
3075
3076        let (tex_y, view_y, tex_uv, view_uv) = unsafe {
3077            let hal_guard = self
3078                .device
3079                .as_hal::<wgpu::hal::vulkan::Api>()
3080                .ok_or_else(|| {
3081                    log::warn!("as_hal::<vulkan::Api> returned None");
3082                    anyhow::anyhow!("Device is not Vulkan")
3083                })?;
3084
3085            let mut fds = fds;
3086            let uv_fd = fds.remove(1);
3087            let y_fd = fds.remove(0);
3088
3089            let yt = hal_guard
3090                .texture_from_dmabuf_fd(y_fd, &hal_y_desc, modifier, strides[0] as u64, offsets[0])
3091                .map_err(|e| anyhow::anyhow!("import Y dmabuf: {e:?}"))?;
3092            log::info!("imported Y dmabuf OK");
3093
3094            let uvt = hal_guard
3095                .texture_from_dmabuf_fd(
3096                    uv_fd,
3097                    &hal_uv_desc,
3098                    modifier,
3099                    strides[1] as u64,
3100                    offsets[1],
3101                )
3102                .map_err(|e| anyhow::anyhow!("import UV dmabuf: {e:?}"))?;
3103            log::info!("imported UV dmabuf OK");
3104
3105            drop(hal_guard);
3106
3107            let tex_y = self
3108                .device
3109                .create_texture_from_hal::<wgpu::hal::vulkan::Api>(
3110                    yt,
3111                    &wgpu_y_desc,
3112                    wgpu::wgt::TextureUses::UNINITIALIZED,
3113                );
3114            let view_y = tex_y.create_view(&wgpu::TextureViewDescriptor::default());
3115
3116            let tex_uv = self
3117                .device
3118                .create_texture_from_hal::<wgpu::hal::vulkan::Api>(
3119                    uvt,
3120                    &wgpu_uv_desc,
3121                    wgpu::wgt::TextureUses::UNINITIALIZED,
3122                );
3123            let view_uv = tex_uv.create_view(&wgpu::TextureViewDescriptor::default());
3124
3125            (tex_y, view_y, tex_uv, view_uv)
3126        };
3127
3128        let yuv_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
3129            label: Some("dmabuf yuv transform"),
3130            size: std::mem::size_of::<YuvTransformRaw>() as u64,
3131            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
3132            mapped_at_creation: false,
3133        });
3134        self.queue
3135            .write_buffer(&yuv_buf, 0, bytemuck::bytes_of(&yuv_raw));
3136
3137        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3138            label: Some("dmabuf nv12 bind"),
3139            layout: &self.image_bind_layout_nv12,
3140            entries: &[
3141                wgpu::BindGroupEntry {
3142                    binding: 0,
3143                    resource: wgpu::BindingResource::TextureView(&view_y),
3144                },
3145                wgpu::BindGroupEntry {
3146                    binding: 1,
3147                    resource: wgpu::BindingResource::TextureView(&view_uv),
3148                },
3149                wgpu::BindGroupEntry {
3150                    binding: 2,
3151                    resource: wgpu::BindingResource::Sampler(&self.image_sampler),
3152                },
3153                wgpu::BindGroupEntry {
3154                    binding: 3,
3155                    resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
3156                        buffer: &yuv_buf,
3157                        offset: 0,
3158                        size: None,
3159                    }),
3160                },
3161            ],
3162        });
3163
3164        let bytes = (w as u64) * (h as u64)
3165            + (uv_w as u64) * (uv_h as u64) * 2
3166            + std::mem::size_of::<YuvTransformRaw>() as u64;
3167
3168        self.images.insert(
3169            handle,
3170            ImageTex::Nv12 {
3171                tex_y,
3172                tex_uv,
3173                bind,
3174                yuv_buf,
3175                w,
3176                h,
3177                color_info,
3178                last_used_frame: self.frame_index,
3179                bytes,
3180            },
3181        );
3182
3183        self.evict_budget_excess();
3184        Ok(())
3185    }
3186
3187    pub fn remove_image(&mut self, handle: u64) {
3188        if let Some(img) = self.images.remove(&handle) {
3189            let b = match &img {
3190                ImageTex::Rgba { bytes, .. } => *bytes,
3191                ImageTex::Nv12 { bytes, .. } => *bytes,
3192                ImageTex::User { bytes, .. } => *bytes,
3193            };
3194            self.image_bytes_total = self.image_bytes_total.saturating_sub(b);
3195        }
3196        self.retained.remove(&handle);
3197    }
3198
3199    fn evict_image_gpu(&mut self, handle: u64) -> u64 {
3200        let Some(img) = self.images.remove(&handle) else {
3201            return 0;
3202        };
3203        let b = match &img {
3204            ImageTex::Rgba { bytes, .. } => *bytes,
3205            ImageTex::Nv12 { bytes, .. } => *bytes,
3206            ImageTex::User { bytes, .. } => *bytes,
3207        };
3208        self.image_bytes_total = self.image_bytes_total.saturating_sub(b);
3209        b
3210    }
3211
3212    fn revive_retained_image(&mut self, handle: u64) -> bool {
3213        if self.images.contains_key(&handle) {
3214            return true;
3215        }
3216        let Some(r) = self.retained.get(&handle).cloned() else {
3217            return false;
3218        };
3219        let (tex, bind) = self.create_rgba_tex(r.w, r.h, r.format);
3220
3221        self.queue.write_texture(
3222            wgpu::TexelCopyTextureInfo {
3223                texture: &tex,
3224                mip_level: 0,
3225                origin: wgpu::Origin3d::ZERO,
3226                aspect: wgpu::TextureAspect::All,
3227            },
3228            &r.rgba,
3229            wgpu::TexelCopyBufferLayout {
3230                offset: 0,
3231                bytes_per_row: Some(4 * r.w),
3232                rows_per_image: Some(r.h),
3233            },
3234            wgpu::Extent3d {
3235                width: r.w,
3236                height: r.h,
3237                depth_or_array_layers: 1,
3238            },
3239        );
3240
3241        let bytes = (r.w as u64) * (r.h as u64) * 4;
3242        self.image_bytes_total += bytes;
3243        self.images.insert(
3244            handle,
3245            ImageTex::Rgba {
3246                tex,
3247                bind,
3248                w: r.w,
3249                h: r.h,
3250                format: r.format,
3251                last_used_frame: self.frame_index,
3252                bytes,
3253            },
3254        );
3255        true
3256    }
3257
3258    fn resolve_image_for_draw(&mut self, handle: u64) -> Option<(u32, u32, bool)> {
3259        if let Some(t) = self.images.get_mut(&handle) {
3260            return match t {
3261                ImageTex::Rgba {
3262                    w,
3263                    h,
3264                    last_used_frame,
3265                    ..
3266                } => {
3267                    *last_used_frame = self.frame_index;
3268                    Some((*w, *h, false))
3269                }
3270                ImageTex::User {
3271                    w,
3272                    h,
3273                    last_used_frame,
3274                    ..
3275                } => {
3276                    *last_used_frame = self.frame_index;
3277                    Some((*w, *h, false))
3278                }
3279                ImageTex::Nv12 {
3280                    w,
3281                    h,
3282                    last_used_frame,
3283                    ..
3284                } => {
3285                    *last_used_frame = self.frame_index;
3286                    Some((*w, *h, true))
3287                }
3288            };
3289        }
3290        if self.revive_retained_image(handle)
3291            && let Some(ImageTex::Rgba {
3292                w,
3293                h,
3294                last_used_frame,
3295                ..
3296            }) = self.images.get_mut(&handle)
3297        {
3298            *last_used_frame = self.frame_index;
3299            return Some((*w, *h, false));
3300        }
3301        None
3302    }
3303
3304    // Legacy support from Step 1 instructions (temporary until platform render logic is fully swapped)
3305    pub fn register_image_from_bytes(&mut self, data: &[u8], srgb: bool) -> u64 {
3306        let handle = self.next_image_handle;
3307        self.next_image_handle += 1;
3308        if let Err(e) = self.set_image_from_bytes(handle, data, srgb) {
3309            log::error!("Failed to register image: {e}");
3310        }
3311        handle
3312    }
3313
3314    fn evict_unused_images(&mut self) {
3315        let now = self.frame_index;
3316        let evict_after = self.image_evict_after_frames;
3317
3318        // Time based eviction. Eviction only frees GPU memory: retained RGBA
3319        // sources stay so the image can be lazily re-uploaded when drawn again.
3320        let mut to_evict = Vec::new();
3321        for (h, t) in self.images.iter() {
3322            let last = match t {
3323                ImageTex::Rgba {
3324                    last_used_frame, ..
3325                } => *last_used_frame,
3326                ImageTex::User {
3327                    last_used_frame, ..
3328                } => *last_used_frame,
3329                ImageTex::Nv12 {
3330                    last_used_frame, ..
3331                } => *last_used_frame,
3332            };
3333            if now.saturating_sub(last) > evict_after {
3334                to_evict.push(*h);
3335            }
3336        }
3337        for h in to_evict {
3338            if self.retained.contains_key(&h) {
3339                self.evict_image_gpu(h);
3340            } else {
3341                self.remove_image(h);
3342            }
3343        }
3344
3345        self.evict_budget_excess();
3346    }
3347
3348    fn evict_budget_excess(&mut self) {
3349        if self.image_bytes_total <= self.image_budget_bytes {
3350            return;
3351        }
3352        // Collect (handle, last_used, bytes)
3353        let mut candidates: Vec<(u64, u64, u64)> = self
3354            .images
3355            .iter()
3356            .map(|(h, t)| {
3357                let (last, bytes) = match t {
3358                    ImageTex::Rgba {
3359                        last_used_frame,
3360                        bytes,
3361                        ..
3362                    } => (*last_used_frame, *bytes),
3363                    ImageTex::User {
3364                        last_used_frame,
3365                        bytes,
3366                        ..
3367                    } => (*last_used_frame, *bytes),
3368                    ImageTex::Nv12 {
3369                        last_used_frame,
3370                        bytes,
3371                        ..
3372                    } => (*last_used_frame, *bytes),
3373                };
3374                (*h, last, bytes)
3375            })
3376            .collect();
3377
3378        // Sort by last_used ascending (LRU first)
3379        candidates.sort_by_key(|k| k.1);
3380
3381        let now = self.frame_index;
3382        for (h, last, _bytes) in candidates {
3383            if self.image_bytes_total <= self.image_budget_bytes {
3384                break;
3385            }
3386            // Don't evict something used this frame
3387            if last == now {
3388                continue;
3389            }
3390            if self.retained.contains_key(&h) {
3391                self.evict_image_gpu(h);
3392            } else {
3393                self.remove_image(h);
3394            }
3395        }
3396    }
3397
3398    /// Set pixels per point (DPI scale) for callback `ScreenDescriptor` / `PaintCallbackInfo`.
3399    pub fn set_pixels_per_point(&mut self, ppp: f32) {
3400        self.pixels_per_point = ppp.max(0.5).min(8.0);
3401    }
3402
3403    /// Enable or disable linear working-space rendering.
3404    /// When enabled, the scene is rendered into an Rgba16Float intermediate
3405    /// and a final full-screen pass applies the display OETF.
3406    pub fn set_working_space(&mut self, enabled: bool) {
3407        if enabled == self.working_space {
3408            return;
3409        }
3410        self.working_space = enabled;
3411        if enabled {
3412            self.ensure_display_pipeline();
3413            self.recreate_working_space_texture();
3414        } else {
3415            self.ws_tex = None;
3416            self.ws_view = None;
3417            self.ws_bind = None;
3418        }
3419    }
3420
3421    fn ensure_display_pipeline(&mut self) {
3422        if self.display_pipeline.is_some() {
3423            return;
3424        }
3425
3426        let layout = self
3427            .device
3428            .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
3429                label: Some("display transform layout"),
3430                entries: &[
3431                    wgpu::BindGroupLayoutEntry {
3432                        binding: 0,
3433                        visibility: wgpu::ShaderStages::FRAGMENT,
3434                        ty: wgpu::BindingType::Texture {
3435                            multisampled: false,
3436                            view_dimension: wgpu::TextureViewDimension::D2,
3437                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
3438                        },
3439                        count: None,
3440                    },
3441                    wgpu::BindGroupLayoutEntry {
3442                        binding: 1,
3443                        visibility: wgpu::ShaderStages::FRAGMENT,
3444                        ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
3445                        count: None,
3446                    },
3447                ],
3448            });
3449        self.display_layout = Some(layout);
3450
3451        let shader = self
3452            .device
3453            .create_shader_module(wgpu::ShaderModuleDescriptor {
3454                label: Some("display_transform.wgsl"),
3455                source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!(
3456                    "shaders/display_transform.wgsl"
3457                ))),
3458            });
3459
3460        let pipeline_layout = self
3461            .device
3462            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
3463                label: Some("display transform pipeline layout"),
3464                bind_group_layouts: &[None, self.display_layout.as_ref()],
3465                immediate_size: 0,
3466            });
3467
3468        let pipeline = self
3469            .device
3470            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
3471                label: Some("display transform pipeline"),
3472                layout: Some(&pipeline_layout),
3473                vertex: wgpu::VertexState {
3474                    module: &shader,
3475                    entry_point: Some("vs_main"),
3476                    buffers: &[],
3477                    compilation_options: wgpu::PipelineCompilationOptions::default(),
3478                },
3479                fragment: Some(wgpu::FragmentState {
3480                    module: &shader,
3481                    entry_point: Some("fs_main"),
3482                    targets: &[Some(wgpu::ColorTargetState {
3483                        format: self.output_format,
3484                        blend: None,
3485                        write_mask: wgpu::ColorWrites::ALL,
3486                    })],
3487                    compilation_options: wgpu::PipelineCompilationOptions::default(),
3488                }),
3489                primitive: wgpu::PrimitiveState::default(),
3490                depth_stencil: None,
3491                multisample: wgpu::MultisampleState::default(),
3492                multiview_mask: None,
3493                cache: None,
3494            });
3495        self.display_pipeline = Some(pipeline);
3496    }
3497
3498    /// Resize the render target dimensions.
3499    ///
3500    /// Recreates MSAA, depth-stencil, and working-space textures to match the
3501    /// new size..
3502    pub fn resize(&mut self, width: u32, height: u32) {
3503        self.output_width = width;
3504        self.output_height = height;
3505        self.recreate_msaa_and_depth_stencil();
3506        self.recreate_working_space_texture();
3507    }
3508
3509    fn recreate_working_space_texture(&mut self) {
3510        if !self.working_space {
3511            return;
3512        }
3513        let w = self.output_width.max(1);
3514        let h = self.output_height.max(1);
3515
3516        let tex = self.device.create_texture(&wgpu::TextureDescriptor {
3517            label: Some("working space"),
3518            size: wgpu::Extent3d {
3519                width: w,
3520                height: h,
3521                depth_or_array_layers: 1,
3522            },
3523            mip_level_count: 1,
3524            sample_count: 1,
3525            dimension: wgpu::TextureDimension::D2,
3526            format: wgpu::TextureFormat::Rgba16Float,
3527            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
3528            view_formats: &[],
3529        });
3530        let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
3531
3532        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3533            label: Some("working space bind"),
3534            layout: self.display_layout.as_ref().unwrap(),
3535            entries: &[
3536                wgpu::BindGroupEntry {
3537                    binding: 0,
3538                    resource: wgpu::BindingResource::TextureView(&view),
3539                },
3540                wgpu::BindGroupEntry {
3541                    binding: 1,
3542                    resource: wgpu::BindingResource::Sampler(&self.image_sampler),
3543                },
3544            ],
3545        });
3546
3547        self.ws_tex = Some(tex);
3548        self.ws_view = Some(view);
3549        self.ws_bind = Some(bind);
3550    }
3551
3552    fn recreate_msaa_and_depth_stencil(&mut self) {
3553        if self.msaa_samples > 1 {
3554            let tex = self.device.create_texture(&wgpu::TextureDescriptor {
3555                label: Some("msaa color"),
3556                size: wgpu::Extent3d {
3557                    width: self.output_width.max(1),
3558                    height: self.output_height.max(1),
3559                    depth_or_array_layers: 1,
3560                },
3561                mip_level_count: 1,
3562                sample_count: self.msaa_samples,
3563                dimension: wgpu::TextureDimension::D2,
3564                format: self.output_format,
3565                usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
3566                view_formats: &[],
3567            });
3568            let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
3569            self.msaa_tex = Some(tex);
3570            self.msaa_view = Some(view);
3571        } else {
3572            self.msaa_tex = None;
3573            self.msaa_view = None;
3574        }
3575
3576        self.depth_stencil_tex = self.device.create_texture(&wgpu::TextureDescriptor {
3577            label: Some("depth-stencil (stencil clips)"),
3578            size: wgpu::Extent3d {
3579                width: self.output_width.max(1),
3580                height: self.output_height.max(1),
3581                depth_or_array_layers: 1,
3582            },
3583            mip_level_count: 1,
3584            sample_count: self.msaa_samples,
3585            dimension: wgpu::TextureDimension::D2,
3586            format: wgpu::TextureFormat::Depth24PlusStencil8,
3587            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
3588            view_formats: &[],
3589        });
3590        self.depth_stencil_view = self
3591            .depth_stencil_tex
3592            .create_view(&wgpu::TextureViewDescriptor::default());
3593    }
3594
3595    fn get_or_create_layer(
3596        &mut self,
3597        layer_id: u32,
3598        width: u32,
3599        height: u32,
3600        rect: repose_core::Rect,
3601    ) {
3602        let needs_alloc = match self.layer_pool.get(&layer_id) {
3603            Some(lt) => lt.width != width || lt.height != height,
3604            None => true,
3605        };
3606        if !needs_alloc {
3607            if let Some(lt) = self.layer_pool.get_mut(&layer_id) {
3608                lt.rect_px = (rect.x, rect.y, rect.w, rect.h);
3609            }
3610            return;
3611        }
3612        let tex = self.device.create_texture(&wgpu::TextureDescriptor {
3613            label: Some("graphics layer"),
3614            size: wgpu::Extent3d {
3615                width: width.max(1),
3616                height: height.max(1),
3617                depth_or_array_layers: 1,
3618            },
3619            mip_level_count: 1,
3620            sample_count: 1,
3621            dimension: wgpu::TextureDimension::D2,
3622            format: self.output_format,
3623            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
3624            view_formats: &[],
3625        });
3626        let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
3627        let bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3628            label: Some("layer bind"),
3629            layout: &self.image_bind_layout_rgba,
3630            entries: &[
3631                wgpu::BindGroupEntry {
3632                    binding: 0,
3633                    resource: wgpu::BindingResource::TextureView(&view),
3634                },
3635                wgpu::BindGroupEntry {
3636                    binding: 1,
3637                    resource: wgpu::BindingResource::Sampler(&self.layer_sampler),
3638                },
3639            ],
3640        });
3641        let bind_linear = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3642            label: Some("layer bind linear"),
3643            layout: &self.image_bind_layout_rgba,
3644            entries: &[
3645                wgpu::BindGroupEntry {
3646                    binding: 0,
3647                    resource: wgpu::BindingResource::TextureView(&view),
3648                },
3649                wgpu::BindGroupEntry {
3650                    binding: 1,
3651                    resource: wgpu::BindingResource::Sampler(&self.layer_sampler_linear),
3652                },
3653            ],
3654        });
3655        let depth_stencil_tex = self.device.create_texture(&wgpu::TextureDescriptor {
3656            label: Some("graphics layer depth-stencil"),
3657            size: wgpu::Extent3d {
3658                width: width.max(1),
3659                height: height.max(1),
3660                depth_or_array_layers: 1,
3661            },
3662            mip_level_count: 1,
3663            sample_count: 1,
3664            dimension: wgpu::TextureDimension::D2,
3665            format: wgpu::TextureFormat::Depth24PlusStencil8,
3666            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
3667            view_formats: &[],
3668        });
3669        let depth_stencil_view =
3670            depth_stencil_tex.create_view(&wgpu::TextureViewDescriptor::default());
3671        self.layer_pool.insert(
3672            layer_id,
3673            LayerTarget {
3674                view,
3675                bind,
3676                bind_linear,
3677                depth_stencil_view,
3678                width,
3679                height,
3680                rect_px: (rect.x, rect.y, rect.w, rect.h),
3681            },
3682        );
3683    }
3684
3685    fn atlas_bind_group_mask(&self) -> wgpu::BindGroup {
3686        self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3687            label: Some("atlas bind"),
3688            layout: &self.text_bind_layout,
3689            entries: &[
3690                wgpu::BindGroupEntry {
3691                    binding: 0,
3692                    resource: wgpu::BindingResource::TextureView(&self.atlas_mask.view),
3693                },
3694                wgpu::BindGroupEntry {
3695                    binding: 1,
3696                    resource: wgpu::BindingResource::Sampler(&self.atlas_mask.sampler),
3697                },
3698            ],
3699        })
3700    }
3701
3702    fn atlas_bind_group_color(&self) -> wgpu::BindGroup {
3703        self.device.create_bind_group(&wgpu::BindGroupDescriptor {
3704            label: Some("atlas bind color"),
3705            layout: &self.text_bind_layout,
3706            entries: &[
3707                wgpu::BindGroupEntry {
3708                    binding: 0,
3709                    resource: wgpu::BindingResource::TextureView(&self.atlas_color.view),
3710                },
3711                wgpu::BindGroupEntry {
3712                    binding: 1,
3713                    resource: wgpu::BindingResource::Sampler(&self.atlas_color.sampler),
3714                },
3715            ],
3716        })
3717    }
3718
3719    fn upload_glyph_mask(&mut self, key: repose_text::GlyphKey, px: f32) -> Option<GlyphInfo> {
3720        let keyp = (key, px.to_bits());
3721        if let Some(info) = self.atlas_mask.map.get(&keyp) {
3722            return Some(*info);
3723        }
3724
3725        let gb = repose_text::rasterize(key, px)?;
3726        if gb.w == 0 || gb.h == 0 || gb.data.is_empty() {
3727            return None;
3728        }
3729
3730        let coverage = swash_to_a8_coverage(gb.content, &gb.data)?;
3731
3732        let w = gb.w.max(1);
3733        let h = gb.h.max(1);
3734
3735        if !self.alloc_space_mask(w, h) {
3736            self.grow_mask_and_rebuild();
3737        }
3738        if !self.alloc_space_mask(w, h) {
3739            return None;
3740        }
3741        let x = self.atlas_mask.next_x;
3742        let y = self.atlas_mask.next_y;
3743        self.atlas_mask.next_x += w + 1;
3744        self.atlas_mask.row_h = self.atlas_mask.row_h.max(h + 1);
3745
3746        let layout = wgpu::TexelCopyBufferLayout {
3747            offset: 0,
3748            bytes_per_row: Some(w),
3749            rows_per_image: Some(h),
3750        };
3751        let size = wgpu::Extent3d {
3752            width: w,
3753            height: h,
3754            depth_or_array_layers: 1,
3755        };
3756        self.queue.write_texture(
3757            wgpu::TexelCopyTextureInfoBase {
3758                texture: &self.atlas_mask.tex,
3759                mip_level: 0,
3760                origin: wgpu::Origin3d { x, y, z: 0 },
3761                aspect: wgpu::TextureAspect::All,
3762            },
3763            &coverage,
3764            layout,
3765            size,
3766        );
3767
3768        let info = GlyphInfo {
3769            u0: x as f32 / self.atlas_mask.size as f32,
3770            v0: y as f32 / self.atlas_mask.size as f32,
3771            u1: (x + w) as f32 / self.atlas_mask.size as f32,
3772            v1: (y + h) as f32 / self.atlas_mask.size as f32,
3773            w: w as f32,
3774            h: h as f32,
3775        };
3776        self.atlas_mask.map.insert(keyp, info);
3777        Some(info)
3778    }
3779
3780    fn upload_glyph_color(&mut self, key: repose_text::GlyphKey, px: f32) -> Option<GlyphInfo> {
3781        let keyp = (key, px.to_bits());
3782        if let Some(info) = self.atlas_color.map.get(&keyp) {
3783            return Some(*info);
3784        }
3785        let gb = repose_text::rasterize(key, px)?;
3786        if !matches!(gb.content, repose_text::SwashContent::Color) {
3787            return None;
3788        }
3789        let w = gb.w.max(1);
3790        let h = gb.h.max(1);
3791        if !self.alloc_space_color(w, h) {
3792            self.grow_color_and_rebuild();
3793        }
3794        if !self.alloc_space_color(w, h) {
3795            return None;
3796        }
3797        let x = self.atlas_color.next_x;
3798        let y = self.atlas_color.next_y;
3799        self.atlas_color.next_x += w + 1;
3800        self.atlas_color.row_h = self.atlas_color.row_h.max(h + 1);
3801
3802        let layout = wgpu::TexelCopyBufferLayout {
3803            offset: 0,
3804            bytes_per_row: Some(w * 4),
3805            rows_per_image: Some(h),
3806        };
3807        let size = wgpu::Extent3d {
3808            width: w,
3809            height: h,
3810            depth_or_array_layers: 1,
3811        };
3812        self.queue.write_texture(
3813            wgpu::TexelCopyTextureInfoBase {
3814                texture: &self.atlas_color.tex,
3815                mip_level: 0,
3816                origin: wgpu::Origin3d { x, y, z: 0 },
3817                aspect: wgpu::TextureAspect::All,
3818            },
3819            &gb.data,
3820            layout,
3821            size,
3822        );
3823        let info = GlyphInfo {
3824            u0: x as f32 / self.atlas_color.size as f32,
3825            v0: y as f32 / self.atlas_color.size as f32,
3826            u1: (x + w) as f32 / self.atlas_color.size as f32,
3827            v1: (y + h) as f32 / self.atlas_color.size as f32,
3828            w: w as f32,
3829            h: h as f32,
3830        };
3831        self.atlas_color.map.insert(keyp, info);
3832        Some(info)
3833    }
3834
3835    fn alloc_space_mask(&mut self, w: u32, h: u32) -> bool {
3836        if self.atlas_mask.next_x + w + 1 >= self.atlas_mask.size {
3837            self.atlas_mask.next_x = 1;
3838            self.atlas_mask.next_y += self.atlas_mask.row_h + 1;
3839            self.atlas_mask.row_h = 0;
3840        }
3841        if self.atlas_mask.next_y + h + 1 >= self.atlas_mask.size {
3842            return false;
3843        }
3844        true
3845    }
3846
3847    fn grow_mask_and_rebuild(&mut self) {
3848        let new_size = (self.atlas_mask.size * 2).min(4096);
3849        if new_size == self.atlas_mask.size {
3850            return;
3851        }
3852        let tex = self.device.create_texture(&wgpu::TextureDescriptor {
3853            label: Some("glyph atlas A8 (grown)"),
3854            size: wgpu::Extent3d {
3855                width: new_size,
3856                height: new_size,
3857                depth_or_array_layers: 1,
3858            },
3859            mip_level_count: 1,
3860            sample_count: 1,
3861            dimension: wgpu::TextureDimension::D2,
3862            format: wgpu::TextureFormat::R8Unorm,
3863            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
3864            view_formats: &[],
3865        });
3866        self.atlas_mask.tex = tex;
3867        self.atlas_mask.view = self
3868            .atlas_mask
3869            .tex
3870            .create_view(&wgpu::TextureViewDescriptor::default());
3871        self.atlas_mask.size = new_size;
3872        self.atlas_mask.next_x = 1;
3873        self.atlas_mask.next_y = 1;
3874        self.atlas_mask.row_h = 0;
3875        let keys: Vec<(repose_text::GlyphKey, u32)> = self.atlas_mask.map.keys().copied().collect();
3876        self.atlas_mask.map.clear();
3877        for (k, px_bits) in keys {
3878            let _ = self.upload_glyph_mask(k, f32::from_bits(px_bits));
3879        }
3880    }
3881
3882    fn alloc_space_color(&mut self, w: u32, h: u32) -> bool {
3883        if self.atlas_color.next_x + w + 1 >= self.atlas_color.size {
3884            self.atlas_color.next_x = 1;
3885            self.atlas_color.next_y += self.atlas_color.row_h + 1;
3886            self.atlas_color.row_h = 0;
3887        }
3888        if self.atlas_color.next_y + h + 1 >= self.atlas_color.size {
3889            return false;
3890        }
3891        true
3892    }
3893
3894    fn grow_color_and_rebuild(&mut self) {
3895        let new_size = (self.atlas_color.size * 2).min(4096);
3896        if new_size == self.atlas_color.size {
3897            return;
3898        }
3899        let tex = self.device.create_texture(&wgpu::TextureDescriptor {
3900            label: Some("glyph atlas RGBA (grown)"),
3901            size: wgpu::Extent3d {
3902                width: new_size,
3903                height: new_size,
3904                depth_or_array_layers: 1,
3905            },
3906            mip_level_count: 1,
3907            sample_count: 1,
3908            dimension: wgpu::TextureDimension::D2,
3909            format: wgpu::TextureFormat::Rgba8UnormSrgb,
3910            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
3911            view_formats: &[],
3912        });
3913        self.atlas_color.tex = tex;
3914        self.atlas_color.view = self
3915            .atlas_color
3916            .tex
3917            .create_view(&wgpu::TextureViewDescriptor::default());
3918        self.atlas_color.size = new_size;
3919        self.atlas_color.next_x = 1;
3920        self.atlas_color.next_y = 1;
3921        self.atlas_color.row_h = 0;
3922        let keys: Vec<(repose_text::GlyphKey, u32)> =
3923            self.atlas_color.map.keys().copied().collect();
3924        self.atlas_color.map.clear();
3925        for (k, px_bits) in keys {
3926            let _ = self.upload_glyph_color(k, f32::from_bits(px_bits));
3927        }
3928    }
3929}
3930
3931fn brush_to_instance_fields(brush: &Brush) -> (u32, [f32; 4], [f32; 4], [f32; 2], [f32; 2]) {
3932    match brush {
3933        Brush::Solid(c) => (
3934            0u32,
3935            c.to_linear(),
3936            [0.0, 0.0, 0.0, 0.0],
3937            [0.0, 0.0],
3938            [0.0, 1.0],
3939        ),
3940        Brush::Linear {
3941            start,
3942            end,
3943            start_color,
3944            end_color,
3945        } => (
3946            1u32,
3947            start_color.to_linear(),
3948            end_color.to_linear(),
3949            [start.x, start.y],
3950            [end.x, end.y],
3951        ),
3952        _ => (0u32, [0.0; 4], [0.0; 4], [0.0; 2], [0.0; 2]),
3953    }
3954}
3955
3956fn brush_to_solid_color(brush: &Brush) -> [f32; 4] {
3957    match brush {
3958        Brush::Solid(c) => c.to_linear(),
3959        Brush::Linear { start_color, .. } => start_color.to_linear(),
3960        _ => [0.0; 4],
3961    }
3962}
3963
3964fn init_atlas_mask(device: &wgpu::Device) -> AtlasA8 {
3965    let size = 1024u32;
3966    let tex = device.create_texture(&wgpu::TextureDescriptor {
3967        label: Some("glyph atlas A8"),
3968        size: wgpu::Extent3d {
3969            width: size,
3970            height: size,
3971            depth_or_array_layers: 1,
3972        },
3973        mip_level_count: 1,
3974        sample_count: 1,
3975        dimension: wgpu::TextureDimension::D2,
3976        format: wgpu::TextureFormat::R8Unorm,
3977        usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
3978        view_formats: &[],
3979    });
3980    let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
3981    let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
3982        label: Some("glyph atlas sampler A8"),
3983        address_mode_u: wgpu::AddressMode::ClampToEdge,
3984        address_mode_v: wgpu::AddressMode::ClampToEdge,
3985        address_mode_w: wgpu::AddressMode::ClampToEdge,
3986        mag_filter: wgpu::FilterMode::Linear,
3987        min_filter: wgpu::FilterMode::Linear,
3988        mipmap_filter: wgpu::MipmapFilterMode::Linear,
3989        ..Default::default()
3990    });
3991
3992    AtlasA8 {
3993        tex,
3994        view,
3995        sampler,
3996        size,
3997        next_x: 1,
3998        next_y: 1,
3999        row_h: 0,
4000        map: HashMap::new(),
4001    }
4002}
4003
4004fn init_atlas_color(device: &wgpu::Device) -> AtlasRGBA {
4005    let size = 1024u32;
4006    let tex = device.create_texture(&wgpu::TextureDescriptor {
4007        label: Some("glyph atlas RGBA"),
4008        size: wgpu::Extent3d {
4009            width: size,
4010            height: size,
4011            depth_or_array_layers: 1,
4012        },
4013        mip_level_count: 1,
4014        sample_count: 1,
4015        dimension: wgpu::TextureDimension::D2,
4016        format: wgpu::TextureFormat::Rgba8UnormSrgb,
4017        usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
4018        view_formats: &[],
4019    });
4020    let view = tex.create_view(&wgpu::TextureViewDescriptor::default());
4021    let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
4022        label: Some("glyph atlas sampler RGBA"),
4023        address_mode_u: wgpu::AddressMode::ClampToEdge,
4024        address_mode_v: wgpu::AddressMode::ClampToEdge,
4025        address_mode_w: wgpu::AddressMode::ClampToEdge,
4026        mag_filter: wgpu::FilterMode::Linear,
4027        min_filter: wgpu::FilterMode::Linear,
4028        mipmap_filter: wgpu::MipmapFilterMode::Linear,
4029        ..Default::default()
4030    });
4031    AtlasRGBA {
4032        tex,
4033        view,
4034        sampler,
4035        size,
4036        next_x: 1,
4037        next_y: 1,
4038        row_h: 0,
4039        map: HashMap::new(),
4040    }
4041}
4042
4043#[cfg(feature = "winit-surface")]
4044impl RenderBackend for WgpuSurfaceBackend {
4045    fn configure_surface(&mut self, width: u32, height: u32) {
4046        if width == 0 || height == 0 {
4047            return;
4048        }
4049        self.renderer.output_width = width;
4050        self.renderer.output_height = height;
4051        if let Some(ref mut config) = self.surface_config {
4052            config.width = width;
4053            config.height = height;
4054        }
4055        if let (Some(surface), Some(config)) = (self.surface.as_ref(), self.surface_config.as_ref())
4056        {
4057            surface.configure(&self.renderer.device, config);
4058        }
4059        self.renderer.recreate_msaa_and_depth_stencil();
4060        self.renderer.recreate_working_space_texture();
4061    }
4062
4063    fn frame(&mut self, scene: &Scene, _glyph_cfg: GlyphRasterConfig) {
4064        let surface = self.surface.as_ref().expect("WgpuSurfaceBackend::frame() requires a surface (use from_device + render_to_view instead)");
4065        let surface_config = self
4066            .surface_config
4067            .as_ref()
4068            .expect("surface_config required for frame()");
4069
4070        self.renderer.frame_index = self.renderer.frame_index.wrapping_add(1);
4071        self.renderer.slug_cache.next_frame();
4072
4073        if self.renderer.output_width == 0 || self.renderer.output_height == 0 {
4074            return;
4075        }
4076
4077        let mut retries = 0u32;
4078        const MAX_RETRIES: u32 = 4;
4079        let frame = loop {
4080            match surface.get_current_texture() {
4081                wgpu::CurrentSurfaceTexture::Success(f) => break f,
4082                wgpu::CurrentSurfaceTexture::Suboptimal(f) => {
4083                    log::warn!("suboptimal surface; reconfiguring");
4084                    surface.configure(&self.renderer.device, surface_config);
4085                    break f;
4086                }
4087                wgpu::CurrentSurfaceTexture::Outdated => {
4088                    retries += 1;
4089                    if retries >= MAX_RETRIES {
4090                        log::warn!(
4091                            "surface outdated persisted after {MAX_RETRIES} retries; skipping frame"
4092                        );
4093                        return;
4094                    }
4095                    log::warn!("surface outdated; reconfiguring");
4096                    surface.configure(&self.renderer.device, surface_config);
4097                }
4098                wgpu::CurrentSurfaceTexture::Lost => {
4099                    retries += 1;
4100                    if retries >= MAX_RETRIES {
4101                        log::warn!(
4102                            "surface lost persisted after {MAX_RETRIES} retries; skipping frame"
4103                        );
4104                        return;
4105                    }
4106                    log::warn!("surface lost; reconfiguring");
4107                    surface.configure(&self.renderer.device, surface_config);
4108                }
4109                wgpu::CurrentSurfaceTexture::Timeout | wgpu::CurrentSurfaceTexture::Occluded => {
4110                    request_frame();
4111                    return;
4112                }
4113                wgpu::CurrentSurfaceTexture::Validation => {
4114                    retries += 1;
4115                    if retries >= MAX_RETRIES {
4116                        log::warn!(
4117                            "surface validation persisted after {MAX_RETRIES} retries; skipping frame"
4118                        );
4119                        return;
4120                    }
4121                    surface.configure(&self.renderer.device, surface_config);
4122                }
4123            }
4124        };
4125
4126        let swap_view = if let Some(view_format) = self
4127            .surface_config
4128            .as_ref()
4129            .and_then(|c| c.view_formats.iter().find(|f| f.is_srgb()).copied())
4130        {
4131            frame.texture.create_view(&wgpu::TextureViewDescriptor {
4132                format: Some(view_format),
4133                ..Default::default()
4134            })
4135        } else {
4136            frame
4137                .texture
4138                .create_view(&wgpu::TextureViewDescriptor::default())
4139        };
4140        let mut encoder =
4141            self.renderer
4142                .device
4143                .create_command_encoder(&wgpu::CommandEncoderDescriptor {
4144                    label: Some("frame encoder"),
4145                });
4146
4147        let clear_color = Some([
4148            scene.clear_color.0 as f64 / 255.0,
4149            scene.clear_color.1 as f64 / 255.0,
4150            scene.clear_color.2 as f64 / 255.0,
4151            scene.clear_color.3 as f64 / 255.0,
4152        ]);
4153
4154        self.renderer
4155            .render_scene_to_encoder(scene, &mut encoder, &swap_view, clear_color);
4156
4157        //NOTE: The WebGL HAL present path (fullscreen triangle / blit) does not
4158        // restore gl.colorMask. Hence this is needed to prevent frames from going transparent.
4159        {
4160            let _reset = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
4161                label: Some("webgl color_mask reset before present"),
4162                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
4163                    view: &swap_view,
4164                    resolve_target: None,
4165                    ops: wgpu::Operations {
4166                        load: wgpu::LoadOp::Load,
4167                        store: wgpu::StoreOp::Store,
4168                    },
4169                    depth_slice: None,
4170                })],
4171                depth_stencil_attachment: None,
4172                timestamp_writes: None,
4173                occlusion_query_set: None,
4174                multiview_mask: None,
4175            });
4176        }
4177
4178        self.renderer
4179            .queue
4180            .submit(std::iter::once(encoder.finish()));
4181        if let Err(e) = catch_unwind(AssertUnwindSafe(|| self.renderer.queue.present(frame))) {
4182            log::warn!("queue.present panicked: {:?}", e);
4183        }
4184    }
4185}
4186
4187impl WgpuSceneRenderer {
4188    fn upload_mesh_geometry(&mut self, mesh: &repose_core::VectorMeshData) -> (u64, u32, u64, u32) {
4189        let verts: Vec<MeshVertex> = mesh
4190            .vertices
4191            .iter()
4192            .map(|v| MeshVertex {
4193                pos: v.pos,
4194                color: v.color,
4195                uv: v.uv,
4196            })
4197            .collect();
4198        let vbytes = bytemuck::cast_slice(&verts);
4199        self.mesh_verts
4200            .grow_to_fit(&self.device, vbytes.len() as u64);
4201        let (voff, _) = self.mesh_verts.alloc_write(&self.queue, vbytes);
4202        let ibytes = bytemuck::cast_slice(&mesh.indices);
4203        self.mesh_indices
4204            .grow_to_fit(&self.device, ibytes.len() as u64);
4205        let (ioff, _) = self.mesh_indices.alloc_write(&self.queue, ibytes);
4206        (voff, verts.len() as u32, ioff, mesh.indices.len() as u32)
4207    }
4208
4209    fn alloc_mesh_uniform(&mut self, u: MeshUniform) -> u64 {
4210        if self.mesh_uniform_head + MESH_UNIFORM_SLOT > MESH_UNIFORM_CAP {
4211            log::warn!("mesh uniform buffer overflow; regenerating");
4212            self.recreate_mesh_uniform_buffer();
4213        }
4214        let slot = self.mesh_uniform_head;
4215        self.queue
4216            .write_buffer(&self.mesh_uniform_buf, slot, bytemuck::bytes_of(&u));
4217        self.mesh_uniform_head = slot + MESH_UNIFORM_SLOT;
4218        slot
4219    }
4220
4221    fn recreate_mesh_uniform_buffer(&mut self) {
4222        let new_cap = self.mesh_uniform_head + MESH_UNIFORM_SLOT;
4223        self.mesh_uniform_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
4224            label: Some("mesh uniform buffer"),
4225            size: new_cap,
4226            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
4227            mapped_at_creation: false,
4228        });
4229        self.mesh_bind = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
4230            label: Some("mesh uniform bind"),
4231            layout: &self.mesh_bind_layout,
4232            entries: &[wgpu::BindGroupEntry {
4233                binding: 0,
4234                resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
4235                    buffer: &self.mesh_uniform_buf,
4236                    offset: 0,
4237                    size: NonZero::new(MESH_UNIFORM_SLOT),
4238                }),
4239            }],
4240        });
4241        self.mesh_uniform_head = 0;
4242    }
4243
4244    #[allow(clippy::too_many_arguments)]
4245    fn emit_vector_mesh(
4246        &mut self,
4247        current_transform: &Transform,
4248        mesh: &repose_core::VectorMeshData,
4249        transform: [f32; 6],
4250        paint: &repose_core::PaintDesc,
4251        cmds: &mut Vec<Cmd>,
4252    ) {
4253        let affine = combine_mesh_affine(current_transform, transform);
4254        let (voff, vcnt, ioff, icnt) = self.upload_mesh_geometry(mesh);
4255        let uoff = self.alloc_mesh_uniform(mesh_uniform_from_paint(affine, paint));
4256        cmds.push(Cmd::VectorMesh {
4257            voff,
4258            vcnt,
4259            ioff,
4260            icnt,
4261            uoff,
4262        });
4263    }
4264
4265    pub fn render_scene_to_encoder(
4266        &mut self,
4267        scene: &Scene,
4268        encoder: &mut wgpu::CommandEncoder,
4269        target_view: &wgpu::TextureView,
4270        clear_color_override: Option<[f64; 4]>,
4271    ) {
4272        fn to_ndc(x: f32, y: f32, w: f32, h: f32, fb_w: f32, fb_h: f32) -> [f32; 4] {
4273            let x0 = (x / fb_w) * 2.0 - 1.0;
4274            let y0 = 1.0 - (y / fb_h) * 2.0;
4275            let x1 = ((x + w) / fb_w) * 2.0 - 1.0;
4276            let y1 = 1.0 - ((y + h) / fb_h) * 2.0;
4277            let min_x = x0.min(x1);
4278            let min_y = y0.min(y1);
4279            let w_ndc = (x1 - x0).abs();
4280            let h_ndc = (y1 - y0).abs();
4281            [min_x, min_y, w_ndc, h_ndc]
4282        }
4283
4284        /// Convert a local-space rect + transform to NDC center-based position+size and rotation.
4285        fn rect_to_instance_ndc(
4286            rect: repose_core::Rect,
4287            transform: &Transform,
4288            fb_w: f32,
4289            fb_h: f32,
4290        ) -> ([f32; 4], [f32; 2]) {
4291            let cx = rect.x + rect.w * 0.5;
4292            let cy = rect.y + rect.h * 0.5;
4293
4294            let sx = cx * transform.scale_x;
4295            let sy = cy * transform.scale_y;
4296            let cos_a = transform.rotate.cos();
4297            let sin_a = transform.rotate.sin();
4298            let tx = sx * cos_a - sy * sin_a + transform.translate_x;
4299            let ty = sx * sin_a + sy * cos_a + transform.translate_y;
4300
4301            // NDC center
4302            let ndc_cx = (tx / fb_w) * 2.0 - 1.0;
4303            let ndc_cy = 1.0 - (ty / fb_h) * 2.0;
4304            // NDC size (after scale only, no rotation - rotation is done in shader)
4305            let ndc_w = (rect.w * transform.scale_x / fb_w) * 2.0;
4306            let ndc_h = (rect.h * transform.scale_y / fb_h) * 2.0;
4307
4308            ([ndc_cx, ndc_cy, ndc_w, ndc_h], [cos_a, sin_a])
4309        }
4310
4311        fn to_scissor(r: &repose_core::Rect, fb_w: u32, fb_h: u32) -> (u32, u32, u32, u32) {
4312            let mut x = r.x.floor() as i64;
4313            let mut y = r.y.floor() as i64;
4314            let fb_wi = fb_w as i64;
4315            let fb_hi = fb_h as i64;
4316            x = x.clamp(0, fb_wi.saturating_sub(1));
4317            y = y.clamp(0, fb_hi.saturating_sub(1));
4318            let w_req = r.w.ceil().max(1.0) as i64;
4319            let h_req = r.h.ceil().max(1.0) as i64;
4320            let w = (w_req).min(fb_wi - x).max(1);
4321            let h = (h_req).min(fb_hi - y).max(1);
4322            (x as u32, y as u32, w as u32, h as u32)
4323        }
4324
4325        let fb_w = self.output_width as f32;
4326        let fb_h = self.output_height as f32;
4327
4328        let mut passes: Vec<Pass> = Vec::with_capacity(1);
4329        let clear_color = clear_color_override.unwrap_or_else(|| {
4330            [
4331                scene.clear_color.0 as f64 / 255.0,
4332                scene.clear_color.1 as f64 / 255.0,
4333                scene.clear_color.2 as f64 / 255.0,
4334                scene.clear_color.3 as f64 / 255.0,
4335            ]
4336        });
4337        let mut current_pass: Pass = Pass {
4338            target: PassTarget::Surface,
4339            initial_scissor: (0, 0, self.output_width, self.output_height),
4340            clear_color: Some([
4341                clear_color[0] as f32,
4342                clear_color[1] as f32,
4343                clear_color[2] as f32,
4344                clear_color[3] as f32,
4345            ]),
4346            cmds: Vec::with_capacity(scene.nodes.len()),
4347        };
4348        let mut target_stack: Vec<PassTarget> = Vec::new();
4349        let mut layer_alphas: Vec<(u32, f32, (u32, u32, u32, u32))> = Vec::new();
4350        let mut layer_blurs: Vec<(u32, f32, f32)> = Vec::new();
4351        let mut current_target_size: (f32, f32) = (fb_w, fb_h);
4352
4353        struct Batch {
4354            rects: Vec<RectInstance>,
4355            borders: Vec<BorderInstance>,
4356            ellipses: Vec<EllipseInstance>,
4357            e_borders: Vec<EllipseBorderInstance>,
4358            arcs: Vec<ArcInstance>,
4359            masks: Vec<GlyphInstance>,
4360            colors: Vec<GlyphInstance>,
4361            nv12s: Vec<Nv12Instance>,
4362        }
4363
4364        impl Batch {
4365            fn new() -> Self {
4366                Self {
4367                    rects: vec![],
4368                    borders: vec![],
4369                    ellipses: vec![],
4370                    e_borders: vec![],
4371                    arcs: vec![],
4372                    masks: vec![],
4373                    colors: vec![],
4374                    nv12s: vec![],
4375                }
4376            }
4377
4378            fn is_empty(&self) -> bool {
4379                self.rects.is_empty()
4380                    && self.borders.is_empty()
4381                    && self.ellipses.is_empty()
4382                    && self.e_borders.is_empty()
4383                    && self.arcs.is_empty()
4384                    && self.masks.is_empty()
4385                    && self.colors.is_empty()
4386                    && self.nv12s.is_empty()
4387            }
4388
4389            fn flush(
4390                &mut self,
4391                pipes: (
4392                    &mut InstancedPipe<RectInstance>,
4393                    &mut InstancedPipe<BorderInstance>,
4394                    &mut InstancedPipe<EllipseInstance>,
4395                    &mut InstancedPipe<EllipseBorderInstance>,
4396                    &mut InstancedPipe<ArcInstance>,
4397                ),
4398                glyph_pipes: (
4399                    &mut InstancedPipe<GlyphInstance>,
4400                    &mut InstancedPipe<GlyphInstance>,
4401                ),
4402                nv12_pipe: &mut InstancedPipe<Nv12Instance>,
4403                device: &wgpu::Device,
4404                queue: &wgpu::Queue,
4405                cmds: &mut Vec<Cmd>,
4406            ) {
4407                let (rects, borders, ellipses, e_borders, arcs) = pipes;
4408                let (masks, colors) = glyph_pipes;
4409
4410                macro_rules! flush_one {
4411                    ($buf:ident, $pipe:expr, $variant:ident) => {
4412                        if !self.$buf.is_empty() {
4413                            if let Some((off, cnt)) = $pipe.upload(device, queue, &self.$buf) {
4414                                cmds.push(Cmd::$variant { off, cnt });
4415                            }
4416                            self.$buf.clear();
4417                        }
4418                    };
4419                }
4420
4421                flush_one!(rects, rects, Rect);
4422                flush_one!(borders, borders, Border);
4423                flush_one!(ellipses, ellipses, Ellipse);
4424                flush_one!(e_borders, e_borders, EllipseBorder);
4425                flush_one!(arcs, arcs, Arc);
4426                flush_one!(masks, masks, GlyphsMask);
4427                flush_one!(colors, colors, GlyphsColor);
4428
4429                if !self.nv12s.is_empty() {
4430                    if let Some((off, cnt)) = nv12_pipe.upload(device, queue, &self.nv12s) {
4431                        let _ = (off, cnt);
4432                    }
4433                    self.nv12s.clear();
4434                }
4435            }
4436        }
4437
4438        self.rects.reset();
4439        self.borders.reset();
4440        self.ellipses.reset();
4441        self.ellipse_borders.reset();
4442        self.arcs.reset();
4443        self.glyph_mask.reset();
4444        self.glyph_color.reset();
4445        self.clip_ring.reset();
4446        self.blur_ring.reset();
4447        self.nv12.reset();
4448
4449        self.slug_ring.reset();
4450        self.mesh_verts.reset();
4451        self.mesh_indices.reset();
4452        self.mesh_uniform_head = 0;
4453        self.mesh_clip_stack.clear();
4454        let mut batch = Batch::new();
4455        let mut slug_verts_local: Vec<slug::TessVertex> = Vec::new();
4456        let mut transform_stack: Vec<Transform> = vec![Transform::identity()];
4457        let mut scissor_stack: Vec<repose_core::Rect> = Vec::with_capacity(8);
4458        // NOTE: Records the clip instance range + flags of each active rounded-rect clip
4459        // so PopClip can re-stamp the stencil with a decrement pass (mirroring
4460        // VectorClipPop). Keys: (off, cnt, difference, rounded).
4461        let mut clip_cmd_stack: Vec<(u64, u32, bool)> = Vec::with_capacity(8);
4462        let mut root_clip_rect = repose_core::Rect {
4463            x: 0.0,
4464            y: 0.0,
4465            w: fb_w,
4466            h: fb_h,
4467        };
4468        let mut saved_scissor_stack: Vec<repose_core::Rect> = Vec::new();
4469        let mut saved_root_clip_rect = root_clip_rect;
4470
4471        let mut current_prim: Option<&'static str> = None;
4472
4473        macro_rules! flush_if_prim_changed {
4474            ($prim:literal, $pipe:expr) => {
4475                if current_prim != Some($prim) {
4476                    flush_batch!();
4477                    current_prim = Some($prim);
4478                }
4479            };
4480        }
4481
4482        macro_rules! flush_batch {
4483            () => {
4484                if !batch.is_empty() {
4485                    batch.flush(
4486                        (
4487                            &mut self.rects,
4488                            &mut self.borders,
4489                            &mut self.ellipses,
4490                            &mut self.ellipse_borders,
4491                            &mut self.arcs,
4492                        ),
4493                        (&mut self.glyph_mask, &mut self.glyph_color),
4494                        &mut self.nv12,
4495                        &self.device,
4496                        &self.queue,
4497                        &mut current_pass.cmds,
4498                    )
4499                }
4500            };
4501        }
4502        for node in &scene.nodes {
4503            let t_identity = Transform::identity();
4504            let current_transform = transform_stack.last().unwrap_or(&t_identity);
4505
4506            match node {
4507                SceneNode::Rect {
4508                    rect,
4509                    brush,
4510                    radius,
4511                } => {
4512                    flush_if_prim_changed!("rect", &self.rects);
4513                    let (ndc, sin_cos) = rect_to_instance_ndc(
4514                        *rect,
4515                        current_transform,
4516                        current_target_size.0,
4517                        current_target_size.1,
4518                    );
4519                    let (brush_type, color0, color1, grad_start, grad_end) =
4520                        brush_to_instance_fields(brush);
4521                    batch.rects.push(RectInstance {
4522                        xywh: ndc,
4523                        radii: *radius,
4524                        brush_type,
4525                        _pad: [0.0; 3],
4526                        color0,
4527                        color1,
4528                        grad_start,
4529                        grad_end,
4530                        sin_cos,
4531                    });
4532                }
4533                SceneNode::Border {
4534                    rect,
4535                    color,
4536                    width,
4537                    radius,
4538                } => {
4539                    flush_if_prim_changed!("border", &self.borders);
4540                    let (ndc, sin_cos) = rect_to_instance_ndc(
4541                        *rect,
4542                        current_transform,
4543                        current_target_size.0,
4544                        current_target_size.1,
4545                    );
4546                    batch.borders.push(BorderInstance {
4547                        xywh: ndc,
4548                        radii: *radius,
4549                        stroke: *width,
4550                        color: color.to_linear(),
4551                        sin_cos,
4552                    });
4553                }
4554                SceneNode::Ellipse { rect, brush } => {
4555                    flush_if_prim_changed!("ellipse", &self.ellipses);
4556                    let (ndc, sin_cos) = rect_to_instance_ndc(
4557                        *rect,
4558                        current_transform,
4559                        current_target_size.0,
4560                        current_target_size.1,
4561                    );
4562                    let color = brush_to_solid_color(brush);
4563                    batch.ellipses.push(EllipseInstance {
4564                        xywh: ndc,
4565                        color,
4566                        sin_cos,
4567                    });
4568                }
4569                SceneNode::EllipseBorder { rect, color, width } => {
4570                    flush_if_prim_changed!("ellipse_border", &self.ellipse_borders);
4571                    let (ndc, sin_cos) = rect_to_instance_ndc(
4572                        *rect,
4573                        current_transform,
4574                        current_target_size.0,
4575                        current_target_size.1,
4576                    );
4577                    let pad_px = *width * 0.5 + 2.0;
4578                    let pad = (pad_px / current_target_size.0) * 2.0;
4579                    batch.e_borders.push(EllipseBorderInstance {
4580                        xywh: ndc,
4581                        stroke: *width,
4582                        pad,
4583                        color: color.to_linear(),
4584                        sin_cos,
4585                    });
4586                }
4587                SceneNode::Arc {
4588                    rect,
4589                    start_angle,
4590                    sweep_angle,
4591                    stroke_width,
4592                    color,
4593                    cap,
4594                } => {
4595                    flush_if_prim_changed!("arc", &self.arcs);
4596                    let (ndc, sin_cos) = rect_to_instance_ndc(
4597                        *rect,
4598                        current_transform,
4599                        current_target_size.0,
4600                        current_target_size.1,
4601                    );
4602                    let pad_px = *stroke_width * 0.5 + 2.0;
4603                    let pad = (pad_px / current_target_size.0) * 2.0;
4604                    let cap_val = match cap {
4605                        StrokeCap::Butt => 0.0,
4606                        StrokeCap::Round => 1.0,
4607                        StrokeCap::Square => 2.0,
4608                    };
4609                    batch.arcs.push(ArcInstance {
4610                        xywh: ndc,
4611                        start_angle: *start_angle,
4612                        sweep_angle: *sweep_angle,
4613                        stroke: *stroke_width,
4614                        pad,
4615                        color: color.to_linear(),
4616                        sin_cos,
4617                        cap: cap_val,
4618                    });
4619                }
4620                SceneNode::Text {
4621                    rect,
4622                    text,
4623                    color,
4624                    size,
4625                    font_family,
4626                    text_align: _,
4627                    font_weight,
4628                    font_style,
4629                    text_decoration,
4630                    letter_spacing,
4631                    line_height: _,
4632                    extra_style,
4633                    url: _,
4634                    font_variation_settings,
4635                } => {
4636                    flush_batch!(); // flush any prior primitives
4637
4638                    let px = *size;
4639                    let lh_ratio = rect.h / px;
4640                    let fw = font_weight.0;
4641                    let fs = if *font_style == FontStyle::Italic {
4642                        1
4643                    } else {
4644                        0
4645                    };
4646                    let shaped = repose_text::shape_line(
4647                        text.as_ref(),
4648                        px,
4649                        lh_ratio,
4650                        *font_family,
4651                        fw,
4652                        fs,
4653                        *letter_spacing,
4654                        font_variation_settings.as_deref(),
4655                    );
4656                    let baseline_y = shaped.first().map(|g| rect.y + g.y);
4657
4658                    let cos_a = current_transform.rotate.cos();
4659                    let sin_a = current_transform.rotate.sin();
4660                    let has_rotation = current_transform.rotate != 0.0;
4661
4662                    // For rotated text, the pivot is the center of the text rect.
4663                    let pivot_x = rect.x + rect.w * 0.5;
4664                    let pivot_y = rect.y + rect.h * 0.5;
4665
4666                    // Helper: compute NDC for a glyph rect, handling rotation correctly.
4667                    let make_glyph_instance =
4668                        |gx: f32, gy: f32, gw: f32, gh: f32| -> ([f32; 4], [f32; 2]) {
4669                            if has_rotation {
4670                                let corners =
4671                                    [(gx, gy), (gx + gw, gy), (gx + gw, gy + gh), (gx, gy + gh)];
4672                                let mut min_x = f32::MAX;
4673                                let mut max_x = f32::MIN;
4674                                let mut min_y = f32::MAX;
4675                                let mut max_y = f32::MIN;
4676                                for &(x, y) in &corners {
4677                                    let dx = x - pivot_x;
4678                                    let dy = y - pivot_y;
4679                                    let rx = pivot_x + dx * cos_a - dy * sin_a;
4680                                    let ry = pivot_y + dx * sin_a + dy * cos_a;
4681                                    min_x = min_x.min(rx);
4682                                    max_x = max_x.max(rx);
4683                                    min_y = min_y.min(ry);
4684                                    max_y = max_y.max(ry);
4685                                }
4686                                let bb_w = max_x - min_x;
4687                                let bb_h = max_y - min_y;
4688                                let ndc_tl = to_ndc(
4689                                    min_x,
4690                                    min_y,
4691                                    bb_w,
4692                                    bb_h,
4693                                    current_target_size.0,
4694                                    current_target_size.1,
4695                                );
4696                                let ndc = [
4697                                    ndc_tl[0] + ndc_tl[2] * 0.5,
4698                                    ndc_tl[1] + ndc_tl[3] * 0.5,
4699                                    ndc_tl[2],
4700                                    ndc_tl[3],
4701                                ];
4702                                (ndc, [cos_a, sin_a])
4703                            } else {
4704                                // Only safe at 1:1 scale (no zoom animations active).
4705                                let (sx, sy) = if current_transform.scale_x == 1.0
4706                                    && current_transform.scale_y == 1.0
4707                                {
4708                                    (gx.round(), gy.round())
4709                                } else {
4710                                    (gx, gy)
4711                                };
4712                                rect_to_instance_ndc(
4713                                    repose_core::Rect {
4714                                        x: sx,
4715                                        y: sy,
4716                                        w: gw,
4717                                        h: gh,
4718                                    },
4719                                    current_transform,
4720                                    current_target_size.0,
4721                                    current_target_size.1,
4722                                )
4723                            }
4724                        };
4725
4726                    let baseline_shift_y: f32 = px * extra_style.baseline_shift.0;
4727
4728                    let (
4729                        is_stroke,
4730                        stroke_width,
4731                        stroke_cap,
4732                        stroke_join,
4733                        stroke_miter,
4734                        stroke_path_effect,
4735                    ) = match &extra_style.draw_style {
4736                        repose_core::DrawStyle::Stroke {
4737                            width,
4738                            cap,
4739                            join,
4740                            miter,
4741                            path_effect,
4742                        } => (true, *width, *cap, *join, *miter, path_effect.clone()),
4743                        _ => (
4744                            false,
4745                            0.0,
4746                            repose_core::StrokeCap::Butt,
4747                            repose_core::StrokeJoin::Miter,
4748                            4.0,
4749                            None,
4750                        ),
4751                    };
4752                    let stroke_tess_key = if is_stroke {
4753                        Some(slug::StrokeTessKey::new(
4754                            stroke_width,
4755                            stroke_cap,
4756                            stroke_join,
4757                            stroke_miter,
4758                            &stroke_path_effect,
4759                        ))
4760                    } else {
4761                        None
4762                    };
4763
4764                    for sg in shaped {
4765                        let gx = rect.x + sg.x + sg.bearing_x;
4766                        let gy = rect.y + sg.y - sg.bearing_y + baseline_shift_y;
4767
4768                        // Vector glyph path: tessellated geometry with MSAA.
4769                        if self.slug_enabled {
4770                            let ck = repose_text::lookup_cache_key(sg.key, sg.px);
4771                            if let Some(ref ck) = ck {
4772                                // Check if cached.
4773                                let need_tessellate = self.slug_cache.get(ck).is_none_or(|g| {
4774                                    if is_stroke {
4775                                        let key = stroke_tess_key.as_ref().unwrap();
4776                                        !g.stroke_variants.contains_key(key)
4777                                    } else {
4778                                        g.fill_vertices.is_none()
4779                                    }
4780                                });
4781                                if need_tessellate {
4782                                    if let Some((ck2, commands)) =
4783                                        repose_text::lookup_and_extract_outline(sg.key, sg.px)
4784                                    {
4785                                        let font_size_px = f32::from_bits(ck2.font_size_bits);
4786                                        if is_stroke {
4787                                            self.slug_cache.get_or_insert_stroke(
4788                                                ck2,
4789                                                font_size_px,
4790                                                &commands,
4791                                                stroke_width,
4792                                                stroke_cap,
4793                                                stroke_join,
4794                                                stroke_miter,
4795                                                &stroke_path_effect,
4796                                            );
4797                                        } else {
4798                                            self.slug_cache.get_or_insert(
4799                                                ck2,
4800                                                font_size_px,
4801                                                &commands,
4802                                            );
4803                                        }
4804                                    }
4805                                } else {
4806                                    self.slug_cache.touch(ck);
4807                                }
4808                            }
4809                            if let Some(entry) = ck.as_ref().and_then(|ck| self.slug_cache.get(ck))
4810                            {
4811                                let ox = rect.x + sg.x;
4812                                let oy = rect.y + sg.y + baseline_shift_y;
4813                                let scx = current_transform.scale_x;
4814                                let scy = current_transform.scale_y;
4815                                let ttx = current_transform.translate_x;
4816                                let tty = current_transform.translate_y;
4817
4818                                let tf = |x: f32, y: f32| -> (f32, f32) {
4819                                    if has_rotation {
4820                                        let dx = x - pivot_x;
4821                                        let dy = y - pivot_y;
4822                                        let rx = pivot_x + dx * cos_a - dy * sin_a;
4823                                        let ry = pivot_y + dx * sin_a + dy * cos_a;
4824                                        (rx, ry)
4825                                    } else {
4826                                        (x * scx + ttx, y * scy + tty)
4827                                    }
4828                                };
4829
4830                                let tw = current_target_size.0;
4831                                let th = current_target_size.1;
4832
4833                                let verts = if is_stroke {
4834                                    let key = stroke_tess_key.as_ref().unwrap();
4835                                    entry
4836                                        .stroke_variants
4837                                        .get(key)
4838                                        .map(|v| v.as_slice())
4839                                        .unwrap_or(&[])
4840                                } else {
4841                                    entry.fill_vertices.as_deref().unwrap_or(&[])
4842                                };
4843
4844                                for &v in verts {
4845                                    let (sx, sy) = tf(ox + v[0] * px, oy - v[1] * px);
4846                                    let ndc_x = sx / tw * 2.0 - 1.0;
4847                                    let ndc_y = -(sy / th) * 2.0 + 1.0;
4848                                    slug_verts_local.push(slug::TessVertex {
4849                                        ndc_pos: [ndc_x, ndc_y],
4850                                        color: color.to_linear(),
4851                                    });
4852                                }
4853
4854                                if is_stroke {
4855                                    // Stroke glyphs cannot use atlas fallback...
4856                                    continue;
4857                                }
4858                                continue;
4859                            }
4860                        }
4861
4862                        // Don't use atlas fallback for strokes too
4863                        if is_stroke {
4864                            continue;
4865                        }
4866
4867                        // Atlas fallback: color emoji + failed slug extraction
4868                        if let Some(info) = self.upload_glyph_color(sg.key, sg.px) {
4869                            let (ndc, sin_cos) = make_glyph_instance(gx, gy, info.w, info.h);
4870                            batch.colors.push(GlyphInstance {
4871                                xywh: ndc,
4872                                uv: [info.u0, info.v1, info.u1, info.v0],
4873                                color: color.to_linear(),
4874                                sin_cos,
4875                            });
4876                        } else if let Some(info) = self.upload_glyph_mask(sg.key, sg.px) {
4877                            let (ndc, sin_cos) = make_glyph_instance(gx, gy, info.w, info.h);
4878                            batch.masks.push(GlyphInstance {
4879                                xywh: ndc,
4880                                uv: [info.u0, info.v1, info.u1, info.v0],
4881                                color: color.to_linear(),
4882                                sin_cos,
4883                            });
4884                        }
4885                    }
4886
4887                    // Upload slug vertices if any
4888                    if !slug_verts_local.is_empty() {
4889                        let bytes = bytemuck::cast_slice(&slug_verts_local);
4890                        self.slug_ring.grow_to_fit(&self.device, bytes.len() as u64);
4891                        let (off, _) = self.slug_ring.alloc_write(&self.queue, bytes);
4892                        current_pass.cmds.push(Cmd::GlyphsVector {
4893                            off,
4894                            cnt: slug_verts_local.len() as u32,
4895                        });
4896                        slug_verts_local.clear();
4897                    }
4898
4899                    // Text decoration: underline / strikethrough
4900                    if (text_decoration.underline || text_decoration.strikethrough)
4901                        && let Some(baseline_y) = baseline_y
4902                    {
4903                        flush_batch!();
4904                        current_prim = Some("rect");
4905                        let deco_color = text_decoration.color.unwrap_or(*color);
4906                        let thickness = (px * 0.07).max(1.0);
4907
4908                        if text_decoration.underline {
4909                            let dy = baseline_y + px * 0.1;
4910                            let (ndc, sin_cos) = rect_to_instance_ndc(
4911                                repose_core::Rect {
4912                                    x: rect.x,
4913                                    y: dy,
4914                                    w: rect.w,
4915                                    h: thickness,
4916                                },
4917                                current_transform,
4918                                current_target_size.0,
4919                                current_target_size.1,
4920                            );
4921                            batch.rects.push(RectInstance {
4922                                xywh: ndc,
4923                                radii: [0.0; 4],
4924                                brush_type: 0,
4925                                _pad: [0.0; 3],
4926                                color0: deco_color.to_linear(),
4927                                color1: [0.0; 4],
4928                                grad_start: [0.0; 2],
4929                                grad_end: [0.0; 2],
4930                                sin_cos,
4931                            });
4932                        }
4933                        if text_decoration.strikethrough {
4934                            let sy = baseline_y - px * 0.3;
4935                            let (ndc, sin_cos) = rect_to_instance_ndc(
4936                                repose_core::Rect {
4937                                    x: rect.x,
4938                                    y: sy,
4939                                    w: rect.w,
4940                                    h: thickness,
4941                                },
4942                                current_transform,
4943                                current_target_size.0,
4944                                current_target_size.1,
4945                            );
4946                            batch.rects.push(RectInstance {
4947                                xywh: ndc,
4948                                radii: [0.0; 4],
4949                                brush_type: 0,
4950                                _pad: [0.0; 3],
4951                                color0: deco_color.to_linear(),
4952                                color1: [0.0; 4],
4953                                grad_start: [0.0; 2],
4954                                grad_end: [0.0; 2],
4955                                sin_cos,
4956                            });
4957                        }
4958                    }
4959                }
4960                SceneNode::Image {
4961                    rect,
4962                    handle,
4963                    tint,
4964                    fit,
4965                } => {
4966                    flush_batch!();
4967
4968                    // Update usage timestamp for eviction, lazily re-uploading
4969                    // evicted RGBA images from their retained source.
4970                    let (img_w, img_h, is_nv12) = match self.resolve_image_for_draw(*handle) {
4971                        Some(wh) => wh,
4972                        None => {
4973                            log::warn!("Image handle {} not found", handle);
4974                            continue;
4975                        }
4976                    };
4977
4978                    let src_w = img_w as f32;
4979                    let src_h = img_h as f32;
4980
4981                    let dst_w = rect.w.max(0.0);
4982                    let dst_h = rect.h.max(0.0);
4983                    if dst_w <= 0.0 || dst_h <= 0.0 {
4984                        continue;
4985                    }
4986
4987                    let (draw_rect, uv_rect) = match fit {
4988                        repose_core::view::ImageFit::Contain => {
4989                            let scale = (dst_w / src_w).min(dst_h / src_h);
4990                            let w = src_w * scale;
4991                            let h = src_h * scale;
4992                            (
4993                                repose_core::Rect {
4994                                    x: rect.x + (dst_w - w) * 0.5,
4995                                    y: rect.y + (dst_h - h) * 0.5,
4996                                    w,
4997                                    h,
4998                                },
4999                                [0.0, 1.0, 1.0, 0.0],
5000                            )
5001                        }
5002                        repose_core::view::ImageFit::Cover => {
5003                            let scale = (dst_w / src_w).max(dst_h / src_h);
5004                            let content_w = src_w * scale;
5005                            let content_h = src_h * scale;
5006                            let overflow_x = (content_w - dst_w) * 0.5;
5007                            let overflow_y = (content_h - dst_h) * 0.5;
5008                            let u0 = (overflow_x / content_w).clamp(0.0, 1.0);
5009                            let v0 = (overflow_y / content_h).clamp(0.0, 1.0);
5010                            let u1 = ((overflow_x + dst_w) / content_w).clamp(0.0, 1.0);
5011                            let v1 = ((overflow_y + dst_h) / content_h).clamp(0.0, 1.0);
5012                            (*rect, [u0, 1.0 - v0, u1, 1.0 - v1])
5013                        }
5014                        repose_core::view::ImageFit::FitWidth => {
5015                            let scale = dst_w / src_w;
5016                            (
5017                                repose_core::Rect {
5018                                    x: rect.x,
5019                                    y: rect.y + (dst_h - src_h * scale) * 0.5,
5020                                    w: dst_w,
5021                                    h: src_h * scale,
5022                                },
5023                                [0.0, 1.0, 1.0, 0.0],
5024                            )
5025                        }
5026                        repose_core::view::ImageFit::FitHeight => {
5027                            let scale = dst_h / src_h;
5028                            (
5029                                repose_core::Rect {
5030                                    x: rect.x + (dst_w - src_w * scale) * 0.5,
5031                                    y: rect.y,
5032                                    w: src_w * scale,
5033                                    h: dst_h,
5034                                },
5035                                [0.0, 1.0, 1.0, 0.0],
5036                            )
5037                        }
5038                        repose_core::view::ImageFit::FillBounds => (*rect, [0.0, 1.0, 1.0, 0.0]),
5039                        repose_core::view::ImageFit::Inside => {
5040                            let scale = (dst_w / src_w).min(dst_h / src_h).min(1.0);
5041                            let w = src_w * scale;
5042                            let h = src_h * scale;
5043                            (
5044                                repose_core::Rect {
5045                                    x: rect.x + (dst_w - w) * 0.5,
5046                                    y: rect.y + (dst_h - h) * 0.5,
5047                                    w,
5048                                    h,
5049                                },
5050                                [0.0, 1.0, 1.0, 0.0],
5051                            )
5052                        }
5053                        repose_core::view::ImageFit::None => {
5054                            (
5055                                repose_core::Rect {
5056                                    x: rect.x,
5057                                    y: rect.y,
5058                                    w: src_w.min(dst_w),
5059                                    h: src_h.min(dst_h),
5060                                },
5061                                // If larger than dst, crop top-left of source:
5062                                [
5063                                    0.0,
5064                                    1.0,
5065                                    (dst_w / src_w).min(1.0),
5066                                    1.0 - (dst_h / src_h).min(1.0),
5067                                ],
5068                            )
5069                        }
5070                        _ => continue,
5071                    };
5072
5073                    let (ndc_center, sin_cos) = rect_to_instance_ndc(
5074                        draw_rect,
5075                        current_transform,
5076                        current_target_size.0,
5077                        current_target_size.1,
5078                    );
5079
5080                    if is_nv12 {
5081                        let uv_x_offset = if let Some(ImageTex::Nv12 { w, color_info, .. }) =
5082                            self.images.get(handle)
5083                        {
5084                            match color_info.chroma_siting {
5085                                ChromaSiting::Center | ChromaSiting::TopLeft => 0.0,
5086                                ChromaSiting::Left => -1.0 / *w as f32,
5087                            }
5088                        } else {
5089                            0.0
5090                        };
5091
5092                        let inst = Nv12Instance {
5093                            xywh: ndc_center,
5094                            uv: uv_rect,
5095                            color: tint.to_linear(),
5096                            uv_x_offset,
5097                            sin_cos,
5098                            _pad: [0.0],
5099                        };
5100                        if let Some((off, _)) = self.nv12.upload(&self.device, &self.queue, &[inst])
5101                        {
5102                            current_pass.cmds.push(Cmd::ImageNv12 {
5103                                off,
5104                                cnt: 1,
5105                                handle: *handle,
5106                            });
5107                        }
5108                    } else {
5109                        // RGBA uses GlyphInstance struct (reused pipeline)
5110                        let inst = GlyphInstance {
5111                            xywh: ndc_center,
5112                            uv: uv_rect,
5113                            color: tint.to_linear(),
5114                            sin_cos,
5115                        };
5116                        if let Some((off, _)) =
5117                            self.glyph_color.upload(&self.device, &self.queue, &[inst])
5118                        {
5119                            current_pass.cmds.push(Cmd::ImageRgba {
5120                                off,
5121                                cnt: 1,
5122                                handle: *handle,
5123                            });
5124                        }
5125                    }
5126                }
5127                SceneNode::PushClip { rect, radius, op } => {
5128                    flush_batch!(); // flush content before entering clip
5129
5130                    let is_diff = matches!(op, repose_core::ClipOp::Difference);
5131
5132                    let t_identity = Transform::identity();
5133                    let current_transform = transform_stack.last().unwrap_or(&t_identity);
5134                    let transformed = current_transform.apply_to_rect(*rect);
5135
5136                    let top = scissor_stack.last().copied().unwrap_or(root_clip_rect);
5137                    let next_scissor = if is_diff {
5138                        top
5139                    } else {
5140                        intersect(top, transformed)
5141                    };
5142                    scissor_stack.push(next_scissor);
5143                    let scissor = to_scissor(
5144                        &next_scissor,
5145                        current_target_size.0 as u32,
5146                        current_target_size.1 as u32,
5147                    );
5148
5149                    let clip_ndc_tl = to_ndc(
5150                        transformed.x,
5151                        transformed.y,
5152                        transformed.w,
5153                        transformed.h,
5154                        current_target_size.0,
5155                        current_target_size.1,
5156                    );
5157                    let inst = ClipInstance {
5158                        xywh: [
5159                            clip_ndc_tl[0] + clip_ndc_tl[2] * 0.5,
5160                            clip_ndc_tl[1] + clip_ndc_tl[3] * 0.5,
5161                            clip_ndc_tl[2],
5162                            clip_ndc_tl[3],
5163                        ],
5164                        radii: *radius,
5165                        sin_cos: [1.0, 0.0],
5166                    };
5167                    let bytes = bytemuck::bytes_of(&inst);
5168                    self.clip_ring.grow_to_fit(&self.device, bytes.len() as u64);
5169                    let (off, _) = self.clip_ring.alloc_write(&self.queue, bytes);
5170
5171                    let rounded = radius.iter().any(|&r| r > 0.5);
5172
5173                    current_pass.cmds.push(Cmd::ClipPush {
5174                        off,
5175                        cnt: 1,
5176                        scissor,
5177                        difference: is_diff,
5178                        rounded,
5179                    });
5180                    clip_cmd_stack.push((off, 1, is_diff));
5181                }
5182                SceneNode::PopClip => {
5183                    flush_batch!();
5184
5185                    if !scissor_stack.is_empty() {
5186                        scissor_stack.pop();
5187                    } else {
5188                        log::warn!("PopClip with empty stack");
5189                    }
5190
5191                    let top = scissor_stack.last().copied().unwrap_or(root_clip_rect);
5192                    let scissor = to_scissor(
5193                        &top,
5194                        current_target_size.0 as u32,
5195                        current_target_size.1 as u32,
5196                    );
5197                    let (off, cnt, difference) = clip_cmd_stack.pop().unwrap_or((0, 0, false));
5198                    current_pass.cmds.push(Cmd::ClipPop {
5199                        off,
5200                        cnt,
5201                        scissor,
5202                        difference,
5203                    });
5204                }
5205                SceneNode::Shadow {
5206                    rect,
5207                    radius,
5208                    elevation: _,
5209                    color,
5210                } => {
5211                    flush_if_prim_changed!("rect", &self.rects);
5212                    let (ndc, sin_cos) = rect_to_instance_ndc(
5213                        *rect,
5214                        current_transform,
5215                        current_target_size.0,
5216                        current_target_size.1,
5217                    );
5218                    let (brush_type, color0, _color1, _grad_start, _grad_end) =
5219                        brush_to_instance_fields(&Brush::Solid(*color));
5220                    batch.rects.push(RectInstance {
5221                        xywh: ndc,
5222                        radii: *radius,
5223                        brush_type,
5224                        _pad: [0.0; 3],
5225                        color0,
5226                        color1: [0.0; 4],
5227                        grad_start: [0.0; 2],
5228                        grad_end: [0.0; 2],
5229                        sin_cos,
5230                    });
5231                }
5232                SceneNode::PushTransform { transform } => {
5233                    flush_batch!(); // flush before transform change
5234                    let combined = current_transform.combine(transform);
5235                    transform_stack.push(combined);
5236                }
5237                SceneNode::PopTransform => {
5238                    flush_batch!(); // flush before transform change
5239                    transform_stack.pop();
5240                }
5241                SceneNode::BeginLayer {
5242                    rect,
5243                    layer_id,
5244                    alpha,
5245                    blur_radius_x,
5246                    blur_radius_y,
5247                    rectangle_edge: _,
5248                } => {
5249                    flush_batch!();
5250                    // Layer rect is already snapped to whole pixels in layout;
5251                    // round() keeps any bypass of that snap consistent.
5252                    let w = (rect.w.round().max(1.0)) as u32;
5253                    let h = (rect.h.round().max(1.0)) as u32;
5254                    saved_scissor_stack =
5255                        std::mem::replace(&mut scissor_stack, Vec::with_capacity(8));
5256                    saved_root_clip_rect = std::mem::replace(
5257                        &mut root_clip_rect,
5258                        repose_core::Rect {
5259                            x: 0.0,
5260                            y: 0.0,
5261                            w: w as f32,
5262                            h: h as f32,
5263                        },
5264                    );
5265                    scissor_stack.push(root_clip_rect);
5266                    // Close out the current pass, start a new one for the layer.
5267                    let prev_target = current_pass.target;
5268                    let prev_scissor = current_pass.initial_scissor;
5269                    let saved = std::mem::replace(
5270                        &mut current_pass,
5271                        Pass {
5272                            target: PassTarget::Layer(*layer_id),
5273                            initial_scissor: (0, 0, w, h),
5274                            clear_color: Some([0.0, 0.0, 0.0, 0.0]),
5275                            cmds: Vec::new(),
5276                        },
5277                    );
5278                    passes.push(saved);
5279                    target_stack.push(prev_target);
5280                    let _ = prev_scissor; // initial_scissor of resumed pass is restored at EndLayer
5281                    // Get or create the layer's offscreen texture now so that
5282                    // subsequent scissor ops / draws have a valid target.
5283                    self.get_or_create_layer(*layer_id, w, h, *rect);
5284                    current_target_size = (w as f32, h as f32);
5285                    layer_alphas.push((*layer_id, *alpha, current_pass.initial_scissor));
5286                    // Store blur info for post-processing after EndLayer
5287                    if *blur_radius_x > 0.0 || *blur_radius_y > 0.0 {
5288                        layer_blurs.push((*layer_id, *blur_radius_x, *blur_radius_y));
5289                    }
5290                }
5291                SceneNode::EndLayer { layer_id } => {
5292                    flush_batch!();
5293                    scissor_stack = std::mem::replace(&mut saved_scissor_stack, Vec::new());
5294                    root_clip_rect = saved_root_clip_rect;
5295                    // Finish the layer's pass, start a new one on the previous target.
5296                    let saved = std::mem::replace(
5297                        &mut current_pass,
5298                        Pass {
5299                            target: target_stack.pop().unwrap_or(PassTarget::Surface),
5300                            initial_scissor: (0, 0, self.output_width, self.output_height),
5301                            clear_color: None, // LoadOp::Load - don't wipe earlier surface content
5302                            cmds: Vec::new(),
5303                        },
5304                    );
5305                    passes.push(saved);
5306                    current_target_size = (fb_w, fb_h);
5307                    // Issue a composite quad for the just-finished layer in the new pass.
5308                    if let Some((_, layer_alpha, _)) = layer_alphas
5309                        .iter()
5310                        .find(|(id, _, _)| id == layer_id)
5311                        .copied()
5312                    {
5313                        let layer = self.layer_pool.get(layer_id).expect("layer target");
5314                        let ndc_tl = to_ndc(
5315                            layer.rect_px.0,
5316                            layer.rect_px.1,
5317                            layer.rect_px.2,
5318                            layer.rect_px.3,
5319                            fb_w,
5320                            fb_h,
5321                        );
5322                        let uv_u1 = layer.rect_px.2 / layer.width.max(1) as f32;
5323                        let uv_v1 = layer.rect_px.3 / layer.height.max(1) as f32;
5324                        // Check if this layer needs content blur
5325                        let blur_px_val = layer_blurs
5326                            .iter()
5327                            .find(|(id, _, _)| id == layer_id)
5328                            .map(|(_, bx, by)| (*bx, *by));
5329                        if let Some((blur_x, blur_y)) =
5330                            blur_px_val.filter(|(bx, by)| *bx > 0.0 || *by > 0.0)
5331                        {
5332                            // Content blur: draw blurred version using the blur_content pipeline
5333                            let bw_uv = (blur_x * 1.5) / layer.width.max(1) as f32;
5334                            let bh_uv = (blur_y * 1.5) / layer.height.max(1) as f32;
5335                            let inst = BlurInstance {
5336                                xywh: [
5337                                    ndc_tl[0] + ndc_tl[2] * 0.5,
5338                                    ndc_tl[1] + ndc_tl[3] * 0.5,
5339                                    ndc_tl[2],
5340                                    ndc_tl[3],
5341                                ],
5342                                uv: [0.0, 0.0, uv_u1, uv_v1],
5343                                color: [1.0, 1.0, 1.0, layer_alpha],
5344                                blur_uv: [bw_uv, bh_uv],
5345                                sin_cos: [1.0, 0.0],
5346                            };
5347                            self.blur_ring.grow_to_fit(
5348                                &self.device,
5349                                std::mem::size_of::<BlurInstance>() as u64,
5350                            );
5351                            let bytes = bytemuck::bytes_of(&inst);
5352                            let (off, _) = self.blur_ring.alloc_write(&self.queue, bytes);
5353                            current_pass.cmds.push(Cmd::CompositeBlur {
5354                                off,
5355                                cnt: 1,
5356                                layer_id: *layer_id,
5357                            });
5358                        } else {
5359                            // Normal sharp composite
5360                            let inst = GlyphInstance {
5361                                xywh: [
5362                                    ndc_tl[0] + ndc_tl[2] * 0.5,
5363                                    ndc_tl[1] + ndc_tl[3] * 0.5,
5364                                    ndc_tl[2],
5365                                    ndc_tl[3],
5366                                ],
5367                                uv: [0.0, uv_v1, uv_u1, 0.0],
5368                                color: [1.0, 1.0, 1.0, layer_alpha],
5369                                sin_cos: [1.0, 0.0],
5370                            };
5371                            if let Some((off, cnt)) =
5372                                self.glyph_color.upload(&self.device, &self.queue, &[inst])
5373                            {
5374                                current_pass.cmds.push(Cmd::CompositeLayer {
5375                                    off,
5376                                    cnt,
5377                                    layer_id: *layer_id,
5378                                });
5379                            }
5380                        }
5381                    }
5382                }
5383                SceneNode::CompositeShadow {
5384                    layer_id,
5385                    blur_px,
5386                    offset_px,
5387                    color,
5388                } => {
5389                    flush_batch!();
5390                    if let Some(layer) = self.layer_pool.get(layer_id).cloned() {
5391                        // Shadow rect = layer rect + offset.
5392                        let sx = layer.rect_px.0 + offset_px.0;
5393                        let sy = layer.rect_px.1 + offset_px.1;
5394                        let sw = layer.rect_px.2;
5395                        let sh = layer.rect_px.3;
5396                        // The blur in UV space is 1.5 * blur_px / texture_size
5397                        // (the 1.5 matches the 3x3 Gaussian span).
5398                        let bw_uv = (blur_px * 1.5) / layer.width.max(1) as f32;
5399                        let bh_uv = (blur_px * 1.5) / layer.height.max(1) as f32;
5400                        let shadow_u1 = layer.rect_px.2 / layer.width.max(1) as f32;
5401                        let shadow_v1 = layer.rect_px.3 / layer.height.max(1) as f32;
5402                        let ndc_tl = to_ndc(sx, sy, sw, sh, fb_w, fb_h);
5403                        let inst = BlurInstance {
5404                            xywh: [
5405                                ndc_tl[0] + ndc_tl[2] * 0.5,
5406                                ndc_tl[1] + ndc_tl[3] * 0.5,
5407                                ndc_tl[2],
5408                                ndc_tl[3],
5409                            ],
5410                            uv: [0.0, 0.0, shadow_u1, shadow_v1],
5411                            color: [
5412                                color.0 as f32 / 255.0,
5413                                color.1 as f32 / 255.0,
5414                                color.2 as f32 / 255.0,
5415                                color.3 as f32 / 255.0,
5416                            ],
5417                            blur_uv: [bw_uv, bh_uv],
5418                            sin_cos: [1.0, 0.0],
5419                        };
5420                        self.blur_ring
5421                            .grow_to_fit(&self.device, std::mem::size_of::<BlurInstance>() as u64);
5422                        let bytes = bytemuck::bytes_of(&inst);
5423                        let (off, _) = self.blur_ring.alloc_write(&self.queue, bytes);
5424                        current_pass.cmds.push(Cmd::CompositeShadow {
5425                            off,
5426                            cnt: 1,
5427                            layer_id: *layer_id,
5428                        });
5429                    }
5430                }
5431                SceneNode::VectorMesh {
5432                    mesh,
5433                    transform,
5434                    paint,
5435                    clip: _,
5436                    blend: _,
5437                } => {
5438                    flush_batch!();
5439                    let t_identity = Transform::identity();
5440                    let current_transform = transform_stack.last().unwrap_or(&t_identity);
5441                    self.emit_vector_mesh(
5442                        current_transform,
5443                        mesh,
5444                        *transform,
5445                        paint,
5446                        &mut current_pass.cmds,
5447                    );
5448                }
5449                SceneNode::VectorOverlay { meshes } => {
5450                    flush_batch!();
5451                    for m in meshes.iter() {
5452                        let (voff, vcnt, ioff, icnt) = self.upload_mesh_geometry(m);
5453                        let uoff = self.alloc_mesh_uniform(MeshUniform::identity());
5454                        current_pass.cmds.push(Cmd::VectorOverlay {
5455                            voff,
5456                            vcnt,
5457                            ioff,
5458                            icnt,
5459                            uoff,
5460                        });
5461                    }
5462                }
5463                SceneNode::PushVectorClip { mesh } => {
5464                    flush_batch!();
5465                    let t_identity = Transform::identity();
5466                    let current_transform = transform_stack.last().unwrap_or(&t_identity);
5467                    let affine =
5468                        combine_mesh_affine(current_transform, [1.0, 0.0, 0.0, 1.0, 0.0, 0.0]);
5469                    let aabb = mesh_aabb(mesh, affine);
5470                    let top = scissor_stack.last().copied().unwrap_or(root_clip_rect);
5471                    let next = intersect(top, aabb);
5472                    scissor_stack.push(next);
5473                    let scissor = to_scissor(
5474                        &next,
5475                        current_target_size.0 as u32,
5476                        current_target_size.1 as u32,
5477                    );
5478                    let (voff, vcnt, ioff, icnt) = self.upload_mesh_geometry(mesh);
5479                    let uoff = self.alloc_mesh_uniform(mesh_uniform_from_paint(
5480                        affine,
5481                        &repose_core::PaintDesc::Solid,
5482                    ));
5483                    current_pass.cmds.push(Cmd::VectorClipPush {
5484                        voff,
5485                        vcnt,
5486                        ioff,
5487                        icnt,
5488                        uoff,
5489                        scissor,
5490                    });
5491                    self.mesh_clip_stack.push((voff, vcnt, ioff, icnt, uoff));
5492                }
5493                SceneNode::PopVectorClip => {
5494                    flush_batch!();
5495                    if !scissor_stack.is_empty() {
5496                        scissor_stack.pop();
5497                    } else {
5498                        log::warn!("PopVectorClip with empty scissor stack");
5499                    }
5500                    if let Some((voff, vcnt, ioff, icnt, uoff)) = self.mesh_clip_stack.pop() {
5501                        let top = scissor_stack.last().copied().unwrap_or(root_clip_rect);
5502                        let scissor = to_scissor(
5503                            &top,
5504                            current_target_size.0 as u32,
5505                            current_target_size.1 as u32,
5506                        );
5507                        current_pass.cmds.push(Cmd::VectorClipPop {
5508                            voff,
5509                            vcnt,
5510                            ioff,
5511                            icnt,
5512                            uoff,
5513                            scissor,
5514                        });
5515                    } else {
5516                        log::warn!("PopVectorClip with empty clip stack");
5517                    }
5518                }
5519                SceneNode::Callback { rect, payload } => {
5520                    flush_batch!();
5521                    let t = transform_stack
5522                        .last()
5523                        .copied()
5524                        .unwrap_or(Transform::identity());
5525                    let transformed = t.apply_to_rect(*rect);
5526                    current_pass.cmds.push(Cmd::Callback {
5527                        rect: transformed,
5528                        payload: payload.clone(),
5529                    });
5530                }
5531                _ => {}
5532            }
5533        }
5534
5535        flush_batch!();
5536
5537        {
5538            let mut seen: std::collections::HashSet<usize> = std::collections::HashSet::new();
5539            let mut prepare_list: Vec<Arc<Callback>> = Vec::new();
5540            for node in &scene.nodes {
5541                if let SceneNode::Callback { payload, .. } = node
5542                    && payload.downcast_ref::<Callback>().is_some()
5543                {
5544                    let ptr = Arc::as_ptr(payload) as *const () as usize;
5545                    if seen.insert(ptr) {
5546                        if let Ok(cb_arc) = payload.clone().downcast::<Callback>() {
5547                            prepare_list.push(cb_arc);
5548                        }
5549                    }
5550                }
5551            }
5552            if !prepare_list.is_empty() {
5553                let screen_desc = ScreenDescriptor {
5554                    size_in_pixels: [self.output_width, self.output_height],
5555                    pixels_per_point: self.pixels_per_point,
5556                    target_format: self.output_format,
5557                    sample_count: self.msaa_samples.max(1),
5558                };
5559                let mut user_cmd_bufs: Vec<wgpu::CommandBuffer> = Vec::new();
5560                for cb in &prepare_list {
5561                    user_cmd_bufs.extend(cb.0.prepare(
5562                        &self.device,
5563                        &self.queue,
5564                        encoder,
5565                        &screen_desc,
5566                        &mut self.callback_resources,
5567                    ));
5568                }
5569                for cb in &prepare_list {
5570                    user_cmd_bufs.extend(cb.0.finish_prepare(
5571                        &self.device,
5572                        &self.queue,
5573                        encoder,
5574                        &screen_desc,
5575                        &mut self.callback_resources,
5576                    ));
5577                }
5578                // NOTE: For now submit immediately via queue
5579                // so they execute before main render pass.
5580                if !user_cmd_bufs.is_empty() {
5581                    self.queue.submit(user_cmd_bufs);
5582                }
5583            }
5584        }
5585
5586        // Push the final pass.
5587        passes.push(current_pass);
5588
5589        let globals_bytes = std::mem::size_of::<Globals>() as u64;
5590        let globals_staging = self.device.create_buffer(&wgpu::BufferDescriptor {
5591            label: Some("globals staging"),
5592            size: (passes.len().max(1) as u64) * globals_bytes,
5593            usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::COPY_SRC,
5594            mapped_at_creation: false,
5595        });
5596        for (i, pass) in passes.iter().enumerate() {
5597            let (target_w, target_h) = match pass.target {
5598                PassTarget::Surface => (fb_w, fb_h),
5599                PassTarget::Layer(layer_id) => {
5600                    let lt = self.layer_pool.get(&layer_id);
5601                    (
5602                        lt.map_or(fb_w, |l| l.width as f32),
5603                        lt.map_or(fb_h, |l| l.height as f32),
5604                    )
5605                }
5606            };
5607            self.queue.write_buffer(
5608                &globals_staging,
5609                (i as u64) * globals_bytes,
5610                bytemuck::bytes_of(&make_globals(target_w, target_h)),
5611            );
5612        }
5613
5614        let bind_mask = self.atlas_bind_group_mask();
5615        let bind_color = self.atlas_bind_group_color();
5616        let mut clip_depth: u32 = 0;
5617
5618        for (pass_index, pass) in std::mem::take(&mut passes).into_iter().enumerate() {
5619            let (color_view, resolve_target, depth_stencil_view, is_layer) = match pass.target {
5620                PassTarget::Surface => {
5621                    let swap_view = target_view.clone();
5622                    let use_ws = self.working_space && self.ws_view.is_some();
5623                    let (color, resolve) = if use_ws {
5624                        let ws_view = self.ws_view.as_ref().unwrap();
5625                        if let Some(msaa_view) = &self.msaa_view {
5626                            // MSAA resolves to working-space texture
5627                            (msaa_view.clone(), Some(ws_view.clone()))
5628                        } else {
5629                            // Direct render to working-space texture
5630                            (ws_view.clone(), None)
5631                        }
5632                    } else if let Some(msaa_view) = &self.msaa_view {
5633                        (msaa_view.clone(), Some(swap_view))
5634                    } else {
5635                        (swap_view, None)
5636                    };
5637                    (color, resolve, self.depth_stencil_view.clone(), false)
5638                }
5639                PassTarget::Layer(layer_id) => {
5640                    if let Some(lt) = self.layer_pool.get(&layer_id) {
5641                        (lt.view.clone(), None, lt.depth_stencil_view.clone(), true)
5642                    } else {
5643                        log::warn!("missing layer target {layer_id}");
5644                        continue;
5645                    }
5646                }
5647            };
5648
5649            encoder.copy_buffer_to_buffer(
5650                &globals_staging,
5651                (pass_index as u64) * globals_bytes,
5652                &self.globals_buf,
5653                0,
5654                globals_bytes,
5655            );
5656
5657            if is_layer {
5658                clip_depth = 0;
5659            }
5660
5661            let (tw, th) = match pass.target {
5662                PassTarget::Surface => (self.output_width, self.output_height),
5663                PassTarget::Layer(layer_id) => self
5664                    .layer_pool
5665                    .get(&layer_id)
5666                    .map(|l| (l.width, l.height))
5667                    .unwrap_or((self.output_width, self.output_height)),
5668            };
5669            let initial_scissor = clamp_scissor(
5670                pass.initial_scissor.0,
5671                pass.initial_scissor.1,
5672                pass.initial_scissor.2,
5673                pass.initial_scissor.3,
5674                tw,
5675                th,
5676            );
5677
5678            let pipes: &Pipelines = if is_layer {
5679                &self.layer_pipes
5680            } else {
5681                &self.surface_pipes
5682            };
5683
5684            let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
5685                label: Some("pass"),
5686                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
5687                    view: &color_view,
5688                    resolve_target: resolve_target.as_ref(),
5689                    ops: wgpu::Operations {
5690                        load: match pass.clear_color {
5691                            Some(c) => wgpu::LoadOp::Clear(wgpu::Color {
5692                                r: c[0] as f64,
5693                                g: c[1] as f64,
5694                                b: c[2] as f64,
5695                                a: c[3] as f64,
5696                            }),
5697                            None => wgpu::LoadOp::Load,
5698                        },
5699                        store: wgpu::StoreOp::Store,
5700                    },
5701                    depth_slice: None,
5702                })],
5703                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
5704                    view: &depth_stencil_view,
5705                    depth_ops: None,
5706                    stencil_ops: Some(wgpu::Operations {
5707                        load: if is_layer || pass.clear_color.is_some() {
5708                            wgpu::LoadOp::Clear(0)
5709                        } else {
5710                            wgpu::LoadOp::Load
5711                        },
5712                        store: wgpu::StoreOp::Store,
5713                    }),
5714                }),
5715                timestamp_writes: None,
5716                occlusion_query_set: None,
5717                multiview_mask: None,
5718            });
5719
5720            rpass.set_bind_group(0, &self.globals_bind, &[]);
5721            rpass.set_stencil_reference(clip_depth);
5722            rpass.set_scissor_rect(
5723                initial_scissor.0,
5724                initial_scissor.1,
5725                initial_scissor.2,
5726                initial_scissor.3,
5727            );
5728
5729            macro_rules! draw_simple {
5730                ($pipeline:expr, $ring:expr, $inst:ty, $off:ident, $n:ident) => {{
5731                    rpass.set_pipeline($pipeline);
5732                    let bytes = ($n as u64) * std::mem::size_of::<$inst>() as u64;
5733                    rpass.set_vertex_buffer(0, $ring.buf.slice($off..$off + bytes));
5734                    rpass.draw(0..6, 0..$n);
5735                }};
5736            }
5737
5738            macro_rules! draw_with_bind {
5739                ($pipeline:expr, $ring:expr, $inst:ty, $bind:expr, $off:ident, $n:ident) => {{
5740                    rpass.set_pipeline($pipeline);
5741                    rpass.set_bind_group(1, $bind, &[]);
5742                    let bytes = ($n as u64) * std::mem::size_of::<$inst>() as u64;
5743                    rpass.set_vertex_buffer(0, $ring.buf.slice($off..$off + bytes));
5744                    rpass.draw(0..6, 0..$n);
5745                }};
5746            }
5747
5748            macro_rules! draw_indexed_mesh {
5749                ($pipeline:expr, $uoff:ident, $voff:ident, $vcnt:ident, $ioff:ident, $icnt:ident) => {{
5750                    rpass.set_pipeline($pipeline);
5751                    rpass.set_bind_group(1, &self.mesh_bind, &[$uoff as u32]);
5752                    let vbytes = ($vcnt as u64) * std::mem::size_of::<MeshVertex>() as u64;
5753                    rpass.set_vertex_buffer(0, self.mesh_verts.buf.slice($voff..$voff + vbytes));
5754                    let ibytes = ($icnt as u64) * std::mem::size_of::<u32>() as u64;
5755                    rpass.set_index_buffer(
5756                        self.mesh_indices.buf.slice($ioff..$ioff + ibytes),
5757                        wgpu::IndexFormat::Uint32,
5758                    );
5759                    rpass.draw_indexed(0..$icnt, 0, 0..1);
5760                }};
5761            }
5762
5763            for cmd in pass.cmds {
5764                match cmd {
5765                    Cmd::ClipPush {
5766                        off,
5767                        cnt: n,
5768                        scissor,
5769                        difference,
5770                        rounded,
5771                    } => {
5772                        let scissor =
5773                            clamp_scissor(scissor.0, scissor.1, scissor.2, scissor.3, tw, th);
5774                        rpass.set_scissor_rect(scissor.0, scissor.1, scissor.2, scissor.3);
5775                        rpass.set_stencil_reference(clip_depth);
5776
5777                        if difference {
5778                            rpass.set_pipeline(&pipes.clip_dec);
5779                        } else if self.msaa_samples > 1 && !is_layer && rounded {
5780                            rpass.set_pipeline(&pipes.clip_a2c);
5781                        } else {
5782                            rpass.set_pipeline(&pipes.clip_bin);
5783                        }
5784
5785                        let bytes = (n as u64) * std::mem::size_of::<ClipInstance>() as u64;
5786                        rpass.set_vertex_buffer(0, self.clip_ring.buf.slice(off..off + bytes));
5787                        rpass.draw(0..6, 0..n);
5788
5789                        if !difference {
5790                            clip_depth = (clip_depth + 1).min(255);
5791                            rpass.set_stencil_reference(clip_depth);
5792                        }
5793                    }
5794
5795                    Cmd::ClipPop {
5796                        off,
5797                        cnt: n,
5798                        scissor,
5799                        difference,
5800                    } => {
5801                        let scissor =
5802                            clamp_scissor(scissor.0, scissor.1, scissor.2, scissor.3, tw, th);
5803                        rpass.set_scissor_rect(scissor.0, scissor.1, scissor.2, scissor.3);
5804
5805                        if !difference && n > 0 {
5806                            rpass.set_stencil_reference(clip_depth);
5807                            rpass.set_pipeline(&pipes.clip_dec);
5808                            let bytes = (n as u64) * std::mem::size_of::<ClipInstance>() as u64;
5809                            rpass.set_vertex_buffer(0, self.clip_ring.buf.slice(off..off + bytes));
5810                            rpass.draw(0..6, 0..n);
5811                            clip_depth = clip_depth.saturating_sub(1);
5812                        } else if !difference {
5813                            clip_depth = clip_depth.saturating_sub(1);
5814                        }
5815                        rpass.set_stencil_reference(clip_depth);
5816                    }
5817
5818                    Cmd::Rect { off, cnt: n } => {
5819                        draw_simple!(&pipes.rects, self.rects.ring, RectInstance, off, n);
5820                    }
5821
5822                    Cmd::Border { off, cnt: n } => {
5823                        draw_simple!(&pipes.borders, self.borders.ring, BorderInstance, off, n);
5824                    }
5825
5826                    Cmd::GlyphsMask { off, cnt: n } => {
5827                        draw_with_bind!(
5828                            &pipes.text_mask,
5829                            self.glyph_mask.ring,
5830                            GlyphInstance,
5831                            &bind_mask,
5832                            off,
5833                            n
5834                        );
5835                    }
5836
5837                    Cmd::GlyphsColor { off, cnt: n } => {
5838                        draw_with_bind!(
5839                            &pipes.text_color,
5840                            self.glyph_color.ring,
5841                            GlyphInstance,
5842                            &bind_color,
5843                            off,
5844                            n
5845                        );
5846                    }
5847
5848                    Cmd::GlyphsVector { off, cnt: n } => {
5849                        if let Some(slug_pipe) = pipes.slug.as_ref() {
5850                            rpass.set_pipeline(slug_pipe);
5851                            let bytes = (n as u64) * std::mem::size_of::<slug::TessVertex>() as u64;
5852                            rpass.set_vertex_buffer(0, self.slug_ring.buf.slice(off..off + bytes));
5853                            rpass.draw(0..n, 0..1);
5854                        }
5855                    }
5856
5857                    Cmd::ImageRgba {
5858                        off,
5859                        cnt: n,
5860                        handle,
5861                    } => {
5862                        let bind_opt = match self.images.get(&handle) {
5863                            Some(ImageTex::Rgba { bind, .. }) => Some(bind),
5864                            Some(ImageTex::User { bind, .. }) => Some(bind),
5865                            _ => None,
5866                        };
5867                        if let Some(bind) = bind_opt {
5868                            draw_with_bind!(
5869                                &pipes.image_rgba,
5870                                self.glyph_color.ring,
5871                                GlyphInstance,
5872                                bind,
5873                                off,
5874                                n
5875                            );
5876                        }
5877                    }
5878
5879                    Cmd::ImageNv12 {
5880                        off,
5881                        cnt: n,
5882                        handle,
5883                    } => {
5884                        if let Some(ImageTex::Nv12 { bind, .. }) = self.images.get(&handle) {
5885                            draw_with_bind!(
5886                                &pipes.image_nv12,
5887                                self.nv12.ring,
5888                                Nv12Instance,
5889                                bind,
5890                                off,
5891                                n
5892                            );
5893                        }
5894                    }
5895
5896                    Cmd::Ellipse { off, cnt: n } => {
5897                        draw_simple!(&pipes.ellipses, self.ellipses.ring, EllipseInstance, off, n);
5898                    }
5899
5900                    Cmd::EllipseBorder { off, cnt: n } => {
5901                        draw_simple!(
5902                            &pipes.ellipse_borders,
5903                            self.ellipse_borders.ring,
5904                            EllipseBorderInstance,
5905                            off,
5906                            n
5907                        );
5908                    }
5909
5910                    Cmd::Arc { off, cnt: n } => {
5911                        draw_simple!(&pipes.arcs, self.arcs.ring, ArcInstance, off, n);
5912                    }
5913
5914                    Cmd::CompositeLayer {
5915                        off,
5916                        cnt: n,
5917                        layer_id,
5918                    } => {
5919                        if let Some(lt) = self.layer_pool.get(&layer_id).cloned() {
5920                            draw_with_bind!(
5921                                &pipes.image_rgba,
5922                                self.glyph_color.ring,
5923                                GlyphInstance,
5924                                &lt.bind,
5925                                off,
5926                                n
5927                            );
5928                        }
5929                    }
5930                    Cmd::CompositeShadow {
5931                        off,
5932                        cnt: n,
5933                        layer_id,
5934                    } => {
5935                        if let Some(lt) = self.layer_pool.get(&layer_id).cloned() {
5936                            draw_with_bind!(
5937                                &pipes.blur,
5938                                self.blur_ring,
5939                                BlurInstance,
5940                                &lt.bind_linear,
5941                                off,
5942                                n
5943                            );
5944                        }
5945                    }
5946                    Cmd::CompositeBlur {
5947                        off,
5948                        cnt: n,
5949                        layer_id,
5950                    } => {
5951                        if let Some(lt) = self.layer_pool.get(&layer_id).cloned() {
5952                            draw_with_bind!(
5953                                &pipes.blur_content,
5954                                self.blur_ring,
5955                                BlurInstance,
5956                                &lt.bind_linear,
5957                                off,
5958                                n
5959                            );
5960                        }
5961                    }
5962
5963                    Cmd::VectorMesh {
5964                        voff,
5965                        vcnt,
5966                        ioff,
5967                        icnt,
5968                        uoff,
5969                    } => {
5970                        draw_indexed_mesh!(&pipes.mesh, uoff, voff, vcnt, ioff, icnt);
5971                    }
5972
5973                    Cmd::VectorOverlay {
5974                        voff,
5975                        vcnt,
5976                        ioff,
5977                        icnt,
5978                        uoff,
5979                    } => {
5980                        draw_indexed_mesh!(&pipes.mesh_overlay, uoff, voff, vcnt, ioff, icnt);
5981                    }
5982
5983                    Cmd::VectorClipPush {
5984                        voff,
5985                        vcnt,
5986                        ioff,
5987                        icnt,
5988                        uoff,
5989                        scissor,
5990                    } => {
5991                        let scissor =
5992                            clamp_scissor(scissor.0, scissor.1, scissor.2, scissor.3, tw, th);
5993                        rpass.set_scissor_rect(scissor.0, scissor.1, scissor.2, scissor.3);
5994                        rpass.set_stencil_reference(clip_depth);
5995                        draw_indexed_mesh!(&pipes.mesh_clip_inc, uoff, voff, vcnt, ioff, icnt);
5996                        clip_depth = (clip_depth + 1).min(255);
5997                        rpass.set_stencil_reference(clip_depth);
5998                    }
5999
6000                    Cmd::VectorClipPop {
6001                        voff,
6002                        vcnt,
6003                        ioff,
6004                        icnt,
6005                        uoff,
6006                        scissor,
6007                    } => {
6008                        // Decrement the mask while the stencil reference is
6009                        // still at the depth it was incremented to, so the
6010                        // equal-compare fires; then step the clip depth down.
6011                        rpass.set_stencil_reference(clip_depth);
6012                        let scissor =
6013                            clamp_scissor(scissor.0, scissor.1, scissor.2, scissor.3, tw, th);
6014                        rpass.set_scissor_rect(scissor.0, scissor.1, scissor.2, scissor.3);
6015                        draw_indexed_mesh!(&pipes.mesh_clip_dec, uoff, voff, vcnt, ioff, icnt);
6016                        clip_depth = clip_depth.saturating_sub(1);
6017                        rpass.set_stencil_reference(clip_depth);
6018                    }
6019
6020                    Cmd::Callback { rect, payload } => {
6021                        if let Some(cb) = payload.downcast_ref::<Callback>() {
6022                            let vp_x = rect.x.floor().max(0.0) as f32;
6023                            let vp_y = rect.y.floor().max(0.0) as f32;
6024                            let vp_w = rect.w.ceil().max(1.0);
6025                            let vp_h = rect.h.ceil().max(1.0);
6026                            if vp_w > 0.0 && vp_h > 0.0 {
6027                                rpass.set_viewport(vp_x, vp_y, vp_w, vp_h, 0.0, 1.0);
6028                                let info = repose_core::PaintCallbackInfo {
6029                                    viewport: rect,
6030                                    clip_rect: rect,
6031                                    pixels_per_point: self.pixels_per_point,
6032                                    screen_size_px: [tw, th],
6033                                };
6034                                let rpass_static: &mut wgpu::RenderPass<'static> = unsafe {
6035                                    std::mem::transmute::<
6036                                        &mut wgpu::RenderPass<'_>,
6037                                        &mut wgpu::RenderPass<'static>,
6038                                    >(&mut rpass)
6039                                };
6040                                cb.0.paint(info, rpass_static, &self.callback_resources);
6041                                rpass.set_viewport(0.0, 0.0, tw as f32, th as f32, 0.0, 1.0);
6042                                rpass.set_bind_group(0, &self.globals_bind, &[]);
6043                                rpass.set_stencil_reference(clip_depth);
6044                            }
6045                        } else {
6046                            log::warn!("Unknown paint callback payload");
6047                        }
6048                    }
6049                }
6050            }
6051        }
6052
6053        // Display pass: linear working space -> sRGB OETF -> swapchain
6054        if self.working_space
6055            && let (Some(_ws_view), Some(ws_bind), Some(display_pipeline)) =
6056                (&self.ws_view, &self.ws_bind, &self.display_pipeline)
6057        {
6058            let swap_view = target_view.clone();
6059            let mut display_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
6060                label: Some("display transform"),
6061                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
6062                    view: &swap_view,
6063                    resolve_target: None,
6064                    ops: wgpu::Operations {
6065                        load: wgpu::LoadOp::Load,
6066                        store: wgpu::StoreOp::Store,
6067                    },
6068                    depth_slice: None,
6069                })],
6070                depth_stencil_attachment: None,
6071                timestamp_writes: None,
6072                occlusion_query_set: None,
6073                multiview_mask: None,
6074            });
6075            display_pass.set_pipeline(display_pipeline);
6076            display_pass.set_bind_group(1, ws_bind, &[]);
6077            display_pass.draw(0..3, 0..1);
6078        }
6079
6080        // Frame end maintenance: Evict unused images
6081        self.evict_unused_images();
6082    }
6083
6084    /// Render a scene into an externally-provided texture view.
6085    /// Use this when embedding Repose in a host that owns the GPU.
6086    /// The host is responsible for submitting the encoder and handling present.
6087    pub fn render_to_view(
6088        &mut self,
6089        scene: &Scene,
6090        encoder: &mut wgpu::CommandEncoder,
6091        target_view: &wgpu::TextureView,
6092        width: u32,
6093        height: u32,
6094        clear_color: Option<[f64; 4]>,
6095    ) {
6096        self.resize(width, height);
6097
6098        self.frame_index = self.frame_index.wrapping_add(1);
6099        self.slug_cache.next_frame();
6100
6101        if width == 0 || height == 0 {
6102            return;
6103        }
6104
6105        self.render_scene_to_encoder(scene, encoder, target_view, clear_color);
6106    }
6107}
6108
6109fn clamp_scissor(x: u32, y: u32, w: u32, h: u32, tw: u32, th: u32) -> (u32, u32, u32, u32) {
6110    let x = x.min(tw.saturating_sub(1));
6111    let y = y.min(th.saturating_sub(1));
6112    let w = w.min(tw.saturating_sub(x)).max(1);
6113    let h = h.min(th.saturating_sub(y)).max(1);
6114    (x, y, w, h)
6115}
6116
6117fn intersect(a: repose_core::Rect, b: repose_core::Rect) -> repose_core::Rect {
6118    let x0 = a.x.max(b.x);
6119    let y0 = a.y.max(b.y);
6120    let x1 = (a.x + a.w).min(b.x + b.w);
6121    let y1 = (a.y + a.h).min(b.y + b.h);
6122    repose_core::Rect {
6123        x: x0,
6124        y: y0,
6125        w: (x1 - x0).max(0.0),
6126        h: (y1 - y0).max(0.0),
6127    }
6128}