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8 commits

Author SHA1 Message Date
catbot
e8f1c7cff9 Merge remote-tracking branch 'origin/master' into claude/issue-47
# Conflicts:
#	interfaces/Crafter.Graphics-UI.cppm
#	project.cpp
2026-06-16 17:09:06 +00:00
catbot
574242dd30 perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47)
Add a fifth UI compute path — DispatchFused — alongside the four
per-element Dispatch* calls. It composites quads → circles → images →
text (canonical back-to-front order) in ONE dispatch that loads the
destination image once and stores once, eliminating the per-pass
load+store and the inter-pass VkMemoryBarriers a run of consecutive
Dispatch* calls would pay. The win materialises at >= 2 non-empty
categories; an absent category is a zero-trip, push-constant-uniform
loop (~free).

The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's
exact cooperative shared-memory tile-cull + per-pixel accumulate, so a
fused category is pixel-identical to its standalone pass. Categories run
sequentially per thread and share one set of shared-memory scratch, so
the VGPR/shared high-water mark stays at the per-category level, not the
sum.

Additive and non-breaking: the per-element Dispatch* calls and the
frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own
128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four
per-category clip vec4s). To interleave a custom ui.Dispatch() between
standard passes, bracket it with two DispatchFused calls — the dispatch
boundary is the explicit, app-declared flush point.

WebGPU (Vulkan-second): DispatchFused falls back to the per-element
Dispatch* calls in canonical order — one texture/sampler per dispatch
there can't feed the bindless image phase — so the result matches; only
the load/store fusion is Vulkan-only.

HelloUI now composites its background quads, mouse circle, and label
text in a single DispatchFused. Verified rendering identical on a live
Vulkan/Wayland session.

Resolves #47

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
catbot
65c19ea84a perf(ui): gate per-pixel clip compares behind a flags bit (#50)
uiResolveScreenPixel ran four float compares against hdr.clipRectPx for
every pixel of every UI dispatch, even though the clip rect is the
full-surface default {0,0,1e9,1e9} in the overwhelmingly common case.

Reserve the high bit of the header flags word (UI_FLAG_CLIP) and have
FillHeader set it only when the clip rect is narrower than the surface
(extracted into the unit-testable UIRenderer::ClipFlags). The shader
gates the compares on the bit; the branch is push-constant-uniform so it
never diverges. When the rect covers the surface the skipped compares
could never reject an in-surface pixel, so output is pixel-identical.

Mirrored on the WebGPU/WGSL path (dom-webgpu.js) for parity. Adds the
UIClipFlag CPU test covering the gate decision.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:57:07 +00:00
catbot
256ce56f1d Merge remote-tracking branch 'origin/master' into claude/issue-46
# Conflicts:
#	shaders/ui-text.comp.glsl
2026-06-16 16:02:00 +00:00
catbot
6eb11fbf71 perf(ui): cooperative shared-memory tile culling in UI compute shaders
Each 8×8-tile workgroup previously had all 64 threads walk the entire
item list, re-reading every item from the SSBO 64× and running the
per-pixel reject for items that never touch the tile — O(tiles × N)
item loads dominated by SSBO traffic.

The workgroup now streams the item list in chunks of 64: each thread
loads one item, tests its AABB against the whole tile, and the survivors
are compacted — in original buffer order — into shared memory. Every
thread then runs the unchanged per-pixel accumulate over only those
survivors. This drops SSBO traffic ~64× (each item read once per
workgroup instead of once per pixel) and shrinks the inner loop to the
items that actually overlap the tile.

Draw order is preserved exactly: chunks run in array order and the
in-chunk compaction is a stable in-order scan, so later items still
overdraw earlier ones (no atomic-append nondeterminism). The inner loop
body is byte-for-byte the original per-pixel logic, so output is
pixel-identical — the cull only decides which items reach it. Threads
no longer early-return so every thread reaches the workgroup barriers.

Applied to ui-quads, ui-circles, ui-images and ui-text; shared helpers
(uiTileBounds / uiAabbOverlapsTile) live in ui-shared.glsl.

Resolves #46

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:45:12 +00:00
catbot
a8ed369c71 perf(shaders): drop nonuniformEXT on text font slots
fontTextureSlot/fontSamplerSlot are push constants, hence provably
dynamically uniform. Wrapping them in nonuniformEXT forced the
per-invocation divergent-descriptor path and blocked hoisting the
uniform descriptor load out of the per-pixel glyph loop.

Removing the decoration is zero correctness risk — it is purely a
read-index hint. Not applied to ui-images.comp.glsl, whose slots come
from an SSBO load the compiler cannot prove uniform.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:29:29 +00:00
1f5697326c UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
216972e73a new UI system 2026-05-01 23:35:37 +02:00