Merge remote-tracking branch 'origin/master' into claude/issue-50
# Conflicts: # project.cpp
This commit is contained in:
commit
f2f5a770c0
7 changed files with 311 additions and 21 deletions
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@ -72,6 +72,30 @@ std::uint32_t Font::GetLineWidth(const std::string_view text, float size) {
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return lineWidth;
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}
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std::size_t Font::NearestCursorByte(std::string_view text, float size, float target) {
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if (target <= 0.0f) return 0;
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float scale = stbtt_ScaleForPixelHeight(&font, size);
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std::size_t best = 0; // byte offset 0 → caret before the first glyph
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float bestDist = target; // |target - 0|, and target > 0 here
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float cumWidth = 0.0f;
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std::size_t i = 0;
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while (i < text.size()) {
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std::uint32_t cp = DecodeUtf8(text, i); // i advances to the next boundary
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if (cp == 0) break;
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int advance, lsb;
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stbtt_GetCodepointHMetrics(&font, static_cast<int>(cp), &advance, &lsb);
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cumWidth += (int)(advance * scale); // match GetLineWidth's per-glyph rounding
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float d = std::abs(target - cumWidth);
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if (d < bestDist) {
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bestDist = d;
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best = i; // byte offset just past this codepoint
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} else {
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break; // monotonic advance ⇒ already past the closest boundary
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}
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}
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return best;
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}
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float Font::LineHeight(float size) {
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float scale = stbtt_ScaleForPixelHeight(&font, size);
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return (ascent - descent + lineGap) * scale;
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@ -117,23 +117,12 @@ std::size_t Crafter::InputField_HitTestCursor(const InputField& f,
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Font& font, float fontSize,
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const InputFieldColors& colors)
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{
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// Single O(n) cumulative-advance pass over the value, keyed at codepoint
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// byte boundaries — matching cursorPos, which is a byte offset. The old
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// loop re-walked the prefix for every boundary (O(n^2) glyph metric
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// lookups) and could even land mid-codepoint on multibyte input.
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float target = clickX - (rect.x + colors.paddingX);
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if (target <= 0.0f) return 0;
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std::size_t best = 0;
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float bestDist = std::abs(target);
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for (std::size_t i = 1; i <= f.value.size(); ++i) {
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std::string_view sub(f.value.data(), i);
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float w = static_cast<float>(font.GetLineWidth(sub, fontSize));
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float d = std::abs(target - w);
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if (d < bestDist) {
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bestDist = d;
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best = i;
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} else {
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break;
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}
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}
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return best;
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return font.NearestCursorByte(f.value, fontSize, target);
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}
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void Crafter::DrawInputField(UIBuffer& buf, const InputField& f, Rect rect,
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@ -182,15 +182,41 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader
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const void* push, std::uint32_t pushBytes,
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std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
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if (!firstDispatchThisFrame_) {
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VkMemoryBarrier mb {
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.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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// Every UI pass read-modify-writes the same swapchain storage image
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// (later passes overdraw earlier ones), so each dispatch must observe
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// the previous dispatch's writes. The only resource the hazard touches
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// is that one image, so scope the dependency to its subresource with a
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// VkImageMemoryBarrier rather than a queue-wide VkMemoryBarrier: same
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// correctness, but only this image's shader caches are flushed —
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// unrelated buffers/images are no longer invalidated. The image stays
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// in VK_IMAGE_LAYOUT_GENERAL (bound as a storage image), so this is a
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// pure memory dependency, no layout transition.
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//
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// The execution dependency is still COMPUTE->COMPUTE over the whole
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// queue, so the passes do NOT overlap — this is a narrower cache flush
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// only. Eliminating the barriers entirely requires fusing the passes
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// into one dispatch (tracked in #47); do not attempt that here.
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VkImageMemoryBarrier ib {
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.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
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.newLayout = VK_IMAGE_LAYOUT_GENERAL,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = window_->images[window_->currentBuffer],
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = 1,
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},
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};
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vkCmdPipelineBarrier(cmd,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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0, 1, &mb, 0, nullptr, 0, nullptr);
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0, 0, nullptr, 0, nullptr, 1, &ib);
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}
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firstDispatchThisFrame_ = false;
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shader.Dispatch(cmd, push, pushBytes, gx, gy, gz);
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