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* Draw the TUI's cells as pixels with the symbols' glyphseunhhu2026-09-271-6/+1
| | | | | | | | | | | | | | | vega pixels runs the same scripts as tui --dump and writes each frame as an image: the view's cells (only those on screen are evaluated) become glyphs, each drawn once per size with the exact area of its curves, in its tone's colour on its row's background. No page, no scene in between. A 1920x1350 grid takes 12 ms a frame here, writing the image included. Symbol files carry the font's line now (format 3: ascent and descent where format 2 kept zeros), the cell height and baseline; and the build tool takes fonts in order, later ones filling the codes earlier ones lack: a CJK font alone drew ambiguous-width arrows two cells wide in a one-cell grid, which the new check caught, so a monospace Latin font comes first and Hangul after.
* Draw text from an atlas the CPU fills, composed by the GPUeunhhu2026-09-271-12/+31
| | | | | | | | | | | | | | | | | Each size's symbols are drawn on the CPU into one 8-bit atlas, every pixel the exact area its curves cover, and text is a quad per glyph reading it. A 1080p page of 11,382 glyphs composes in 1.07 ms at 16 px (it took 525 ms computing coverage per fragment), and the composed pixels are the CPU raster's exactly (worst difference 0 for DejaVu's ASCII, 1 for Noto's 11,172 Hangul syllables). Computing coverage on the GPU lost on both counts: a compute pass filling the atlas took 5-13x longer than one Cortex-A76 core (35 against 2.7 ms at 16 px), and its faster sorting-network form computed whole rows wrongly under this Mesa V3D. Coverage now has one implementation, in C, and the shaders only compose. vega_symbol_raster takes a row stride to draw into the atlas in place.
* Name Vega's parts: lib/, surfaces/ and symbols/eunhhu2026-09-271-0/+24
src/ held two parts, the surfaces that show modules to people and the symbol format with its CPU and GPU drawing. As in Pure (design 009), top level directories are now the parts, and the README says what each builds.