Hand Android's develop frame to the compositor as a texture again

With Skia drawing pre-rotated on wgpu's Vulkan swapchain, Android no
longer needs to draw with Skia over OpenGL, which was the only reason
the develop view read its frame back through memory (TD-1).

So `unstable-wgpu-29` moves back to the common slint dependency. The
android-activity backend then builds `SkiaRenderer::default_wgpu_29`,
and `shared_gpu` loses its Android arm. The one wgpu device is handed to
Slint through `BackendSelector::require_wgpu_29` on both platforms.
`slint::android::init_with_event_listener` runs before `dr_ui::run`, so
the selector reaches the Android adapter before its window exists.
`renderer-femtovg-wgpu` stays desktop-only, since Android has no FemtoVG.

The two `#[cfg(target_os = "android")]` readbacks in `develop::render`
(the frame through `export_pixels` and the focus overlay through
`read_overlay`) are gone. `read_overlay` stays for the tests that check
what the overlay marks.

Built for arm64 and release-signed. Not yet run on the tablet.
This commit is contained in:
2026-09-25 04:20:19 -04:00
parent 4b4c9e2e6d
commit a8043e6827
6 changed files with 72 additions and 159 deletions
+6 -13
View File
@@ -470,7 +470,7 @@ impl FocusPeakPass {
// TEXTURE_BINDING to be sampled by the compositor.
// RENDER_ATTACHMENT is not used by anything here and is required
// anyway: Slint rejects an imported texture without it. COPY_SRC
// is for `read_overlay` and its two callers.
// is for `read_overlay` and the tests that call it.
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT
@@ -490,18 +490,11 @@ impl FocusPeakPass {
/// TRACES: AC-8
/// Copy the overlay to the CPU, as RGBA8 rows with no padding.
///
/// **Two callers, and neither is the desktop display path.** The tests
/// below are one: an overlay is a claim about which pixels are sharp, and
/// there is no way to check that claim without looking at the pixels. The
/// other is the Android develop view, which reads the *frame* back for the
/// reasons `technical-debt.md` TD-1 records — wgpu's Android swapchain
/// tears a portrait window, so Slint is not drawing with wgpu there and no
/// texture can be handed over. An overlay that stayed on the device on a
/// platform where the picture underneath it does not would simply never be
/// seen.
///
/// On desktop nothing calls this, and ARCH §6.1 holds on the path that
/// matters: the overlay reaches the compositor as a texture.
/// **The tests below are the only caller, and never the display path.** An
/// overlay is a claim about which pixels are sharp, and there is no way to
/// check that claim without looking at the pixels. On screen, on desktop
/// and Android alike, the overlay reaches the compositor as a texture and
/// ARCH §6.1 holds. (Android read it back here until TD-1 was paid off.)
pub fn read_overlay(&self) -> Result<(Vec<u8>, u32, u32), GpuError> {
let Some(layer) = self.layers[self.current].as_ref() else {
return Err(GpuError::Readback("no overlay has been rendered".into()));