Native theme fidelity suite + Material 3 fidelity fixes#5274
Native theme fidelity suite + Material 3 fidelity fixes#5274shai-almog wants to merge 127 commits into
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Adds a data-driven fidelity test suite (scripts/fidelity-app) that renders each component under the native theme alongside the REAL native OS widget (off-screen rasterized) and measures per-component visual fidelity, gated by a one-way ratchet vs a committed baseline. Android round raises overall Material 3 fidelity 94.9% -> 96.2% via real framework fixes (verified pixel vs the native golden, no metric softening): - FloatingActionButton: honor a fabDiameterMM theme constant for the Material 56dp fixed diameter instead of the icon*11/4 (~71dp) heuristic. FAB 85->98. - Tabs.paintAnimatedIndicator: read tabsAnimatedIndicatorThicknessMm as a float (an int read dropped "0.45" -> 2x-too-thick indicator). - Tabs.paintBottomDivider: new opt-in (tabsBottomDividerBool) full-width M3 divider painted directly (a border-bottom does not paint on the custom tab-row Container); colour from the TabsDivider UIID (light/dark aware). - DefaultLookAndFeel: disabled-unchecked checkbox/radio box reads the *UncheckedColorUIID's own .disabled style, so the greyed box outline can differ from the darker disabled label text (Material renders them distinctly). Theme (native-themes/android-material/theme.css) + recompiled shipped res. Host tooling: ProcessScreenshots --mode fidelity, RenderFidelityReport, FidelityGate (ratchet), cn1ss.sh helpers, run-*-fidelity-tests.sh, and the scripts-fidelity GitHub workflow. iOS round is blocked: rendering the native UIKit reference inside a ParparVM native method NPEs whenever it does real UIKit work (a trivial stub delivers; not a threading or marshaling fault). Documented in the iOS NativeWidgetFactory impl; needs a ParparVM fix or a PeerComponent+screenshot redesign. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Compared 11 screenshots: 11 matched. |
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cloudflare Preview
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Native fidelity (Android, Material 3)54 pairs compared -- median 95.6%, worst 91.3% ( Distribution --
Geometry vs native (bbox offset / size ratio / center offset / corner radius) -- gated separately from the visual score
Side-by-side comparisons (worst first)
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Compared 142 screenshots: 142 matched. Native Android coverage
✅ Native Android screenshot tests passed. Native Android coverage
Benchmark ResultsDetailed Performance Metrics
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- Switch.java: replace a non-ASCII U+2248 with ~ (Android port javac uses US-ASCII encoding and failed on it). - scripts/javase/screenshots: refresh the 7 simulator goldens that shifted with the framework/theme changes (rendered on CI Linux to match the test env). - scripts-fidelity.yml: TEMPORARY seed -- run the Android fidelity suite with FIDELITY_UPDATE_GOLDENS=1 + FIDELITY_UPDATE_BASELINE=1 so the native goldens and baseline are regenerated on CI's emulator density (the committed ones were rendered on a different local emulator, so 50/54 pairs "could not be compared"). Reverted in a follow-up once the CI-density artifacts are committed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The native goldens + ratchet baseline are now the ones the seed run regenerated on CI's own emulator (e.g. Tabs 377x100 vs the local 1039x277), so the fidelity gate compares like-for-like instead of failing 50/54 pairs on size mismatch. Removes the temporary FIDELITY_UPDATE_* seed so the job is a real one-way ratchet again. CI baseline overall fidelity: 96.2%. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Compared 133 screenshots: 133 matched. |
Mac native screenshot updatesCompared 140 screenshots: 108 matched, 32 updated.
Benchmark Results
Detailed Performance Metrics
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iOS fidelity native references now render (48 delivered, was 0). The earlier "ParparVM can't render UIKit in a native method" conclusion was wrong: it was three mundane MRC (non-ARC) memory bugs in NativeWidgetFactoryImpl.m -- 1. knownKind: cached an AUTORELEASED +[NSSet setWithObjects:] in a static, which dangled once the autorelease pool drained between native calls; the 2nd call derefed freed memory. ParparVM turns that EXC_BAD_ACCESS into a bogus Java NPE (which read as "buildAndRender NPEs"). Fixed: -[alloc initWithObjects:] (+1). 2. The rendered NSData was autoreleased and built on the main queue (UIKit layout -- e.g. SF-Symbol buttons -- hangs off-main, so the build is dispatch_sync'd to main); when dispatch_sync returned, main's pool drained and freed it before the EDT's writeToFile. Fixed: -retain it across the boundary, -release after. 3. (UIKit build moved to the main thread to avoid the off-main layout hang.) Report (RenderFidelityReport): lead with median / worst-pair / 25th-percentile / distribution buckets instead of a single misleading mean; add a per-pair percentage table (Fidelity, SSIM, mean-delta, delta-vs-baseline) sorted worst first; list unscored pairs explicitly; render the side-by-side cards for every pair worst-first. Workflow: drop continue-on-error on the iOS job (no longer a blocker); reseed per-environment goldens (FIDELITY_UPDATE_GOLDENS) while the committed baseline remains the portable ratchet floor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
… app The off-screen UIKit factory render was bunk: it rasterized DETACHED widgets at scale=1.0, so a 30pt button was 30px inside a 1087px tile (tiny, wrong size), and UINavigationBar/UITabBar rendered blank without a window. Replaced it for iOS with the approach Shai asked for: - scripts/fidelity-app/ios-native-ref/NativeRef.swift: a standalone native iOS app that lays each reference UIKit widget out in a REAL UIWindow and captures it with drawHierarchy(afterScreenUpdates:) -- so nav/tab bars render correctly -- at CN1's pixel density (so the PNG overlays the CN1 render 1:1, no scaling). Built directly with swiftc (no Xcode project) by scripts/build-ios-native-ref.sh, which runs it on the simulator and copies the PNGs into the committed iOS goldens. - run-ios-fidelity-tests.sh: iOS now compares the CN1 render against these COMMITTED goldens (generated offline, not same-run) instead of the broken factory native. - ProcessScreenshots: tolerate a few px of cross-environment rounding (golden 1088 vs CN1 1087) by cropping both to their common top-left region before diffing -- a true 1:1 overlay, never a scale. Result: all 50 iOS pairs now compare against real, correctly-sized native widgets (Toolbar was 0% blank -> a real centred-vs-left-aligned title diff). Seeded the iOS ratchet baseline (mean 62.3%); the low scores are the genuine untuned-iOSModern-theme gaps to drive up next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
iOS Metal screenshot updatesCompared 140 screenshots: 108 matched, 32 updated.
Benchmark Results
Build and Run Timing
Detailed Performance Metrics
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The native and CN1 tiles both anchor the widget top-left, but their pixel sizes can diverge -- a few px of cross-environment rounding (iOS offline goldens), or a larger native-vs-CN1 tile-geometry gap that flakes between Android emulator runs (e.g. CN1 320 vs native 377). Failing those as "size_mismatch" broke the gate. Now both are cropped to their common top-left region and overlaid 1:1 (never a scale); the structural metric still crops to each widget's content bbox, so an honest extent difference scores lower rather than erroring. Only a degenerate overlap (<8px) is an error. TEMPORARY: FIDELITY_UPDATE_BASELINE=1 on both run steps to reseed the ratchet baselines on CI under the new comparison (reverted once the baselines are committed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The old score was the mean colour agreement over all widget-content pixels, so a
large flat region that happened to match -- e.g. a dark nav-bar fill against a
dark tile -- could carry the score into the high 80s even when the actual widget
(the title) was centred in one render and left-aligned at a totally different
font size in the other. "Mostly got points for being black."
Now fidelity = min(fillSim, structSim):
- fillSim = mean colour agreement over content pixels (the old term; catches
wrong fill colours).
- structSim = the same agreement WEIGHTED BY local-gradient salience SQUARED, so
flat fills count for ~nothing and the strongest edges -- glyph
strokes, crisp outlines, separators -- dominate. A mis-placed or
mis-sized title lands its strokes on the other render's flat fill,
collapsing this term.
A widget must now agree in BOTH fill AND structure/placement. Effect on the iOS
Toolbar that triggered this: 89.3% -> ~59% (dark) / 36% (light), matching the
independent SSIM (~56%), while genuinely-similar widgets (an off switch, disabled
buttons) stay in the mid-80s. This is stricter for Android too; the CI seed run
reseeds both ratchet baselines under it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Shai's note that the native toolbar/widgets weren't using the modern look, the native-reference app now uses the iOS 26 Liquid Glass options: - buttons: UIButton.Configuration.glass() (tinted action), prominentGlass() (filled/CTA -> a real glass capsule), clearGlass() (borderless text button). - UINavigationBar / UITabBar: standard + scrollEdge appearances configured with configureWithDefaultBackground() = the glass material, not the legacy opaque fill. Regenerated the committed iOS goldens. (The glass translucency reads subtly over the flat reference tile -- its blur only develops over scene content, which we do not put behind the widget so the diff stays widget-vs-widget -- but the modern configurations/appearances are now what the reference uses.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Liquid Glass only reveals itself over content behind it, so the glass widgets (buttons, nav/tab bars) are now rendered over a single committed backdrop -- glass-backdrop.png, a simple smooth diagonal gradient. The SAME PNG is used by both sides (the native NativeRef app bundles it; the CN1 FidelityDeviceRunner loads it as the tile background for the glass component ids on iOS), so the only difference left between the two renders is the glass itself, not the background. A smooth gradient (no hard edges) is deliberate: it makes the frosted glass clearly visible while adding almost no gradient "structure", so the salience-weighted metric keeps scoring the widget difference rather than being inflated by a matching backdrop. Non-glass widgets and all of Android stay on the plain tile. Regenerated the iOS goldens; the CI iOS run reseeds the baseline against them. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…; Material 1.13.0 - Regenerate iOS native references on iOS 26 (real Liquid Glass), force 8-bit PNGs - Slider.paintNativeSlider: iOS continuous-track + soft drop-shadow capsule thumb - Toolbar circular glass commands, Tabs glass pill, dark-mode glass translucency, disabled fixes - Honest geometric-mean fidelity metric (fillSim x ssim) - Bump Android Material 1.12.0 -> 1.13.0 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…lider/tabs tuning iOS: bigger toolbar glass circles + white dark glyphs; Button/RaisedButton cn1-pill; checkbox unchecked plain circle; tabs centered + smaller icons + subtler dark selection; switch thumb fills track (no ring); slider taller + narrower thumb + disabled translucency; progressbar 2x height. Android: Material 1.13.0; switch off-thumb x inset; disabled-dark button translucency; native pressed-state hotspot/state fix. Reseed iOS baseline (iOS 26). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…1.13 needs AGP 8.1.1+); refresh JS+JavaSE theme goldens - scripts-fidelity.yml iOS build: ARCHS=arm64 (x86_64 sim slice fails ParparVM SIMD neon module) - Material 1.13.0 pulls dynamicanimation:1.1.0 requiring AGP 8.1.1; current build pins 8.1.0 -> revert to 1.12.0 (latest M3 the pipeline supports) - Refresh 32 JS theme screenshot goldens + JavaSE ios-modern render for the theme changes Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Native fidelity (iOS Modern, Metal)68 pairs compared -- median 92.6%, worst 72.4% ( Distribution --
Geometry vs native (bbox offset / size ratio / center offset / corner radius) -- gated separately from the visual score
Side-by-side comparisons (worst first)
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…line) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…pties; drop redundant FQN The quality gate scans whole files the PR touches, surfacing the fidelity work's intentional catch-and-default blocks. Enable EmptyCatchBlock allowCommentedBlocks (its intended escape hatch), comment the bare catches, and shorten an unnecessary com.codename1.ui.Font FQN in UIManager. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
✅ Continuous Quality ReportTest & Coverage
Static Analysis
Generated automatically by the PR CI workflow. |
… changes Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…dius The JS and Android DialogTheme renders now show the width-capped card with the body text COMPLETE (the SpanLabel layout-probe fix) -- accept the JS pair and the Android light golden from the CI artifacts (verified full sentence, no clipping, normal padding). The Android dark render exposed a theme bug the full-width dialog had been hiding: the dark-mode Dialog override replaces the light style wholesale, and without restating border-radius the 6mm card radius was dropped -- the dark dialog painted as a square outlined box. Restate the radius in the dark rule and regenerate the .res mirrors; the dark golden gets accepted from the next CI render with the radius in place. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Verified from the CI render: rounded 6mm corners with the outline following the curve, complete body text, no artifacts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three fixes for what the fidelity comment surfaced: - The Android native TabLayout reference was tinted with hardcoded iOS blues (and the CN1 renderer hardcoded the same blues on EVERY platform) -- both sides were bent toward each other instead of comparing honest defaults, which is exactly the drift a doctored reference can never catch. The native ref is now stock Theme_Material3 (primary indicator/selected, onSurfaceVariant unselected); the CN1 renderer keeps the vivid blues ONLY on iOS (they are part of the lens pipeline) and on Android reads the theme's own SelectedTab/UnselectedTab colours. - The standalone capture app rounded mm->px while CN1's convertToPixels truncates, so every golden was 1px larger (378x101 vs 377x100) than the CN1 tile -- a systematic size mismatch that dragged comparator scores down across the board. Captures now truncate identically; the whole android-m3 set is regenerated at parity (verified: pressed layers intact, tabs purple #6750a4, no iOS blue; tabs anim videos re-recorded). - FloatingActionButton.pressed restated the container colour, making the CN1 pressed tile a byte-identical duplicate of normal (the suite flagged it) while the native reference shows a real state layer. Pressed is now the M3 12% onContainer blend (#d2c2ec light / #624b99 dark); .res mirrors regenerated. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ontract Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The JS DialogTheme renders under the Material theme too, so the dark radius fix changed its render one CI round after the first acceptance. Verified: rounded corners with the outline following the curve, body text complete. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
… gaps The comparator scores barely moved after the tile-parity recapture, and the artifact tiles showed why: the CI fidelity emulator's default AVD screen is 320x640, narrower than the 60mm tile (377px at 160dpi), so EVERY CN1 tile silently clamped to 320px against 377px goldens. The workflow now pins wm size 480x800 + density 160 (the same profile the capture AVD uses), and the runner grows a tile-size parity guard that fails loudly when any CN1 tile canvas differs from its golden -- this class of skew must never pass silently again. The honest 377px tile diff also proved three real dark-dialog theme gaps, fixed here: native dark M3 alerts use surfaceContainerHigh (#2b2930), not #211f26; they have NO outline (tonal elevation, not a stroke); and the M3 dialog corner is 28dp (4.4mm), not 6mm. Dialog sub-UIIDs go back to transparent in dark like the light design. Expect the DialogTheme CN1SS goldens to churn once more. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…fill The first honest 377px fidelity run pinned the two remaining dark laggards to exact causes: - Toolbar_normal_dark (57.3%): the dark Toolbar was TRANSPARENT, so the bar vanished into the black tile -- the native M3 top app bar paints the surface colour (#141218 dark / #fef7ff light). Both modes now set it explicitly; transparent only ever looked right when the backdrop happened to be the surface colour. - RaisedButton_disabled_dark (89.1%): the disabled fill was 5% white over black (reads ~#0c0c0c); the native tonal-button disabled fill measures #2d2b31 (onSurface 12% over dark surface) with #737077 text (38% onSurface). Matched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The honest tile diff showed the CN1 icon/label/indicator sitting ~6px lower than TabLayout with the bar 6px taller -- all from Tab top padding. 2.2mm -> 1.25mm brings the icon top, label baseline and indicator rows onto the native positions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
All five churned renders verified against the intended changes and nothing else: 28dp dialog corners, dark dialog surface #2b2930 with no outline, tab content up ~6px with a shorter bar, disabled tonal fill #2d2b31 / #737077 text (palette-override screen shows only that). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same five renders as the Android set, verified pixel-level: 28dp corners, dark surface #2b2930 with the outline gone, tab content up 6px with a shorter bar, disabled tonal fill #2d2b31 / #737077 text. Every changed pixel traces to a deliberate fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Linux port stages AndroidMaterialTheme.res as its native theme, so the branch's M3 tuning (2.5mm default font, transparent title/disabled surfaces, tab indicator, dialog card) invalidated most Linux goldens a week ago -- master stayed green because it still ships the old theme. Root-caused against the render diff: glyph bands scale exactly with the 3.5mm->2.5mm font change, app-CSS-pinned strings are byte identical, letterSpacing ruled out. Accept the current renders for both arches + the two new morph-test screens that had no golden yet. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The PR's changed-file count now exceeds GitHub's paths-filter diff limit, so pull_request events stopped creating runs for every paths-filtered workflow (only the unfiltered Code Quality/CodeQL boards still fire). workflow_dispatch restores coverage: gh workflow run <file> --ref <branch> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Accept the 37 churned screenshots per suite (iphone CG, iphone Metal, tvOS): every diff was traced to deliberate branch work -- the iOS Modern liquid-glass retuning (the *Theme screens render iOSModernTheme via DualAppearanceBaseTest), the 2012 gradient-axis fix (top on-screen quadrants now match the mutable-image quadrants; SVG gradients transposed to correct axes), and the Metal clip-clamp fix (stray labels no longer escape their cells in SVGStatic). The last green run predates all of it; later runs were cancelled by rapid pushes so the churn never surfaced for acceptance. Known residual (tracked, not hidden): the legacy GL (non-Metal @3x) path still offsets the gradient y-origin inside its rect -- the accepted iphone-CG graphics-draw-gradient golden encodes it until the texture-origin math is fixed. Also guard nativeCreateSFSymbol for watchOS: UIScreen and UIGraphicsImageRenderer are API_UNAVAILABLE(watchos) and broke the watch compile; returning 0 falls back to the Material icon font. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same verified causes as the iOS/tvOS refresh: liquid-glass theme retune (width-capped dialog card, resized switches), gradient-axis fix (top quadrants now match the mutable-image quadrants, zero-diff at 302px pitch -- the legacy-GL y-offset does NOT reproduce on Mac). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Resolves the add/add conflicts on the two new Linux morph-test screenshots in favour of this branch's renders (they must match what this branch's suite draws under the tuned Material theme). The CONFLICTING merge state was silently blocking every pull_request workflow run -- GitHub cannot build the merge ref for a conflicted PR. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DrawGradient renders the gradient into a power-of-2 CG bitmap at rect (0,0,width,height). CG bitmap contexts have a bottom-left origin, so the gradient lands in the LAST height rows of the byte buffer, while the quad's texcoords sample the FIRST height rows (t in [0, height/p2h]). Whenever height is not a power of two the sampled window missed the gradient by p2h - height rows -- the ~52 logical px y-offset visible in the graphics-draw-gradient screenshot on @3x non-Metal devices. With power-of-2 heights the two windows coincide, which is how this survived since 2012. Translate the CTM by p2h - height so the drawing lands in the sampled window; a no-op when the height is already a power of two, and it preserves the existing gradient orientation. DrawString already samples the bottom window via its texcoords and GLUIImage flips the CTM, so DrawGradient was the only op with the mismatch. Metal and watchOS have separate implementations and are unaffected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
On watchOS the op queue has two drainers: the CN1WatchHost pump (an NSTimer on the main thread at ~30fps) and the screenshot path (IOSNative screenshot__, which drains on the EDT before reading the bitmap). Both bind and unbind the CG backend's single global active context (CN1CGBeginFrame / CN1CGEndFrame). When the two drains overlap, whichever finishes first NULLs the context while the other is still executing its ops; every CN1CG op silently no-ops on a NULL context and the ops were already consumed from the queue, so the rest of that frame is lost for good. On the capture-per-test CN1SS suite the collision recurs every test: frames come out partially painted, degrade over a few tests and then freeze entirely -- 167 consecutive tests delivered a byte-identical stale frame on CI (build-ios-watch red, exit 15). Diagnosed via the simulator console: CGContextSaveGState "invalid context 0x0" quadruplets on the EDT at the exact capture timestamps while the main thread was still happily drawing, with the bitmap context provably never NULL and the app active for the whole run. Serialize drawFrame behind a dedicated drain lock (snapshot, execute and present as one critical section). The nested @synchronized(self) snapshot stays as-is for flushBuffer coherence, and presentFramebuffer's main-queue hop is async so the pump thread waiting on the lock cannot deadlock. After the fix the previously frozen tests render distinct frames again and the first formerly-stuck test matches its committed golden byte-for-byte. The race is latent on master too; the heavier themed paints on this branch widened the drain window enough to make the collision near-certain instead of rare. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The DrawGradient CTM fix moves the on-screen gradients into the correct sampling window: the fillRectRadialGradient hotspot is now centered as requested (was pinned to the rect's top edge) and the vertical fillLinearGradient spans its full rect (was starting half-faded and running out of gradient before the bottom). The mutable-image quadrants are unchanged, as expected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every prior branch watch run froze mid-suite (see the drain-lock fix),
so the branch's legitimate render churn never reached the watch golden
set. With the freeze fixed the suite delivers 216 distinct frames again
(byte-identical between local and CI runs) and 42 differ from the stale
goldens, in three understood buckets:
- The *Theme tests and pickers: the iOS Modern native-theme work
(glass toolbar/tabs/dialog, switch/slider/checkbox tuning) rendered
through the watch CG backend.
- graphics-{draw-gradient,scale,affine-scale}-direct: the 2012
fillLinearGradientGlobal axis fix. The direct variants now match the
orientation the mutable-image variants (which never had the swapped
axis) always showed. The radial ellipses remain invisible on watch --
the CG alpha-mask fill has never consulted RadialGradientPaint, same
as the previous goldens.
- graphics-partial-flush-clip-escape: serialized drains change which
mid-repaint state the capture catches; the 12-row difference at the
bottom edge is deterministic (local and CI captures are
byte-identical).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The CN1SS capture path drained the op queue and then read the CG bitmap (CGBitmapContextCreateImage) outside the drain lock, so the 30fps pump could be mid-drain drawing into the same context during the read. Under that contention CGBitmapContextCreateImage intermittently returns nil, which the harness turns into a 1x1 placeholder screenshot -- a random image-variant graphics test failed the watch gate on roughly every other CI run. (The old drain race masked this: a frozen pump never contended with the reader.) Expose the drain lock through CN1WatchDrainLockObject() and hold it in screenshot__ around drain + snapshot. @synchronized is reentrant so the inner drawFrame's own locking is unaffected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tuned against the stock-M3 TabLayout golden (Tabs light 83.9 -> 92.3,
dark 90.7 -> 95.2):
- tabsEqualWidthBool: tabsGridBool alone leaves the tab row scrollable,
and a scrollable grid sizes every cell to the WIDEST tab -- the three
tab centers drifted up to 12px off the native fixed-tab thirds. The
non-scrolling grid divides the row exactly like TabLayout.
- Labels at 2.25mm (14px = M3 labelLarge at the 160dpi contract; the
old 2.5mm rendered 15-16px glyphs) with an explicit 1mm icon-gap to
reproduce TabLayout's icon-to-label spacing; the active tab keeps
bold as the closest stand-in for native's medium weight.
- Bottom padding 2.1mm -> 1.75mm: the bar's bottom edge sat 2px below
TabLayout's, which cost two full-width rows of diff in both
appearances.
Also make xvfb-run conditional in build-android-{app,port}.sh so the
local (macOS) fidelity loop can run the same chain CI does.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dialog dark 89.9 -> 95.8, light 92.5 -> 95.7 against the AlertDialog golden. The CN1 card rendered 26px wider and 15px shorter than native: - DialogButton: 14sp label (2.25mm) with 12dp horizontal padding -- the 2.5mm/2.5mm text buttons pushed the command row ~20px wide. Restated in the dark override (dark styles replace wholesale). - DialogCommandArea: 24dp top padding places the action row the M3 distance under the supporting text; its absence shortened the card. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ty-suite # Conflicts: # CodenameOne/src/com/codename1/ui/plaf/Style.java
The M3 Tabs and Dialog tuning (equal-width cells, 14px labels, command row metrics) legitimately changes the four *Theme screenshots on the Android port; renders verified against the previews (evenly divided tab row, correctly spaced dark dialog card). Also remove the LETTER_SPACING "Since" doc section: the merge-conflict resolution resurrected a block master had deleted, and the new check-since-tags gate rejects since markers in API docs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same four *Theme screenshots as the Android port, rendered through the JavaScript port; verified equal-width tab cells and the retuned dialog command row. The fifth diff in that run (graphics-draw-image-rect delivering a mostly blank frame) is the JS async-render capture flake, not accepted -- the rerun re-renders it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Linux port stages AndroidMaterialTheme.res as its native theme, so the equal-width tab cells and dialog command-row metrics churn the same six screenshots on both arches (Tabs/Dialog themes plus the TabsAnimatedIndicator and TabsBehavior renders of the same bar). Verified the x64 render: evenly divided tab row, correct labels and indicator. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fidelity vs the iOS 26 golden set: Toolbar dark 72.4 -> 87.2, light 78.7 -> 87.0, Tabs dark 80.9 -> 84.2, Tabs light 84.0 -> 85.3, and the FlatButton family +1.3-2.1 (suite mean 92.9). - Tabs dark rendered the selection drop as a SOLID accent pill: the lens's dark->accent keying is a light-mode premise (dark glyphs over light frost turn blue); on a dark bar everything under the drop is dark so the whole capsule flooded. The lens now keeps only its magnify/aberration optics on dark bars and the selected glyph carries the accent directly (theme TabIcon.selected + the fidelity renderer). - Toolbar: the nav-bar circles sat flush at the screen edge; native insets the items ~2.6mm (leading/trailing margins, restated in the dark overrides). Removed the bar-wide backdrop blur + dark tint -- the native iOS 26 bar is effectively invisible, only the floating items and title sit on the backdrop; the old blur painted a frost band the reference does not have. Dark circles darkened to the measured hue-preserving fill. - Frost levels sampled against the golden over the shared backdrop: the tab pill is ~22% white over a LIGHTLY blurred local backdrop (was 0.82/blur40, which washed and cross-mixed colours); FlatButton's clearGlass fill is nearly invisible (0.32 -> 0.16) with the native 2.1mm text inset. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The toolbar item insets, removed bar-wide frost, dark lens polarity and frost-level changes legitimately churn every themed screenshot with a toolbar/tabs/flat-button surface: 4 on the iOS simulator suite (ButtonTheme_dark, TabsTheme_light, ToolbarTheme light+dark) and 32 on the Mac native suite. Spot-verified: the dark tab bar renders the blue selected glyph on a subtle capsule (no solid accent pill), the toolbar strip is band-free with inset circular items, and the button gallery's Flat variant shows the near-invisible clearGlass fill. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same theme-wide churn as the iOS + Mac sets: 32 themed screenshots on the Metal and tvOS suites and 4 on watchOS pick up the toolbar item insets, removed bar-wide frost, dark lens polarity and measured frost levels. Spot-verified the Metal dark tab bar (blue selected glyph on a subtle capsule inside the dark pill). Only the gate-flagged tests were accepted; sub-threshold delivered renders were restored to keep the byte-identical baseline clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
























































































































































































































































































































































What
Two things, built on each other:
scripts/fidelity-app): for every component with a native equivalent, the real native OS widget and the CN1 component under the native theme are rendered in comparable environments and scored per (component, state, appearance). CI ratchets the scores one-way (FidelityGate) -- a change can only improve fidelity, never silently regress it.The iOS-26 selection "drop": a real magnifying lens over the glyphs -- CN1 (this PR) morphing side-by-side against the native tab bar is in
ios-modern-tab-morph-fidelity.png.Architecture (response to the glass/material review)
All eight points are addressed; the glass/material system is now a typed rendering model with explicit geometry and motion validation:
GlassRecipe(blur/chrome/pill/panel): named, bounded, measured material definitions. Themes assign a recipe per UIID (ToolbarGlassRecipe: "chrome");Componentresolves the recipe and forwards its parameters to the port. The per-parameter constant soup (ToolbarGlassSatDark, ...) is gone.TabSelectionMorph: pure, unit-tested motion model (t + cells + tokens → pill rect, lens rect, magnify/aberration/tint, bar-grow).Tabspaints from the model. Same discipline for the switch:SwitchThumbDroplet.tabsMorphPreset: ios26|subtle) plus three high-level scalars (duration,tabsMorphLensIntensityPct,tabsMorphSpringPct). The 13 envelope constants were deleted; the presets are pinned by unit test.fidelity-tests.yamldeclaresmaterial: normal|glass|lensper test; the comparator picks its scoring mode from that declaration (platform-resolved), not from corner/backdrop heuristics. Verified zero score drift across the full artifact set.MorphFrameValidator: monotonic travel, distinct frames, bounded overshoot) with a labelled frame strip per run. The same points are pinned numerically against the model inTabSelectionMorphTest/SwitchThumbDropletTest(including the t=0.90 spring overshoot).CN1_GLASS_PROFILEbuild: composition ~90ms avg on backdrop change vs ~5.3ms on a cache hit (17x; 475 hits / 253 misses across a suite run). The selection lens is a pure GPU fragment shader on the frame's command buffer (no sync/readback; this is what took the morph from ~6fps to frame rate).Framework changes (each verified against the native golden)
fillLinearGradientGlobalhad inverted the horizontal/vertical mapping since the original 2012 port — every on-screen linear-gradient background on iOS painted with its axis swapped (the mutable-image path was correct). Found the moment the new geometry masks made the gradient isolation tile honest: CN1 ran the blue→green ramp left-to-right where native runs top-to-bottom, invisible to the tolerant whole-tile score (94.9%). This is the validation infrastructure paying for itself.backdrop-filter: blur()paint integration on all three ports; iOS Metal live-screen glass/blur/lens ops (cn1_fs_lensfragment shader; GPU→GPU, no readback for the lens); glass shape-masking to the component's pill/rounded border; Apple SF Symbols for iOS icons with Material fallback (FontImage.createSFOrMaterial).tabsEqualWidthBool), M3 indicator thickness fix (float, was silently 2× too thick), opt-in full-width bottom divider.fabDiameterMM(Material's fixed 56dp) instead of the legacy icon-derived ~71dp..disabledstyle (diverges from label text, as Material renders).dialogMaxWidthPercentInt) so alert bodies wrap into a card.Style.letterSpacing, res format v1.13/v1.14 (gradients, filters), and the tunednative-themes/{ios-modern,android-material}/theme.css+ regenerated shipped.resmirrors.Validation infrastructure
ProcessScreenshots --mode fidelity(intent-driven scoring, backdrop masking, geometry block),RenderFidelityReport(PR comment: score + material + collapsed geometry tables + side-by-side cards),FidelityGate(one-way fidelity + geometry ratchet),MorphFrameValidator(frame goldens + motion properties + strips),FidelityComposite(contact sheet).GlassPanel{Grey,Red,Grad,Photo}(blend vs 4 backdrops),TabsGeom/TabOne(geometry over flat grey),GlassText/GlassIcon(single element over a matched capsule) -- so glass, geometry and glyph deltas are attributable.Native references: local capture, versioned golden sets
Native references are captured locally, never generated by CI -- CI only renders the CN1 side and compares against committed goldens. Two standalone capture apps drive REAL windows (
ios-native-ref/NativeRef.swiftviascripts/build-ios-native-ref.sh;android-native-ref/viascripts/build-android-native-ref.sh), which is what makes honest pressed states possible (a held touch with the ripple/highlight settled -- 8 Android + 6 iOS pressed references are in the sets) and adds native animation videos (scripts/record-{ios,android}-native-anim.sh->goldens/<set>-anim/: the iOS 26 tab lens morph and switch toggle, and their Material counterparts) as the human reference beside the deterministic CN1 morph frames.Each golden set is pinned to the OS design generation it was captured on --
goldens/ios-26-metal(iOS 26 simulator; the CI job asserts a matching runtime) andgoldens/android-m3(the CI emulator profile: API 36, 160dpi) -- with its own ratchet baseline. When iOS 27 lands, the migration is phased: capture a NEW set on the new OS, add a theme variant + CI matrix row, and gate both looks side by side until the old one is deliberately retired. iOS captures are proven deterministic (68 goldens byte-identical across two runs).Current numbers
Native fidelity (...)comments).Coverage & what's still missing
native-themes/COVERAGE.mdtracks the full audit: 14 iOS + 13 Android native controls covered and measured, and the explicit backlog (segmented control, stepper, search bar, chips, bottom sheets, date/time pickers, badges, snackbar/toast, slider droplet thumb, ...) with suggested CN1 building blocks. The "How to add a component" recipe is documented there.Developer guide
The theming chapter documents the Liquid Glass materials (recipes), the tab morph (presets + gif + knob table) and the frame-validation discipline (
docs/developer-guide/Native-Themes.asciidoc).🤖 Generated with Claude Code