Native theme fidelity suite + Material 3 fidelity fixes#5274
Native theme fidelity suite + Material 3 fidelity fixes#5274shai-almog wants to merge 144 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>
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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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Android screenshot updatesCompared 142 screenshots: 141 matched, 1 updated.
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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>
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Compared 216 screenshots: 216 matched. |
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 138 screenshots: 138 matched. |
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Compared 137 screenshots: 137 matched. Benchmark Results
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Compared 133 screenshots: 133 matched. |
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Compared 140 screenshots: 140 matched. Benchmark Results
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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>
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Compared 140 screenshots: 140 matched. 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 94.6%, worst 84.8% ( 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>
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>
With the Liquid Glass surfaces on the themed screens, the tvOS 4K Metal renders carry small run-to-run GPU noise (channel deltas up to ~40 across the glass area) -- unlike the iOS, Metal-phone, Mac and watch suites, which validated the accepted goldens deterministically. The default channelDelta=4 gate can therefore never settle on tvOS: two consecutive runs flagged the same 32 tests against each other's renders. Use the comparator's existing per-test override (<test>.tolerance) to allow the measured noise band (maxChannelDelta=48, maxMismatchPercent=1) on exactly those 32 tests, and re-anchor their goldens to the latest run. Anything beyond the noise band, or moving more than 1% of pixels, still fails. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The centred nav-bar title sat 5px below the native baseline (fidelity tile y48 vs native y43): asymmetric Title vertical padding lands it on the native row (Toolbar light 86.95 -> 87.64). The tab pill's blur radius drops 24 -> 14px: 24 still dragged neighbouring backdrop colour across the pill where the native frost stays local. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The glass round (pill fill 0.22, tighter blur, dark lens polarity) legitimately changes every frozen TabsMorph animation frame -- light frames drift ~37% of pixels (the old 0.82 white fill), dark ~16% (the removed tint flood). Verified the dark strip: the capsule travels with the blue glyph readable at every t and no accent flooding. Also anchor the ratchet baselines to the CI run's improved scores (Android: Tabs 92/95 + Dialog ~96 round; iOS: Toolbar 87.7/87.6, Tabs 84.2/85.3 round) so the gate ratchets from the new levels. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The title-baseline/tab-blur commit (87fca6f) landed after the last watch/mac/metal golden refresh, so all three suites flagged their themed screens (title text shift + tab pill frost): watch 30, mac-native 27, metal 10 -- reviewed, benign, accepted. tvOS absorbed the same churn via its per-test tolerance files. build-ios also failed a 4th time on a different infra signature: the booted simulator vanished between simctl boot and xcodebuild ("Unable to find a device matching the provided destination specifier" after a 406s boot). run-ios-ui-tests.sh now restarts CoreSimulator, re-boots or recreates the device, and retries the build once when it hits that exact error. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tabs (all measured against the native golden at @3x): - The selected pill is 276x175px on a 179px bar -- wider than its CELL (overlapping neighbours) with only ~2px of rim. bubbleWidthPct 96 -> 109 in the ios26 preset and tabSelInsetMm 0.6 -> 0.12 take the CN1 capsule from 236x161 to 269x180. - The drop must never leave the bar: a bar-bounds clamp in TabSelectionMorph.compute trims the overshooting end-cell drop (it compresses against the bar end instead of painting the backdrop). - The vertical lens overflow is now a FLIGHT effect: the settled pill sits fully inside the bar like native; a constant overflow left a tinted crescent past the bar's rounded ends at rest. - Tab labels: 1.65mm MainRegular with a remeasured vertical split lands the glyph rows exactly on native (117-137 vs 117-136). - Frozen-frame pins + a new wideDropStaysInsideTheBar test cover the clamp and the rest-overflow change; 14 TabsMorph frame goldens refreshed. CheckBox / RadioButton via real SF Symbols (opt-in iosSFStateIconsBool): the Material radio glyph draws ring 10px / gap 17px / dot 53px where the native symbol is 8/8/77 -- no theme constant can fix a glyph ratio. The state icons now render checkmark.circle.fill / largecircle.fill.circle / circle through createSFOrMaterial, sized 5.9mm so the rendered circle lands on the native 108px (the global iosSFSlotPct 115 tab tuning inflates SF renders). RadioButton 90.4 -> 94.2, CheckBox 92.9 -> 94.9. Suite: mean 92.9 -> 93.4, median 92.7 -> 94.0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…metry The SF Symbol check/radio glyphs and the measured tab-capsule geometry (bubbleWidthPct 109, tabSelInsetMm 0.12, flight-only lens overflow) change the CheckBoxRadio/Tabs/Showcase/FAB/PaletteOverride themed screens across the CN1SS suites: ios 10, metal 6, watch 6, mac-native 6, tvOS 2 (the rest absorbed by its glass-noise tolerances). Reviewed: the selected radio now renders the native thin-ring/large-dot symbol, tab pills match the native cell-overlap geometry, no artifacts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
… track All sampled from the native UISwitch goldens @3x: - The thumb is a WIDE capsule nearly filling the track (106x74 off / 104x67 on, ~5px rim) -- the shipped 1.4/0.22mm/1.35 knobs drew a small 84x62 floating knob. switchThumbScaleY 1.55, inset 0.1mm, widthScale 1.4. - Disabled dark: native dims the thumb to #808080 over a #232325 track; ebebf5/3a3a3c read as an enabled off switch (85.3% -> 95.5%). - Dark off track is #464649, not the #2c2c2e surface colour. Switch component 91.9 -> 95.4; suite mean 93.4 -> 93.8, median 94.0 -> 94.5. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The larger native thumb (1.55/0.1mm/1.4), the #808080/#232325 disabled-dark pair and the #464649 off track change the SwitchTheme screens on ios, metal, watch and mac-native (tvOS absorbed by its glass-noise tolerances). Reviewed: the on/off thumbs now nearly fill the track like the native UISwitch, no artifacts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The larger thumb (1.55/0.1mm/1.4) changes every SwitchMorph animation frame; the strip renders the intended slide (droplet stretch mid-travel, grey-to-green track fade) with the new geometry. Frames taken from the CI run so they match the device renderer exactly. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ndex fix Two real renderer bugs, found comparing against the native UIPickerView: - The iOS perspective transform ran PER CHARACTER (each glyph individually wedged, re-kerned with a fixed -4px overlap) which broke letter shapes and spacing on every off-selection row. Rows now render as ONE image and the perspective transforms the composed row, like the native cylinder. - The perspective INDEX mapping was inverted: perspective = rawDistance gave the row ADJACENT to the selection the heaviest wedge (index 1, 0.55 shrink) and the farthest row the mildest. Distance d now maps to FRONT_ANGLE -/+ d. Also measured against the golden: off rows dim to a near-uniform tertiary grey (~0.32 of the label colour), not a steep distance ramp; taper softened (native rows keep their glyph shapes); row pitch 0.4mm insets to land the native ~87px @3x row spacing (was 110). Spinner 89.9 -> 91.6; the remaining gap is the wheel's wrap-around edge rows (native pickers do not wrap short models). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The iOS gesture MISS flakes were a capture race, not lost gestures: the background `log stream` takes seconds to attach its predicate and xcodebuild can drive the first gestures before it is live -- a CI run's device.log started 16s into the test and lost CN1IV:EVENT:tap while the XCUITest itself passed. After the run the driver now appends `log show` (the persisted unified-log archive, immune to the attach race) so the event assertions grep the union of stream + archive. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Review findings addressed: 1. CI no longer bypasses the gate: FIDELITY_UPDATE_BASELINE removed from both fidelity jobs. The committed baselines are re-anchored from the latest green CI run (28699482712) and both gates verified passing against them; re-anchoring is now a deliberate local act committed in a PR. 2. Baseline update mode refuses partial runs: FidelityGate fails (exit 20) on any missing/error pair BEFORE writing a baseline, so a broken run can no longer ratchet only its survivors. 3. Frame validation is fail-closed: MorphFrameValidator errors when a spec-declared frame group delivered nothing (previously it grouped only delivered files, so a dead capture pipeline validated green), the runner always invokes it (no FRAME_COUNT>0 skip), and --seed-missing is only passed under FIDELITY_UPDATE_GOLDENS=1 -- CI can never self-approve missing frame goldens. 4/5/6. Geometry honesty: the report's MAIN table now carries a Geometry column flagging pairs whose bbox is materially off-native (center offset >6px, size ratio outside 0.90..1.10) even when the tolerant overlay score is high -- TabOne's 95%+ score now reads "OFF (w 0.75, h 0.54)". The geometry ratchet itself was already in FidelityGate and is now actually enforced with the bypass gone. 7/8. COVERAGE.md refreshed from the committed baselines (the same numbers the gate enforces, so the doc and gate cannot disagree), with a new "what the scores do and do not claim" section (tolerant overlay vs geometry, glass isolation scope, frames validate CN1 determinism NOT native motion) and an honest known-visual-gaps list. Also merges master (4 commits, website/blog only). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The log-show fallback recovered the stream-attach race but CI then showed unified logging DROPPING interleaved lines under burst pressure (READY:drag persisted, EVENT:drag emitted milliseconds later did not -- missing from both `log stream` and `log show` while the XCUITest passed). os_log is lossy by design, so the app now rewrites its full CN1IV transcript to a file in the app home on every event; the driver reads it from the app container after the run and the greps run against the union. Console output stays as the live-progress channel. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
packaging failed twice with "Unable to find a destination matching
{ generic:1, platform:iOS }" while the scheme enumerated ONLY Apple TV
destinations -- the same multi-platform-scheme enumeration bug documented
in run-ios-ui-tests.sh, now on the generic device build where no booted
device can sidestep it. On that exact signature the build retries once
without the -destination pair: -sdk iphoneos alone does not go through
destination matching.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Windows cross pipeline never set CN1SS_FAIL_ON_MISMATCH, so it posted its diffs to the PR and exited green -- 107 of 138 renders currently differ from the committed baseline unreviewed. The gate is now armed; the job is EXPECTED to fail until the renders are fixed and the baseline is reviewed+refreshed. Among the diffs is a real regression: default-theme screens that run after the dual-appearance tests render with the native (material) base missing (title/chrome falls to the legacy grey cccccc instead of the material fef7ff surface). The same wrong renders were blanket-accepted into the Linux GTK goldens and must be re-reviewed. Each capture now logs a CN1SS:DIAG:theme line (resolved TitleArea/Toolbar/Form styles + dark mode) so the CI device log pinpoints where the theme state degrades; the diagnostic is temporary. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…ed gate The diagnostic dispatch run pinned down the "grey title" churn: it is NOT a theme-state bug. The app's own theme styles GraphicsForm with a #cccccc background (identical on master), and the graphics-family screens set that UIID on their Form. Master's fef7ff title strip on those screens was the material theme's OLD opaque TitleArea surface painting over the app's grey form; this branch's material work made TitleArea transparent (the measured M3-correct look that fixed the toolbar fidelity), so the app's grey now legitimately shows through the title strip. The state is order-independent (MainActivity/charts/Validator render the material surface before AND after the graphics window) and the renders are byte-deterministic across runs (138/138 identical between two CI runs). Diff taxonomy accepted into the new baseline: - *Theme screens: the Android Material / iOS Modern theme tuning churn (same category already reviewed on the ios/metal/watch/mac suites); - graphics-family screens: the TitleArea-transparency consequence above; - text-metric shifts (landscape etc.): the letterSpacing/derived-font work. The temporary CN1SS:DIAG theme probe is removed; the armed CN1SS_FAIL_ON_MISMATCH gate stays, so any future drift fails the job instead of posting-and-passing. The Linux GTK goldens accepted earlier on this branch carry the same (now explained) categories and stand. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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This is a great initiative, I haven't gotten around to using the theme yet, but it will soon come. I'm not sure how the % is calculated, but looking through the visual examples the resemblance is quite often a bit too far from the original. Below my feedback based on a simple visual comparison. For example for Button_normal_dark, Tabs_normal_light , FlatButton_pressed_light, Switch_selected_dark, Switch_selected_light, Switch_normal_light, Switch_normal_dark, Switch_disabled_light, ProgressBar_normal_dark) and for several others there does not seem to a be any reason not to go for 100% (e.g. use exactly the same font and font-size/weight as in the native widgets, a few examples are RaisedButton_disabled_light, but this is true for a lot of the widgets). For some the line width is noticeable different and should be easy to pick exactly the same, e.g. FlatButton_normal_dark. There are some that appear visually identical to the eye (RadioButton_selected_dark) but the percentage is still 94,79%, so I'm not convinced the percentage accurately reflects what the human eye notices. There are also a few where different native widgets seem identical, so maybe the right ones weren't compared e.g. FlatButton_pressed_light and FlatButton_normal_light. For many of the glass examples (Native fidelity (iOS Modern, Metal)), the colors in the transparency are completely off, e.g. FlatButton_pressed_dark, RaisedButton_disabled_dark, FlatButton_normal_dark etc etc, even though other examples show that almost 100% resemblance is possible. Same goes for e.g. Spinner_normal_dark where the CN1 version the non-selected values are almost not readable. There are other examples which are quite off, e.g. Switch_selected_light, Slider_disabled_dark, TabsGeom_normal_light, TabsGeom_normal_dark, ProgressBar_normal_dark, ProgressBar_normal_light, GlassPanelGrad_normal_light. And some are just not right, e.g. Switch_normal_light, Switch_disabled_dark, TabOne_normal_light, Switch_selected_dark, Dialog_normal_dark. If Claude is doing the work, it would be interesesting to see what asking for 100% (or 99) would give. In any case, the percentage is not very representative, so maybe complement with a human review like I tried to do here. Also, (info for Claude ;-)), my list is not exhaustive, when there were several examples with similar issues, I've not included everyone. |
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@ThomasH99 the percentage is problematic and known. The problem is that a component like Tabs is big and a button is small so the number of differing pixels creates a bias that impacts percentage. Right now I'm pushing for a first version merge and I'm personally eyeballing everything. The PR is just too big to fix automatically. We'll need to attack every component individually. |
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@ThomasH99 to be clear: the percentage value is important but mostly as a general guide. Once we save the values a build will fail if we regress these values and drift from baseline.... |

















































































































































































































































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