Extracted UI layout - #25289
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Added rough geometry extraction impl.
added debug system
UiMaterial rendering function now.
Shadow geometry is now resolved in prepare_shadows.
…the gradient geometry is resolved in prepare, not extraction.
… Extraction buffer types
…xt, EditableText doesn't use Text
…ng glyph layout, only do it for the ones in the current glyph layout, not the whole batch
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Objective
Extract the UI layout geometry once per node, not for each different UI content component.
Solution
Got carried away with this, possibly too much to review. To get the full benefits from the extraction system changes required rewriting the prepare systems as well. That became a massive mess and tidying it up needed even more changes. If no one has time to review to review this, and I can work out a route, I'll look into splitting it up into smaller PRs.
New
extract_layoutmodule.Has a system
extract_ui_layout. On changes it extracts all the common UI layout properties toExtractedUiNodeLayouts.Other extraction systems now only extract content and style components. They can't resolve any responsive coords or geometry as they don't have access to the layout, that has to be done in prepare now.
The text layout extraction is quite clumsy and does a lot of allocations. The gradients rendering as well.
The UI debug overlay is just outlines, so it is now queued as a single phase item.
There are gratuitous changes to batching and image handling in
prepare_uinodes. I don't know how wise they are exactly, but performance is significantly better. Some of the improvements might be redundant with bindless. Though, my (very naive) intution is that a bindless renderer might need changes to those similar to the ones here anyway.Still need to fix:
TextSection'TextColor`s don't work, they are just white.Testing
yellow this PR, main red.
frames:

queue_uinodes:

prepare_uinodes:
