Add xenia-ui crate; switch analysis store to DuckDB

Workspace gains a new xenia-ui member that owns the winit/wgpu
window, the Xenos display pipeline (xenos_pipeline + render +
texture_cache_host), HUD font/blit shaders, and the input-bridge
plumbing the app uses to surface guest framebuffers and overlays.

Workspace dependencies grow accordingly: rusqlite is replaced with
duckdb (analysis pipeline now writes DuckDB stores), and tracing /
metrics / pprof / winit / wgpu / gilrs / pollster / crossbeam /
bytemuck are added at workspace level so xenia-ui and xenia-app
share versions. Cargo.lock regenerated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-05-01 16:26:48 +02:00
parent f166d061be
commit e2b8860e10
13 changed files with 7534 additions and 42 deletions

View File

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// Full-screen blit of the guest frontbuffer texture, with aspect-ratio
// letterboxing. A three-vertex fullscreen triangle covers the viewport; the
// fragment shader samples the frontbuffer and emits sRGB colors directly,
// letting the swapchain handle the final gamma step.
struct Uniforms {
// aspect_correction.xy = scaling factors applied to the clip-space
// position to letterbox the frontbuffer into the swapchain window.
aspect_correction: vec2<f32>,
// tint for when the frontbuffer is missing / unknown format. When the
// guest has not yet swapped a frame, CPU side uploads a 1x1 texture and
// we just want the background color.
fallback_rgb: vec3<f32>,
_pad: f32,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var frontbuffer: texture_2d<f32>;
@group(0) @binding(2) var samp: sampler;
struct VsOut {
@builtin(position) clip: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) in_bounds: f32,
};
@vertex
fn vs_main(@builtin(vertex_index) vid: u32) -> VsOut {
// Fullscreen triangle: (-1,-1), (3,-1), (-1,3).
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
let p = pos[vid];
// Scale by the aspect-correction factor so the frontbuffer stays at its
// native aspect inside the window.
let corrected = p * u.aspect_correction;
var out: VsOut;
out.clip = vec4<f32>(corrected, 0.0, 1.0);
// UV runs [0,1] across the unscaled fullscreen triangle's extent
// [(-1,-1), (3,-1), (-1,3)] → UV = (p+1)*0.5 mapped with Y flipped.
let uv_raw = (p + vec2<f32>(1.0, 1.0)) * 0.5;
out.uv = vec2<f32>(uv_raw.x, 1.0 - uv_raw.y);
// Also pass a flag telling the FS whether the original position (before
// aspect correction) was inside [-1,1]; outside = letterbox region.
let in_bounds = f32(all(abs(corrected) <= vec2<f32>(1.0, 1.0)));
out.in_bounds = in_bounds;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
if (in.uv.x < 0.0 || in.uv.x > 1.0 || in.uv.y < 0.0 || in.uv.y > 1.0) {
return vec4<f32>(u.fallback_rgb, 1.0);
}
let sample = textureSample(frontbuffer, samp, in.uv);
return vec4<f32>(sample.rgb, 1.0);
}