A day of pan/zoom that had suddenly become unusable on a 1.2M-entity
drawing turned out to be no regression at all: an unattended NVIDIA
userspace update had been applied without a reboot, the Vulkan ICD could
no longer talk to the still-loaded kernel module, and wgpu silently fell
through to Mesa's llvmpipe. Nothing in the app said so. iced picks the
adapter and names it only under RUST_LOG, so the only evidence was 32
`llvmpipe-N` threads in /proc. The same silence covers WARP on Windows,
SwiftShader in browsers, and the case where wgpu finds no adapter at all
and iced quietly draws the chrome with tiny-skia while the shader widget
is dropped, leaving a blank viewport. This commit makes all of that
visible, on every platform, without new dependencies.
Detection (src/scene/pipeline/mod.rs)
-------------------------------------
`GpuStatus` is derived from two signals:
* `record_gpu_adapter`, run from `MultiPipeline::new` (once per device,
next to the existing uncaptured-error handler), reads
`Device::adapter_info()`, prints one `[gpu] adapter: <name> (<backend>,
<device type>, driver …)` line — stderr natively, `console.warn` on the
web, which has no stderr — and keeps a copy.
* `note_scene_draw`, run from `ViewportPane::draw`, counts how often the
viewport asked for a primitive. Every renderer makes that call; only
wgpu goes on to `prepare` and create a device. Three draws with no
device ever recorded therefore mean the primitive is being dropped.
The verdict is one of `Unknown`, `Hardware`, `Software(adapter)` or
`NoRenderer`. `Software` is `DeviceType::Cpu` — what Vulkan reports for
llvmpipe, DX12 for WARP and GL for a renderer string that gives it away —
plus a name match on the fallbacks browsers expose (SwiftShader, llvmpipe,
lavapipe, "Microsoft Basic Render"), because the WebGPU backend reports
every adapter as `Other` (gfx-rs/wgpu#8819). Metal has no software device,
so on macOS only `NoRenderer` can occur (a VM without a GPU); it is caught
by the draw count like everywhere else.
`gpu_status_if_changed` costs one atomic load per app message: a
generation counter moves only when a device is recorded or the draw count
crosses its threshold, so the app re-derives the verdict a handful of
times per session.
Notification (src/app/startup.rs, view/modal.rs, ui/statusbar)
-------------------------------------------------------------
`refresh_gpu_status` runs after every message. On a degraded verdict it
speaks through three channels, because many users never read the command
line:
* A popup, `ModalKind::GpuWarning`, queued once per verdict through the
startup-modal queue so it waits its turn behind the file open. It names
the adapter, states the consequence (slow navigation, unstable or
missing rendering) and gives the remedy that usually applies on the
running platform: a driver update not yet followed by a reboot on
Linux, a missing driver or a Remote Desktop / VM session on Windows, a
VM without a Metal device on macOS, hardware acceleration switched off
in the browser. "Don't show again for this device" stores
`GpuStatus::identity()` in `settings.gpu_warning_silenced`; keying it by
verdict means silencing "software rendering on llvmpipe" does not
silence a later, different failure.
* A status-bar pill in the theme's warning colours, `⚠ Software rendering`
or `⚠ No GPU renderer`. It is not a `StatusPill`, so it cannot be hidden,
and it stays for the session; clicking it reopens the popup, silenced or
not.
* A command-line entry through the new `CommandLine::push_warning`, which
is styled like an error but deliberately does not touch `last_error` /
`error_revision`: automation reads those to decide whether the command it
just ran failed, and a graphics warning is not a failed command.
`subscription()` requests frames only while the verdict is `Unknown` on a
document tab (the Start page draws no viewport), so the probe costs one
frame on a working GPU, three on none, then stops.
Verification
------------
* Live on the machine that had the incident, with the Vulkan loader
restricted to Mesa (`VK_DRIVER_FILES=…/lvp_icd.json WGPU_BACKEND=vulkan`):
popup → OK → pill → click reopens; "Don't show again" → restart → pill
only, no popup.
* `gpu_tests::the_adapter_is_reported_once_per_device` (ignored, needs an
adapter) asserts the classification on a real device; it was run on both
llvmpipe (`Cpu`) and an NVIDIA GT 1030 (`DiscreteGpu`).
* Unit tests cover the name heuristic, the verdict function, the identity
rule, the warning text with an adapter name that itself contains
parentheses and commas, the settings round trip and the command-line
semantics. New strings are in all 21 locales as the `gpu` Fluent group.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Builds from main reported only the release version (2026.36) even when
HEAD was hundreds of commits past the tag. build.rs now also emits
OCS_TAG_DISTANCE, OCS_COMMIT_DATE, OCS_BUILD_METADATA and
OCS_FULL_VERSION: a clean checkout of the release tag stays "2026.36",
anything else becomes "2026.36+194.gef189d77", with ".dirty" appended
for uncommitted changes and only the hash when no tag can be counted
from (shallow clone, tarball). OCS_APP_VERSION is unchanged so the
update check, donation gate, User-Agents and window title keep working.
The About dialog gains Build / Commit date / Profile cards, Copy Info,
the REPORT issue template and recovery reports carry the full version,
and `-V`/`--version` print it instead of Cargo's 2026.36.0. Release
workflows check out full history so release binaries see the tag.
Also fixes the build being marked dirty when there is no repository:
diff-index exits 128 there, not 1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`new_for_test` was `Self::new()`, and `new` loads the real settings file. So
every test ran against whatever the person running it had last set in the
application. It surfaced as `a_selection_past_the_limit_gets_no_grips`
failing on a machine where GRIPOBJLIMIT had been changed by hand: the test
expected the default limit and got 32767. On a clean checkout, and in CI, it
passes — which is the worst shape for this kind of bug.
Tests now start from `AppConfig::default()`.
That alone made things worse rather than better. The suite builds whole
applications and changes preferences on them, and `AppConfig::save` writes to
the real path, so a test run would have written *defaults* over the user's
file where before it wrote back roughly what it had read. `save` is now inert
under `cfg(test)`.
Both halves matter: the first makes the suite deterministic, the second makes
it harmless. This series adds around fifteen persisted settings, so every one
of them was another way for a developer's own configuration to turn the suite
red — or to be quietly overwritten by it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
**TEXTFILL marked the drawing modified.** It is an application preference —
it lives in a process global and is snapshotted into settings.json — but it
was missing from the list of names that persist, so setting it dirtied the
open drawing instead and never reached the settings file through that path.
**LTSCALE and CELTSCALE validated differently depending on the door.** The
standalone commands reject a value of zero or less, because a non-positive
linetype scale degenerates every dash pattern in the drawing. `SETVAR LTSCALE
-5` accepted it. A test drives both entry points for both variables and fails
on the SETVAR path without the fix.
**ISAVEBAK, SAVETIME and FILEASSOC were missing from the autocomplete
registry** although all three dispatch, so the command line never offered
them.
**`bg_color` and `paper_bg_color` were dead fields**, always written as `None`
and ignored on load since the model-space configuration superseded them.
Removing them is safe: the config is `#[serde(default)]` and ignores unknown
keys, so existing settings files simply stop carrying them.
One thing the survey flagged that turned out not to be a bug: on the Display
page the model background row hides itself outside Custom mode while the
paper and desk rows do not. That asymmetry is correct — the canvas mode
governs only the model background, and the other two apply in every mode.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Sixty-five new strings, each one added to the source catalogue and given a
value in every locale — not English placeholders. Terminology follows what
each locale already uses for the surrounding labels rather than being coined
fresh: grips, selection, preview, viewport, annotation scale and the UCS all
have established words in these files, and the new strings use them.
System-variable names stay in Latin uppercase inside the parentheses, as they
already do in every locale's SETVAR listing — they are identifiers, not prose.
One trap worth recording: Fluent attribute names must begin with a letter, so
the obvious slug for "3D Modeling" is not a legal key. It parses as far as
the message body and then fails the whole file, which surfaces as
`Invalid Fluent syntax in EnUs` with a byte offset rather than as anything
naming the attribute.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The application has no support-file search path — the four folders it uses
are functions returning fixed paths, not settings. Rather than build a Files
page that pretends otherwise, this one answers the question people actually
open it to ask: where does this thing keep my plot styles. Each row shows the
location and opens it in the file manager, and a row whose path the platform
could not give says so with its button disabled.
General gains buttons through to the plugin manager, the keyboard shortcut
editor and the alias editor. Those three have good dialogs of their own and
are not absorbed; Options simply stops being a place you cannot reach them
from.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The ViewCube, the UCS icon, its at-origin placement and selection cycling all
have commands and status-bar pills, and all four kept their value only on the
app struct. Turn the ViewCube off with NAVVCUBE, restart, and it is back.
Nothing failed — the setting evaporated — so a checkbox for any of them would
have been a checkbox that forgets. They are persisted first, with a
round-trip test, and only then given controls.
The new 3D Modeling page carries the three view tools plus the drawing
variables that decide how solids are tessellated: ISOLINES, DISPSILH, SURFU,
SURFV, SURFTYPE, SOLIDHIST and SHOWHIST. Those are saved in the DWG rather
than in preferences, so the page says so beside each group and hides them
entirely when no drawing is open.
Changing them also rebuilds the geometry. The SETVAR path never did, which is
why the comment beside LTSCALE's invalidation exists — the same reasoning
applies here, and without it a new isoline count does not appear until some
unrelated edit rebuilds the solid.
Selection cycling joins the Selection page next to the other two selection
modes, since that is what it is.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two drafting preferences had no proper home. The Drafting Settings dialog
displays the drafting rotation and offers only a Reset button — there was no
way to type an angle short of `SETVAR SNAPANG`. The polar tracking increment
existed in exactly one place: a pop-up hanging off the status-bar pill.
The rotation is a text field over an edit buffer rather than the value
itself, so clearing it to retype does not snap the crosshair to zero on the
way through; the buffer is reseeded whenever the value is restored from
behind it. Angles render without a trailing `.0`, matching how the polar
pop-up has always shown them — same kind of number, same reader.
Snap modes, grid spacing and object snap stay in Drafting Settings, where
they belong; the page links to it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Zoom direction and factor, whether TEXTEDIT ends after one object, whether
continued dimensions inherit the base dimension's style, which points QDIM
measures from, and which annotative objects pick up a newly set scale. All
six work today; none had a control.
Two of them needed their meaning worked out rather than copied.
ANNOAUTOSCALE stores the mode in the magnitude and on/off in the sign, and
the four modes are not documented anywhere in the app — the command prompt
just says `[-4..4]`. Reading `add_annotation_scale_to_objects` gives them:
1 skips layers that are off, frozen, locked or frozen in the viewport, 2
keeps the locked ones, 3 skips only locked, 4 takes everything. The dropdown
names them instead of showing bare numbers, and choosing Off negates rather
than zeroing, so the mode survives being switched off and back on — which is
the convention the status-bar pill already follows.
The QDIM origin priority had no system variable at all; it could only be
reached through a keyword inside the running command.
Drawing units stay in their own dialog; this page links to it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three settings that work, persist, and could only be reached by typing their
name: TEXTFILL, CLIPROMPTLINES and COMMANDLINEFADETIME. The last two govern
how much of the command window is prompt and how long its history lingers —
the kind of thing people fiddle with once and then leave, which is exactly
what a settings dialog is for.
One fix rides along. TEXTFILL is a process-global, so changing it invalidates
the text in every open drawing; the SETVAR path rebuilt only the active tab,
leaving the others rendering the previous setting until an unrelated edit
happened to rebuild them. Both paths now go through
`invalidate_text_everywhere`, so the checkbox and the command cannot disagree.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
General had become three unrelated controls: a language picker, a save format
and a file association. The last two move to an Open and Save page, where
they join the two saving preferences that have never had a widget.
Automatic save has worked since the SAVETIME command was added and is
persisted; the only way to change the interval was to type it. Same for the
`.bak` copy from #205 and its ISAVEBAK command. Both are settings people
expect to find in a dialog, and neither was in one.
The page also carries a button through to the Plot dialog. Options holds the
preferences; the plot device, paper and plot styles stay where they already
work well. Note that the modal stack shows one dialog at a time, so the
button replaces Options rather than stacking on it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The dialog laid its pages out as a row of buttons across the top, which is
what AutoCAD does and what fits while there are four of them. The pages this
series adds take it to nine, and the names are translated into 21 languages —
a row of nine German or Russian page names does not fit at any dialog width
worth having.
The rail is now a vertical list down the left, the dialog is 880×620 rather
than 540×560, and the content pane scrolls on its own.
Which page was open is now remembered. With four pages, reopening on General
was a shrug; with nine it means hunting for the one you were last in.
The ribbon's Options tool has existed all along — `ToolDef`, icon and all —
but was marked `#[allow(dead_code)]` and never added to a group, so the
dialog could only be reached by typing OPTIONS or from the start page. It
now sits in Manage ▸ Application, beside About.
No settings change in this commit; it is only the shell the rest needs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The ten strings the Options card gained were English in nineteen of the
twenty-one locales. They are now translated in all of them, using the words
each locale already uses for the surrounding labels — de-DE "Griffe",
fr-FR "Poignées", zh-CN "夹点", zh-TW "掣點" and so on for grips, and the
same for selection, preview and object. System-variable names stay in Latin
uppercase, as they already do in every locale's SETVAR listing.
Composing them from existing keys, the way el-GR composes the neighbouring
labels, only worked for one of the ten: there is no existing key for "limit",
"unlimited", "shift", "rectangle" or "lasso", and "Grips: Objects" as the
label of a numeric limit would read worse than English.
The rollover preview was reported as possibly not working. It works, and now
says so: `the_idle_rollover_follows_bit_one` drives a settled hover over a
line and checks what the scene highlighted, for all four values of the
bitmask. Bit 1 alone highlights, bit 2 alone does not, both do, neither does
not. That is the assertion the inverted config comment would have made
someone doubt — the pick simply needs the cursor still for the 500 ms of
`HOVER_DWELL_MS` before it runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Options → Selection already carried the pick box, the selection-area effect
and the grip visuals. Four settings behind it were finished, persisted and
reachable only by typing a system variable, and one more was a constant.
**Four that only needed a widget.** `SELECTIONEFFECT`, `SELECTIONPREVIEW`,
`PICKADD` and `PICKDRAG` are all wired end to end already. `SELECTIONEFFECT`
was the odd one: the card's own "Restore Defaults" button resets it, so it
could be turned off by a button and only turned back on from the command
line.
`SELECTIONPREVIEW` is a bitmask and gets one checkbox per bit, which is why
`set_preview_bit` exists rather than two inline expressions — the bits are
the thing this change is most able to get backwards.
The `PICKADD` checkbox is worded as AutoCAD words it, "use Shift to add to
selection", which is the *inverse* of the stored flag. That inversion is
commented at both ends; it reads as a bug otherwise.
**`GRIPOBJLIMIT`.** The limit past which a selection gets no grips arrived
with the selection work as a hardcoded 100, matching AutoCAD's default. It is
now a setting, a slider and a system variable, following `PICKBOX`'s path
exactly. AutoCAD's 0 means "no limit", which the old `>` comparison could not
express, so the read now guards on it — with a test, because zero is the one
value that would otherwise suppress every grip instead of allowing all of
them.
The slider covers 0..=1000, where every useful value lives; the sysvar takes
AutoCAD's full 0..=32767, and a larger value set from the command line parks
the handle at the end while the read-out keeps showing the real number.
**`SelectionPrefs`** replaces the `pick_box` parameter rather than adding
three more. `view_window` already took seventeen positional arguments, and
`pick_add` / `pick_drag_rect` are two adjacent `bool`s that would swap
silently at the call site.
**Two fixes found on the way.** `OPTIONS` and `OP` were registered for
autocomplete but never dispatched, so typing either answered "Unknown
command" and the dialog could only be opened from the start page. And the
`SELECTIONPREVIEW` doc comment had its bits the wrong way round — the code
reads `& 1` for the idle rollover and `& 2` for the in-command one, as
AutoCAD does — which would have put the two new checkboxes' labels backwards.
**Not done, deliberately.** `PICKFIRST` and `PICKAUTO` exist but are always
on, with no variable. `PICKSTYLE` is stored in the header and read by nobody
— group expansion decides from the group's own `selectable` flag — so an
"object grouping" checkbox would control nothing. Associative-hatch selection
does not exist as a selection behaviour. Each needs a behaviour change rather
than an exposure.
Of the ten new strings, en-US and el-GR are translated; the other nineteen
locales carry the English text. Composing them from existing keys, the way
el-GR composes the neighbouring labels, only works for one of the ten —
there is no existing key for "limit", "unlimited", "shift", "rectangle" or
"lasso", and "Grips: Objects" as the label of a numeric limit would be worse
than an untranslated string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`hit` was one number covering five things: resolving candidate handles, the
wire box test, two hatch tests and two mesh tests. `select-commit` now
reports them apart, which immediately reframed the problem — at 186 468
entities the wire box test is 55 ms of 206, the hatch tests are 103, and
handle resolution is 47.
Two changes alongside it, both in the crossing scan.
Skipping a wire already in the selection was keyed by hashing its name, once
per triangle and once per glyph inside the box. A bitmap over wire indices
answers the same question with an array index. The name set stays behind it,
because several wires can share one entity's name and the output dedups by
name; a wire whose name is already in that set now gets tested once more
before being dropped, which costs one projection and changes no output.
The degenerate-wire loop that ends both the box and the lasso scans tested
`seen.contains(wire.name)` before the structural tests beside it. `||`
short-circuits, so with the name lookup last a wire with two or more points —
very nearly all of them — is dropped without hashing anything. That loop
walks every candidate, so it was one string hash per wire in the box.
Rebuilding the properties panel for a 186 468-entity selection took ~112 ms,
and four things in it scaled with the selection for no reason.
The panel filtered the selection down to the active group with
`group.handles.contains(handle)`, a linear scan of a `Vec`, once per selected
entity. The default group is "All", which holds every selected handle, so
both factors are the whole selection: 186 468 squared. Hashing the group once
makes it linear. The measured cost never showed this — 55 ms at 1 993
entities against 112 ms at 186 468 is not a quadratic curve — but the scan is
still wrong, and it is the shape of thing that turns a large selection into
an unresponsive window.
`entity_in_working_plane` clones the entity before it checks whether the
plane is the identity, so with no UCS in play the panel deep-cloned every
selected entity to get back what it was handed. It now borrows, and clones
only where a transform is applied.
`aggregate_sections` built every entity's property list, collected them all,
then folded them together and read each exactly once. A property list is
sections of labels and formatted values, every one an allocation, so a
whole-drawing selection held 186 468 of them in memory at the same time. It
now builds one, folds it, and drops it, and stops once nothing is left in
common. The fold order is unchanged, so the result is too.
The ribbon sync cloned each entity's linetype into a `String` only to compare
it, and kept walking after every field had been found mixed. Once all four
are mixed nothing further can change, so it stops there.
`aggregate_sections` and `merge_sections` had no tests, so the fold that
drives the whole multi-selection panel was resting on the compiler. Two now
cover it: a field the entities agree on keeps its value, one they differ on
reads as varying, and a single entity folds to its own rows.
`properties-detail` and `properties-panel` report the phases, which is how
the panel arm was ruled out as the remaining cost — it does not reach its
5 ms floor at 186 468 entities.
Highlighting a whole-drawing selection took 299 ms, and it runs when the
selection changes — directly between the click that completes a selection and
seeing it.
Most of that was asking the same question twice. Each wire went through the
circle and ellipse extractors at its draw depth to build the analytic
instances, then through both again at depth 0.0 purely to ask *whether* it is
a circle or an ellipse, allocating a vector each time and dropping it.
Neither extractor's `Some`/`None` answer depends on the depth: every
`return None` in them turns on the geometry — which `TangentGeom` variant,
the radius, the axis lengths, the parameters — and the depth is only written
into the instance, never read to decide. So the extraction that builds the
instances already answers the classification. One pass now does both, and
fans out across cores, since it reads a wire and writes nothing shared. That
took 173 ms of shape extraction and splitting down to 19 ms, and the whole
highlight from 299 ms to 150 ms.
Gathering the highlighted wires also cloned each handle's slot vector and
sorted the copy — one allocation and one sort per selected entity. The slots
are already ascending: both builders walk the wires in order and push as they
go, and `patch_handle_index` shifts a handle's slots by a constant, which
preserves it. A `debug_assert` on the slots actually read holds that in
place. The compat path of `from_highlight_refs` emitted its instances
sequentially while the native path beside it fans out; it now matches.
Nothing renders in a test, so a wrong bucket in the classification would
surface only as circles drawn wrong when selected. Two tests cover it: each
wire lands where the old predicate put it, and the colour override — always
for hover, and the configured tint or `SELECTED` for a selection — reaches
the instances.
`wire-highlight-detail` reports the phases: gathering, classifying,
uploading the analytic instances, the regular wires and the block ones.
A window over a whole drawing spent 407 ms gathering candidates and 259 ms
testing them, of 825 ms total, at 186 468 entities.
**Gathering** ran eight spatial queries because that is what hover and
snapping need between them. An area selection reads five: the wires and their
segments, plus the fill triangles, pick triangles and glyphs that
`indexed_box_crossing_hits` uses to catch hatches and text inside the box.
The three that exist only for snapping are skipped.
That was worth 148 ms. The rest came from the queries themselves.
`SpatialGrid::query` sorts its result twice — once over the entry indices, to
remove the repeats an entry collects for spanning several cells, and once
over the values. Over a box covering the drawing that is two O(n log n)
passes across 4.4 M elements to remove a handful of duplicates.
`query_unordered` returns the same set in cell order with the duplicates left
in, and reserves the space it needs instead of growing a 17 MB vector in
steps. Gathering went from 515 ms to 69 ms on a synthetic set at that size,
and from 407 ms to 27-40 ms in the application.
Everything an area selection does with the result already dedups and does not
read the order. Click picking keeps the sorted `query`, where scan order
decides which of two overlapping entities a click lands on.
**Testing** projected both endpoints of every segment in the box, then threw
the result away for any wire already selected. A circle or a polyline
contributes one segment per tessellated span, so at 24 spans per wire that is
23 projection pairs out of 24 doing nothing. Skipping a wire once it is in
took a 4.4 M-segment scan from roughly a second to 42 ms.
The overlay path — active after any edit, so most of a working session —
needed the same treatment, including its own merge: `extend_indexed` sorts
and dedups every category, which would have put back the sorts this removes.
`extend_indexed_area` keeps the dedup on `wire_indices`, and must: the window
branch of `box_hit` walks it directly, so a wire left in twice would be
selected twice.
Tests cover the equivalence in both directions: the area query matches the
full one as a set in every category an area selection reads, and the merge
dedups `wire_indices` and nothing else.
Selecting a whole drawing was unusable on a 186 468-entity file. Four costs
scaled with the selection where they did not have to.
Every selected handle triggered a walk of the entire document to find LEADERs
pointing at it. On the file this came from, selecting 471 583 entities in a
585 786-entity drawing did not finish inside eight minutes. A reverse index
built once per geometry epoch answers the same question; a test asserts it
returns exactly what the walk returned, including the case of two leaders on
one annotation.
Group expansion asked the selection about every group: for each selected
handle it scanned each group's own member list. Asking each group once
whether it holds anything selected turns that around.
Selecting and deselecting went one entity at a time, and `deselect_entity`
rebuilt the ordered list with a `retain` per handle, so removing N of M
walked the order list N times. Both now take a slice.
Grips were built for every selected entity. AutoCAD stops at GRIPOBJLIMIT,
and the DWG header does not carry the variable, so its default of 100 stands
in for it.
The remaining two commits are measurement: `select-commit` reports the phases
of a selection separately, which is what showed the bulk paths had been added
to the press-drag branch while a click-move-click window goes through a
different one entirely.
The first drawn point costs 946 ms against 17-39 ms for every one after it,
and `build=587.67ms` is most of that — a full wire assembly where the
following points patch in 1.2 ms.
`try_resident_patch` refuses any resident set whose `layout` is `None`, and
`install_prepared_open_geometry` inserted the loader's set with exactly
that. So the set the file open hands over could never be patched, and the
first edit rebuilt all 236 954 wires to add one.
The layout is a pure function of the wire order, and the loader already
built it for those very wires — `resident_wires_for` stores it in the
temporary scene's resident set. It now travels in `PreparedOpenGeometry`
like the tessellation memo and the draw-order map, taken by `Arc::ptr_eq`
identity so it cannot be paired with a different assembly.
`try_resident_patch` also reports why it declines. Each refusal costs a
full assembly, and until now the only one that said anything was the shared
`Arc`; `no-layout`, `no-entry` and `journal-too-old` were silent.
**Not verified.** The headless harness opens through the synchronous path,
so `install_prepared_open_geometry` never runs there, and `ZOOM E` does not
reach `try_resident_patch` at all — no skip line is emitted for it. This
needs a GUI run on the reproducer: the first drawn point should drop well
below 946 ms, and if it does not, `resident-patch-skip reason=` now says
what is still refusing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The skip branch printed `circles=0 ellipses=0`, which reads as "there are
no circles" when it means "not recomputed this frame" — and those counts
were the evidence that confirmed the skip works, so the wording nearly
cost a misreading of it.
The skip now prints its own line with what it retained.
Measured effect of the skip itself, on the reproducer: a drawn point goes
from 98 ms to 17-39 ms, `prepare` from 89 ms to 11-23 ms. Frames that draw
a circle still re-partition, and the instance counts show it — 40868,
40869 … 40874, one per circle, with the line frames skipped in between.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`forget_cached_keys` is the one place that means "this slot holds nothing
you can trust", and it left the partition record behind. A reused slot
rebuilds regardless — its content id changed, so the arena takes the build
path and the record is overwritten — but that made the safety an accident
of another code path rather than something this function guarantees.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`skipped=false` on every frame of a real session — the skip added in the
previous commit never fired once.
The membership test used the same cheap structural filter that
`partition_wires` uses before attempting extraction: a tangent geom, no
fill, pick or text triangles. That filter is a pre-check, not a decision.
An ordinary drawn line carries a tangent geom for snapping and no
triangles, so it passed, and every drawn line was counted as feeding the
analytical uploads. Nothing was ever skippable.
It now decides the way the walk decides, by attempting the extraction.
`draw_depth` only rides along in the extracted instance, so the value
passed for the test cannot change the answer, and it runs only for the
handful of wires a patch changed.
Drawing a circle or an ellipse still forces the walk, correctly — those
are contributors, and the session that exposed this contained both. What
changes is that the lines drawn afterwards no longer do.
Tested on real tessellated geometry: a line must not force the walk, a
circle must.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`arena-post partition=55.2ms blocks=5.9ms curves=2.5ms` — the partition is
almost the whole of the 73 ms an arena patch spends after patching, and it
walks all 236 956 resident wires to serve a one-entity change.
Its three consumers here — the instanced, circle and ellipse uploads —
depend only on wires that are block references or analytical curves. A
patch that touches none of those cannot change any of them, so the walk is
skipped and the uploads already on the slot are kept.
Two things make that sound, and both are checked rather than assumed:
**Depths hold still.** The instances bake a draw depth.
`inserted_draw_depth_label` allocates into a reserved gap instead of
renumbering, so adding an entity leaves every other label alone — the
existing doc comment says so and there is now a test. A rebuild from
scratch *can* move them, so `draw_depth_generation` bumps only there, and
a slot reuses its uploads only while that generation is unchanged.
**Contributors are remembered.** `partition_wires` records which handles
fed those three outputs, and the skip requires that no changed handle is
among them and that no changed handle's new wires would join them. That
catches an entity entering the set and an entity leaving it. The
membership test is shared with the walk it decides to skip, so the two
cannot drift, and it is deliberately conservative: a wire that looks
analytical but fails extraction forces a needless re-partition, never a
stale upload.
`arena-post` gains `skipped=` so a run says how often this actually fires
rather than leaving it to be inferred from the timing.
Not verified on a device yet — the headless harness never reaches
`prepare`, so this needs a GUI run on the reproducer to confirm both the
saving and that nothing goes missing on screen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`arena-post partition=55.2ms blocks=5.9ms curves=2.5ms` — the partition is
the whole of the 73 ms an arena patch spends after patching, and it runs
on every drawn point over the entire resident set.
Inside it, `wire_draw_depth` is a hash lookup whose result feeds only the
analytical circle and ellipse extraction, and it was computed before the
test that decides whether either will run. So every patch paid 236 956
lookups to serve the ~56 000 wires that are circles or ellipses.
Moving it inside that branch is behaviour-preserving: the value was
unused on every path that skipped it.
This does not make the partition incremental — it still walks the resident
set for a one-entity change — but that walk is memory-bound and a
structural fix needs the cached partition to survive a patch, which the
borrows in `PartitionedWires` make its own piece of work.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
With the selection-filter rebuild gone, a drawn point costs 98 ms and
`prepare` is 93 % of it:
wire 73.0ms arena-patch wires=236961 gpu_instances=405551
wire-cull 5.1ms
face3d-upload 3.9ms
text-upload 3.0ms
resident-patch 1.0ms changes=1
draw-depth-patch 0.0ms
`arena-base ok=true patch=Some(16) changes=1` — the arena patches
incrementally, one entity, and still takes 73 ms. The patch itself is
careful; the three steps that follow it are not, and all three are
O(resident set) rather than O(changes):
partition_wires(&vp_wires, …) 236 961 wires, every frame
upload_block_wires(…instanced…) 10 719 placements rebuilt
upload_circles/ellipses_from_instances
`arena-post partition= blocks= curves=` says which dominates. Guessing
between three plausible candidates is what the earlier rounds of this work
paid for repeatedly.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`vis_index=19.4` of a 55 ms selection, on every build, because the index
is keyed on `geometry_epoch` and the epoch moves on every edit. The walk
visits every entity in the drawing to add one handle to one list.
A lone addition is folded in instead. **Only** a lone one: entities are
appended to the document, so a single new handle belongs at the end of its
block's list, whereas `replay_since` returns several changes in no
particular order and each list must stay in document order because that is
draw order. A removal, a modification that could move an entity between
blocks, or more than one change all take the full walk.
Measured on a 586 k-entity drawing, headless, opening then drawing two
lines with a rebuild after each:
before visible=50.7 vis_index=19.7 visible=48.2 vis_index=17.6
after visible=34.1 vis_index=0.0 visible=34.4 vis_index=0.0
A third of the selection, and it holds for each subsequent edit.
Tested against the full walk, including that the appended handle lands
last — putting it anywhere else would reorder the drawing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`view-detail` on an edit frame:
total=105.6ms chrome=105.4 [every other section 0.0]
and the edit latency measurement puts ~102 ms of a 192 ms drawn point in
the gap between the handler returning and the scene primitive being built
— which is that same `chrome`.
The status bar asks for `entity_type_names_in_layout` on every frame to
populate the selection-filter menu, and the cache behind it was keyed on
`geometry_epoch`. Every drawn point bumps that epoch, so every drawn point
walked all 444 937 handles a model space owns to answer a question the
line did not change: adding a line to a drawing that already has lines
leaves the set of type names exactly as it was.
The cache now carries the set alongside the list, and folds edits in from
the delta journal — the same incremental shape `entity_index` already
uses. Additions can only grow the set, so they are applied directly and
the existing `Arc` is handed back untouched when nothing new appeared. A
removal can retire a type and cannot be resolved from a handle that is
already gone, so those still fall back to the full walk.
`entity_type_name` returns a literal for every arm but one — `Extended`
borrows its class name from the entity — so the set holds owned strings,
and the hot path tests `contains` before allocating.
Tested: a second line of an existing type must hand back the same `Arc`,
a new type must still appear, and the folded answer must equal what a
rebuild from scratch produces.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first measurement showed four consecutive edits at ~192 ms each with
a handler cost of 0.55 ms. That is below the `update` line's 5 ms
threshold, so the log reports the latency but not what asked for it —
and whether a live command preview is bumping the geometry epoch on every
mouse move is exactly the question the numbers raise.
`nav-prepare` now carries the message label alongside the op.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`Table::get` normalises the name with `to_uppercase`, so every layer
lookup allocates a String and runs a Unicode pass.
`resident_entity_visible` did one per entity, and the selection calls it
once per candidate to look up a few hundred distinct layers.
The predicate splits so the layer can be passed in, and the selection
resolves each distinct name once into a small map keyed on the entity's
own layer string. Keys borrow from the document, so naming the lifetime on
`wires_for_block_culled` is what lets them outlive the closure call.
**Measured, and smaller than it looks.** On a 585 786-entity drawing with
37 826 candidates, A/B through `OCS_NO_LAYER_MEMO`:
with memo visible=55.1ms
without visible=57.1ms
3.5 %, not the order of magnitude the allocation count suggested. The
per-entity cost of that selection is dominated by traversing entities
scattered across the document arena, not by the work done at each one — a
resolve-only pass over the same handles measures 1.4 ms, and only because
it runs second, on a warm cache.
Kept because it is measured, cheap and correct, not because it is the
answer to the selection's cost. `OCS_NO_LAYER_MEMO` stays so the claim can
be rechecked on other drawings.
The keying is on the **raw** name while the table is case-insensitive, so
two spellings of one layer take two slots and both resolve to it — one
extra normalisation, never a different answer. Tested, along with the
predicate that reads it.
The early cheap checks moved into the layer-taking variant rather than
staying in the wrapper, so calling it directly cannot skip them.
`vis_index=` reports what `block_members` costs inside `visible`: 19.2 of
the 55 ms here, rebuilt by walking the document once per `geometry_epoch`
— which moves on every edit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first drawn point costs 1068 ms and `wires-build` owns 710 of it:
visible=402.5 build=148.4 [classify=18.4 hits=127.5] sort=41.9
memo_hit=186455 memo_miss=1 candidates=444938
The memo is doing its job. `visible` is not, and two things in that loop
could own the 402 ms: resolving each handle through the document's hash
index, or the predicate — which reaches `document.layers.get(&c.layer)`,
a **string-keyed** lookup, so a string hash per entity, 444 938 times.
They call for different fixes, so `visible_probe=` times a resolve-only
pass and the remainder is the predicate. The pass repeats the resolve
rather than reading the clock inside the loop, where the measurement would
cost more than the thing measured, and it runs under PERF only.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The open sequence computes it twice:
[perf] draw-depth 293.5ms entries=1166328 ← loader thread
…
[perf] draw-depth 302.0ms entries=1166328 ← main thread
[perf] update 1427.3ms message=other
`DrawDepthCache` is keyed on `geometry_epoch`, the loader builds it on its
temporary scene, and `PreparedOpenGeometry` carried the wire set, the
tessellation memo and the block definitions across — but not this. So the
receiving scene walked all 1 166 328 entities again to rebuild a map that
already existed, inside the message that finishes opening the file.
It travels on exactly the terms the block definitions already do: the
document is the loader's own and has not been touched between the loader
finishing and the install, so its order labels describe the receiving
scene exactly. Only the epoch is restamped.
Tested by handing a computed map back into a scene through
`install_prepared_open_geometry` and asserting both that it is served
as-is and that it equals what that scene recomputes from scratch — the
second assertion is the one that matters, since serving a map that does
not describe the document would put every entity at the wrong draw order.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Drawing a point in a large drawing feels slow, and nothing currently
measures the thing the user actually waits for. `update` times the message
handler, `wires-build` and friends time the rebuild, but the span between
them — press to the frame that shows the new geometry — has no number.
Navigation already has exactly that plumbing: `record_nav_perf` stamps an
instant when the input arrives, `prepare` and `encode` pick it up, and
`nav-prepare` / `nav-render` report `input`, `build`, `prepare` and
`elapsed` from the original event.
`NavPerfOp::Edit` reuses it. `update` snapshots `geometry_epoch` before
dispatch and stamps the sample when it moved, so any message that changed
geometry — a drawn point, a grip commit, an undo — reports its full
latency rather than only the handler's share.
Diagnostic only: `record_nav_perf` sets a pending sample and nothing else,
so no LOD or settle behaviour changes.
Nothing is optimised here on purpose. Four call sites feed the snapper
along different branches, and picking one to instrument before knowing
which dominates is how the earlier rounds of this work were wasted.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Switching to a Layout re-tessellated the whole model — `memo_miss=186455`,
2034 ms — to arrive at geometry identical to what was already in the memo.
The only thing that differed was colour.
`local_wires_for` already knows this: it stores the raw colour and drops
its background argument with `let _ = bg_color;`, noting that
`Batches::finalize` applies `adapt_to_bg` last, "so the cache no longer
has to rebuild on BACKGROUND / layout-switch". The tessellation memo's
guard had not been told, and still mixed the background in, so every
entry was discarded on a switch.
`finalize` now records what its colour resolution consumed — the raw
colour, the raw glyph colours, and the three flags it branches on — as
`WireModel::bg_adapt`, and `resolve_colors_for_bg` replays it for another
background. The guard drops the background, so a memo entry serves any
layout.
The resolution recomputes from the recorded raw colour rather than from
the resolved one, which makes it idempotent and therefore safe over a set
that mixes memo hits with freshly tessellated misses. Re-adapting the
resolved colour would not be safe: `adapt_to_bg` snaps a near-white colour
to pure black on a light background, and pure black comes back pure
*white* on a dark one, losing the tint. A test pins that asymmetry so the
raw colour is not optimised away later.
The contract is tested against the real `finalize` rather than a copy of
its logic: for every background pair, building under one and resolving for
the other lands exactly where building under the other would have.
`bg_adapt` is `None` for wires built anywhere else, and the resolution
skips them, so nothing outside the block cache changes colour. It is also
`None` when the resolution would be a no-op — a preserved colour with no
canvas fill looks the same under every background — which keeps the common
case at no cost.
Ordering is unchanged: the pass runs inside the builder, before
`append_scene_markers` and `apply_refedit_fade`, both of which have their
own separate background dependency.
`wires-build` gains `colors=` so the pass has a number of its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`gpu-live` made this the obvious next one. Once idle slots started giving
their memory back, the shadow maps were the largest thing that never did:
128 MiB across eight slots, 37 % of the 341 MiB floor, and none of it
sampled — `shadow_enabled` defaults to false and most visual styles never
turn it on.
Every slot allocated `SHADOW_MAP_SIZE` squared at `Depth32Float` in
`Pipeline::new` and held it for the life of the slot, because the frame
bind group needs *something* at its shadow binding and the field was not
optional.
It is now `Option<(Texture, TextureView)>` alongside a 1x1 placeholder
that satisfies the binding while shadows are off — nothing samples it
then, so one texel is the whole requirement. `sync_shadow_target`
allocates on the transition into shadows and drops on the way out, and
only on the transition, so a viewport that keeps its setting does not
rebuild a bind group every frame.
The frame bind group had two inline builders — one in `Pipeline::new`, one
in `upload_background_images` — and this adds a third caller, so they are
now one `rebuild_frame_bind_group`. A shadow transition cannot forget the
background image the slot already had.
The shadow pass now tests for the target rather than the flag: wanting
shadows and having somewhere to put them are different questions, and
without the second one a failed 16 MiB allocation would have rendered the
pass into the 1x1 placeholder. Releasing a cold slot hands the target back
too, and `gpu-live` reports what is actually held rather than a constant.
Covered by a GPU test that toggles the setting off/on/off/on against a
real adapter with a validation scope armed, then releases the slot — the
transition is the risky path and the other GPU tests never take it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
After an out-of-memory the viewport stopped updating for the rest of the
session — both Model and Layout frozen, the UI still responsive. The log
shows why: `block-wire-geometry` prints *after* the errors it provoked.
The failed uploads were cached.
A rejected allocation still yields a `Buffer`. It is invalid, every later
use reports again, and it is indistinguishable from a good one at the
cache key. So the entry keeps hitting, nothing ever rebuilds, and the
frame stays empty even once memory frees up. Sharing `block_geometry`
across slots in the previous commit made that worse, not better: one
poisoned entry now serves every viewport.
The device's uncaptured-error counter was already there, private to the
handler that throttles the log. It is now readable, and the three caches
that can retain a bad upload — block definition geometry, the shared wire
buffer cache, and the arena's content id — snapshot it across their build
and decline to record what it condemns. The degraded frame still draws;
the next frame tries again.
Best effort by construction: wgpu surfaces some errors asynchronously, so
a moved counter means something failed, while an unmoved one is not proof
that nothing did. That asymmetry is the right way round here — believing
a bad buffer costs a frozen viewport, rebuilding a good one costs a frame.
`block-wire-geometry` gains `poisoned=` so a run says whether this
happened rather than leaving it to be inferred.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The layout-switch OOM names its buffer: `Buffer with 'block_wire.vertices'
label is invalid`, right after `uncaptured wgpu error #1 … Out of Memory`.
That buffer is the largest thing this renderer allocates, and five sixths
of it is duplication.
A segment reaches the shader once per corner of its quad, and the packed
path satisfies that by writing the whole 60-byte record six times —
360 bytes a segment — with `vs_main` recovering the corner from
`vertex_index % 6`. Six identical copies, on a 2 GB card.
`block_wire_storage.wgsl` puts the segments in a read-only storage buffer
indexed by `vertex_index / 6` instead, so each record is stored once. The
geometry vertex buffer disappears; the placements move to slot 0 and the
segments arrive through the definition's bind group, which becomes
per-chunk because each chunk binds its own slice.
This is the pattern `wire_indexed.wgsl` already uses for per-wire
constants, down to the capability gate: `supports_wire_storage` asks for
exactly one vertex-stage storage binding, which is exactly what this
needs. Where it is false — WebGL, the forced compatibility renderer — the
packed shader and its vertex buffer are built as before.
`Segment` is declared with scalar members rather than `vec3<f32>`, which
would align to 16 in storage and reintroduce the padding this removes. A
test validates the shader through naga and asserts the struct's stride
equals `size_of::<BlockWireVertex>()`, because a layout mismatch would
otherwise surface only as garbage geometry on a real device.
`block-wire-geometry` reports the bytes uploaded and what the packed path
would have taken, so the saving is measured rather than assumed.
The cache value becomes `Arc<Vec<BlockGeometryChunk>>` while keeping the
translation-aware key from #1006 — both modes still have to invalidate
when the base instance moves, because the records hold its world
coordinates either way. `const_bgl` and the mode are decided together
when the pipeline is built, so they travel as one `BlockWireTarget`
rather than pushing `from_wires` past the argument limit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The drawing vanished from Model and only came back with REGENALL. That is
this bug's exact signature, and the guard added two commits ago was
incomplete.
`cached_wire_id` gates the entire wire upload block — line 620 skips it
whenever the slot's id already matches the viewport's content id — and it
was stamped unconditionally at the end of that block, whether or not the
device had accepted what was uploaded. So a rejected allocation left the
slot holding invalid buffers *and* claiming to be current. Nothing
rebuilt it. REGENALL worked because it mints a new content id, which is
the one thing that makes the ids differ again.
`wire_buffer_cache` and `wire_arena_id` were guarded; this third latch,
the one that gates them both, was missed. Guarding it individually would
leave the same question for `cached_text_source`, `cached_hatch_source`
and the rest, each stamped after its own upload.
So the check moves to where it covers all of them: if the device reported
anything during this viewport's turn, the slot forgets every cache key it
holds and the next frame rebuilds it. The counter is device-wide, so an
error raised by one viewport also invalidates its neighbours in that
frame. That is deliberate — the cost is one slow frame, and the
alternative is the failure this fixes.
The narrower guards stay: `wire_buffer_cache` is shared across slots, so
keeping a bad entry out of it protects viewports that were healthy.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`MultiPipeline::inners` only ever grew. A slot that no viewport is using
still owned its wire arena, its render targets, its text atlas and every
category buffer — tens of megabytes each — and nothing ever asked for them
back. Zoom a paper layout out until five viewports are on screen, and the
memory the hidden ones are holding is exactly what the visible one cannot
get.
`Pipeline::release_heavy_resources` hands it back: arenas, wire and block
batches, the handle index, selection and preview buffers, wipeouts,
images, mesh batches, silhouettes, the text atlas, and the render targets,
which go through `ensure_depth_texture` at its smallest size rather than
being reached for directly so the blit bind group stays consistent with
the views it samples — about 0.6 MiB against the ~70 MiB a full-canvas
slot holds.
Everything released is derived state whose rebuild is guarded by a cache
key, and every one of those keys is reset. That reset was already written
once, inline, for slot reuse; both now call `forget_cached_keys` so they
cannot disagree about what "this slot holds nothing you can trust" means.
It gained two entries in the move — `cached_highlight_key` and
`silhouette_source_key` — which slot reuse had not been clearing, so a
recycled slot could keep a stale highlight or silhouette.
The policy is gradual while the device is healthy: a slot is released once
it has been idle for 64 prepare calls, so an ordinary session pays nothing
and a layout the user keeps returning to stays warm. It stops being
patient the moment the device refuses an allocation — at that point
holding an invisible viewport is what turns a degraded frame into a
session that cannot recover, and the operator needs the drawing to stay
usable long enough to close a viewport or two.
The cost of releasing a slot that is wanted again is one slow frame.
`slots-released n= urgent= slots=` reports when it happens, since the
alternative is inferring it from a memory number.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Stage 0 of the roadmap asks for a memory baseline before any more
optimisation, and explicitly not from RSS: the allocator and the driver
both retain high-water memory that RSS cannot tell apart from live
resources.
`gpu-live` counts from the sizes this renderer allocated, in the
categories large enough to decide where the next fix goes:
slots total shadow targets text_atlas wire_arena block_geometry
It is partial by construction and says so, rather than presenting itself
as a total. Hatches, images, meshes and Face3D are not counted yet.
Three of the numbers needed a size that was not reachable before: the
block-geometry chunk records its bytes at build because in storage mode
the buffer belongs to the bind group, the arena exposes its allocation
rather than its occupied prefix — headroom is what a budget has to answer
for — and the text atlas reports its `R8` texel count.
Emitted only when a number moves. `prepare` runs thousands of times in a
session and these change a handful of times, so a per-frame line would
bury the log it is meant to explain.
This answers the question the previous fix left open: whether the arena's
52 MiB per slot, the 16 MiB shadow map every slot allocates whether or not
shadows are on, or the render targets dominate once a paper layout has
four or five viewports on screen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Zooming a paper layout out until several viewports fit on screen ran the
card out of memory. The log correlates exactly: every error cluster
follows a `nav-prepare … space=Paper` with `viewports=3`, `4` or `5`,
where earlier sessions had reported `viewports=2` and stayed inside the
budget.
Each viewport gets its own `Pipeline` slot, and `block_geometry` was a
slot field — so every slot uploaded its own copy of the same definition
segments. That is the single largest upload this renderer makes: 1 101
definitions, 1 040 267 segments, 59.5 MiB. Three of them land back to
back in one burst in the log, each bracketed by its own full arena
rebuild.
The cache key is `(source_id, mesh_edge, colour, base translation)` —
nothing a viewport contributes. Two viewports drawing the same definition
draw the same segments, so the cache belongs beside `wire_buffer_cache`
on the `MultiPipeline`, which already shares the finished `BlockWireGpu`
batches across slots for the same reason.
That existing sharing also settles the one question this raises: bind
groups built against one slot's layout are already handed to other slots
today, so nothing new is being asked of wgpu here. Both GPU regression
tests still pass on a real adapter with validation scopes armed.
This does not address the wire arena, which stays per slot and rebuilds
52 MiB of instances each time a slot changes hands — `arena-base
ok=false` on every single build in the session, never `ok=true`.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Switching to a Layout stops the main thread long enough that the
compositor decides the application has stopped responding and offers to
kill it. The switch itself is not the problem — `layout-switch` reports
about 10 ms — it is the frame after it, which rebuilds the whole wire set.
That frame now has a cheap one in front of it. `layout_settling` is set
when the switch takes, and while it holds, the viewport is replaced by a
centered "Preparing layout…" on the canvas background. No shader widget
means no scene primitive, so `prepare` has nothing to do and the frame
costs nothing. A `window::frames` subscription clears the flag, which is
the guarantee this needs: that callback runs once a frame has actually
been presented, so the notice is on screen and the compositor has been
answered before the expensive frame starts.
The deferral is of the *frame*, not the switch. Two callers depend on the
switch having completed when it returns — one calls `fit_all` immediately
after, another compares `current_layout` — so deferring the switch itself
would have broken both.
This restarts the compositor's timer immediately before the slow frame and
replaces a stale window with something that says what is happening. It
does not make the slow frame fast: if the rebuild still exceeds the
compositor's timeout the dialog can return, and the durable fix is the
2 s `memo_miss` behind it, which is a separate change.
Only `en-US` is validated against at build time; Greek is filled in too
since it is in use here, and the rest fall back until translated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`grid-detail` came back `views=1095.2ms params=0.0ms bg=0.0ms n=0`. Zero
grid views — every millisecond of it thrown away.
`grid_views` asked `active_viewports` for every viewport, which resolves a
camera for each, and `camera_for_viewport` reaches `model_space_extents`,
which outside the Model layout tessellates the whole drawing. Only then
did it filter on `grid_on`, which removed all of them. The parallel walk
from the previous commit had already cut this from 7826.9 ms; it was
7.8 seconds of work for an empty vector.
`grid_views` now asks first. `any_viewport_grid_on` reads the same fields
`active_viewports` copies into `ViewportInstance::grid_on`, and skips the
visibility filters that function also applies: answering "maybe" costs
only the work that would have happened anyway, while answering "no"
wrongly would drop a grid the user asked for.
Also reports the tessellation memo's guard and the inputs that can move
it. Two consecutive identical resident builds each missed all 186 455
entries — `memo_hit=0` twice in a row — which a stable guard cannot
explain, so something is clearing the memo between them and reading the
code has not said what. `guard=`, `guard_stale=`, `avp=`, `anno=`,
`anno_h=`, `all_vis=` and `sdf_gen=` will.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The previous version declared `visible_path` with a default of "quadtree"
and never assigned it in any branch, so every run printed
`visible_path=quadtree candidates=0` no matter which of the three
branches ran. Clippy's "does not need to be mutable" on the declaration
was the tell.
All three branches now name themselves — `quadtree`, `full-scan`,
`block-index` — and report how many candidates they considered. The
binding is left uninitialised so the compiler rejects any branch that
forgets, which is the property the first version lacked.
The full-scan branch reports no count: obtaining one means walking the
document a second time, on the one branch already doing that walk.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`view-detail` put 7826.9 of the first paper frame's 7832.8 ms in the grid
overlay. The path is `grid_views` → `active_viewports` →
`camera_for_viewport` → `model_space_extents`, whose fast path reads the
already-built wire AABBs but is gated on `current_layout == "Model"` —
correctly, because `wire_cache` holds the *current layout's* wires, which
in a Layout are the paper sheet's. So a paper frame takes the fallback,
which tessellates every model-space entity to read its key vertices.
That fallback called `tessellate_one` per entity, and `tessellate_one`
resolves the background, annotation scale and block cache from `&self`
every time — including a `RefCell` borrow and a cache lookup for a block
cache that is identical on all 186 455 calls. The walk was also serial,
while the wire builder's own tessellation pass has been parallel for a
while.
Those inputs are now resolved once, by a `tessellation_context` that
`tessellate_one` also uses so the two cannot drift, and the walk runs
through rayon. The reduction is min/max/or, so parallel order does not
change the result; the arguments to `tessellate_entity` are unchanged.
This makes the fallback cheaper, not absent. Tessellating a million
entities to obtain a bounding box is the wrong shape, and the structural
fix — a model-space extent that does not depend on which layout is being
viewed — needs the next measurement to size. Recorded in DEBUG_NOTES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
After querying the quadtree and appending the unbounded entities, the
quadtree path has to add the ones the tree cannot index — Insert,
Viewport, Block, BlockEnd — and did so by walking every entity in the
document. On a 1.17 M-entity drawing that is a full walk per resident
rebuild to find a few thousand, which defeats the point of having a
spatial index on that path at all.
Membership depends only on the entity's type, so it is resolved once per
`geometry_epoch` and reused. The list is built by walking
`document.entities()`, so it stays in document order and the wires come
out in the order the loop produced before — which matters, because that
is draw order for a pass that alpha-blends.
This is the same treatment the previous commit gave the block-membership
path. Which of the two a layout switch actually takes is still unmeasured:
the diagnostic added to report it was defaulted rather than assigned, so
its `visible_path=quadtree` output was a constant. The next commit fixes
that. Both branches carried an avoidable full walk either way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`view-detail` located the first paper frame's cost precisely: 7826.9 of
7832.8 ms in `grid`. Once, on the first frame after a layout switch —
every other frame in a 2769-frame session reports it at 0.0.
That is the largest single cost in a layout switch, larger than the model
re-tessellation and the arena rebuild combined, and it is not geometry
work at all. `grid_overlay` itself only wraps a canvas; `grid_segments`
runs later, in `draw`. So the time is in `grid_views` or in the per-view
parameter build, and reading the two does not settle which: both reach
helpers that can fall back to a full document walk, and neither obviously
fires for this drawing.
`grid-detail views= params= bg= n=` splits it, and reports only when the
block costs at least a millisecond so the quiet frames stay quiet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The block member index cut the paper sheet's selection from 313 ms to
112 ms but left model space at 296 ms, which is not what a shared
per-epoch index should do — the second call in a frame ought to be free.
Either the drawing falls into the permissive legacy-DXF case, where the
predicate still needs the full walk, or the index is being rebuilt
between the two calls. The wires-build line now says which path ran and
how many candidates it considered, so one run settles it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first Model→Layout switch costs ~9.2 s, and the largest single piece
of it is `view` at 5810 ms — iced widget-tree construction, not the scene.
The scene work that follows it in `prepare` (two `wires-build` calls plus
`frame-prepare`) accounts for 3377 ms, and the log's ordering shows the
two are sequential, not nested: `view` prints before any of them.
`view` being one number could not say which part of a 1950-line
`view_main` that is. It now reports eight sections — viewport_3d,
model_input, grid, selection_overlay, viewport_mouse, viewport_stack,
active_vp_rect, chrome — plus the preamble as `head`.
The marks go through a closure over a `RefCell` rather than one binding
per section: two of the sections sit inside a nested block, where
per-section bindings are out of scope by the time the report runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Switching to a paper layout took 6.9 s, of which the switch itself was
8.66 ms; the rest landed in the next frame. Part of it was this:
wires-build total=334.0ms visible=313.3 entities=43 wires=43
313 ms of a 334 ms resident build, to gather the 43 entities of a paper
sheet — because the selection walked all 1 166 357 entities in the
document and asked `belongs_to_visible_block` about each one.
The same cost is paid on every resident rebuild of any block, so it also
shows up as ~315 ms in every model-space rebuild.
Those membership rules depend only on owner handles and the block
records, so one pass answers them for every block at once. `block_members`
resolves them per `geometry_epoch`, mirroring the predicate exactly: a
non-null owner is the block; a null owner falls back to the reverse map
built from the block records; an entity neither naming nor named by any
block is unowned.
Two things kept deliberately:
* The index is filled by walking `document.entities()`, so each block's
list is already in document order. That is draw order for the wire
pass, where submission order decides alpha blending, so the wires come
out in exactly the order the full scan produced.
* The permissive legacy-DXF case — no block record enumerates anything,
and unowned entities count towards every block — still takes the full
walk. Splicing unowned entities onto a block's list would have changed
their relative order.
Adds a test asserting the index and the old scan agree, in order, across
adds and modifies.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`PersistentWireArena` keeps one instance buffer for the whole resident
set and patches it in place on an edit. Sizing that against the shared
per-chunk budget caps it at 32 MiB, which is 524 288 `WireInstance`s.
A drawing with more than that fails `WireArena::build`, falls back to the
batched path, and re-uploads everything on every edit. On the 198 k-wire
reproducer -- 821 316 instances -- that shows up as:
wire 200-370ms arena-hybrid
instead of the ~12 ms `arena-patch` the same drawing reached before the
limits moved onto the shared budget.
The 32 MiB cap is right for transient chunks, where many are allocated
per frame and any one of them failing loses the frame. The arena's buffer
is a single long-lived allocation that exists precisely to avoid those
re-uploads, and it can afford more: 821 k instances is 53 MB, ~79 MB with
the arena's headroom. 128 MiB leaves it four times smaller than the
505 MiB allocation that crashed a 2 GB card, and it is allocated through
`gpu_upload`, so exhausting VRAM still degrades the frame rather than
aborting.
`OCS_GPU_CHUNK_MIB` overrides both caps, so a test can still force small
buffers everywhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Clicking to end a segment froze the UI until the whole drawing had been
re-uploaded. With block geometry cached the remaining cost is the regular
half, and on two drawings it dominates:
113 k wires regular=96ms block=13ms index=12ms total 122ms
198 k wires regular=85ms block= 7ms index=25ms total 118ms
It is rebuilt from scratch because `PersistentWireArena` -- the only
thing that patches wire buffers in place -- was disabled outright by:
&& !vp_wires.iter().any(|wire| wire.render_instance.is_some())
One block reference was enough; the reproducer has 11 363. The scene
already produces an incremental patch in 0.9 ms and the GPU side could
not use it.
Instanced wires are not something the arena has to handle: they are a
different batch type with their own pipeline. Partition them out, let the
arena own and patch the rest, and keep building `BlockWireGpu` for them.
The handle index is unaffected -- it maps into `vp_wires`, not into arena
slabs, and the patch path already maintains it.
Measured on the 198 k-wire drawing, per drawn segment:
before wire 350ms (shared-fullupload)
after wire 12ms (arena-patch)
with the whole click, including `bump_entities`, going from ~411 ms to
~20 ms.
Verified visually on drawings with and without blocks, through repeated
edits and undo/redo.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Adding one entity to a drawing rebuilt every block group's geometry from
scratch. Measured on a 1.17 M-entity drawing with 11 380 block wires, the
per-edit upload split as:
upload-split regular=80.4ms block=230.3ms
The block half is three quarters of it, and every byte of it was
identical to the previous frame: a new line is not a block reference.
`BlockWireGpu::from_wires` re-emitted each group's segments, re-expanded
them six-fold and re-uploaded the vertex buffers anyway.
That work depends only on the block definition being expanded, which
already has a stable identity: `render_instance.source_id`, minted once
when the block cache expands a definition and unchanged while that
expansion stays cached. Cache the vertex chunks and constants under
`(source_id, mesh_edge, colour)` -- colour is in the key because a
highlight tint changes the constants while leaving the vertices alone.
Only the per-instance placements are rebuilt, and they must be: each
carries its own draw depth and the depth map shifts on every add or
remove. They are also small, a few thousand placements against millions
of vertices.
Entries not seen in a build are dropped, so a block-cache rebuild that
mints fresh source ids does not strand old buffers on the GPU.
Measured: the block half falls from 230 ms to 7.4 ms, and the whole
per-edit upload from ~350 ms to ~118 ms.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
With the block geometry cached, the per-edit upload is 135 ms of which
only 92 ms was accounted for by the regular and block halves. The rest is
the handle index: a `String::parse` per wire over the whole 198 k
resident set, rebuilt from scratch on every edit.
The arena has an incremental path for this (`patch_handle_index`), but
the shared path never reaches it -- the same gate that keeps the arena
away from this drawing. Short of that, the parses are independent, so run
them across cores and keep only the map insertion serial.
`par_iter().enumerate()` collects in index order, so the slot lists keep
the emission order they depend on.
Adds a `wire-handle-index` PERF line, since this was the unaccounted
third of the upload.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The spans put it exactly: 63.5 ms of a 63.8 ms pointer-up is
`bump_entities`, and inside it two drawing-wide scans.
`refresh_associative_centerlines` and `refresh_associative_center_marks`
each walk all 1 166 357 entities, filter to Lines and parse every one's
extended data looking for an association that references a changed
handle. About 30 ms each, run on every edit -- to find, on this drawing,
none at all.
Track whether the document holds any such association. The question is
settled once, with a single pass, and after that each edit only examines
the handles it actually changed: an entity that carries an association
flips the answer to yes, and nothing else can. Deleting the last one
leaves the answer at yes, which costs a scan that finds nothing rather
than skipping one it should have run. A coarse `bump_geometry` re-opens
the question, since it can carry a new document.
Where an association really exists the scans run exactly as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Warming only the interaction handle index left the first hover at
385 ms, down from 992 but not gone:
hover-detail query=0.1 handles=384.6 ... candidates=186
The handles stage builds two indexes, not one. `interaction_candidate_handles`
also reaches for `entity_index()` — the entity quadtree, keyed on
geometry_epoch and just as cold at that point. Warm both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first edit on a large drawing spent 1147 ms rebuilding the block
definition cache:
wires-build 2723.3ms ... blk_cache=1147.2 ... memo_miss=186455
Not because the edit invalidated it -- `add_entity_internal` already
routes a non-block entity through `bump_entities`, so drawing a line
leaves `block_epoch` alone. The cache was empty because
`prepare_open_geometry` built it on a throwaway `Scene`, exactly as it
did the tessellation memo, and it went the same way.
`PreparedOpenGeometry` now carries the definitions across, moved rather
than cloned, and `install_prepared_open_geometry` stamps them with the
receiving scene's `block_epoch`. That stamp is sound: the document is not
touched between the loader finishing and this call, so the definitions
describe it exactly. A key that does not match what the scene later asks
for simply misses, which is the old behaviour.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first hover over the canvas after opening a large drawing froze the
UI for a second:
hover-detail query=0.2 handles=986.1 ... candidates=253
hover-dwell 986.6ms
`interaction_handle_index` and the insert-hatch map it reads are built
lazily, and first use is that hover. Neither can move to the loader
thread: they read `hatches`, `meshes` and `block_meshes`, which are
installed on the real `Scene` only after the loader has finished.
Build them at the end of the open instead, where the user is already
waiting. This does not make the work cheaper -- open grows by roughly the
second the hover used to cost -- but a second inside an operation that is
already seconds long reads very differently from a second-long freeze on
a mouse move.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`prepare_open_geometry` builds the first Model wire set on a throwaway
`Scene`, filling its per-entity tessellation memo with an entry for every
one of the drawing's 186 455 entities. `install_prepared_open_geometry`
then transferred the wire set and the interaction index but not the memo,
so the temporary scene took it to the grave.
The first geometry edit therefore rebuilt from cold:
wires-build 2723.3ms memo_hit=0 memo_miss=186455
against 760 ms once the memo is warm -- 1.3 s of work the loader thread
had already done, repeated on the user's first action.
`PreparedOpenGeometry` now carries the memo, moved rather than cloned
since the scene is dropped immediately afterwards. The guard hash travels
with it: the memo is only usable under the state it was built for, and a
mismatch on the receiving side clears it, which is what happened
unconditionally before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The resident wire sort keys on the entity handle parsed out of each
wire's name `String`. `sort_by_key` evaluates that key on every
comparison, so a 198 k-wire resident set parsed every name roughly
eighteen times over.
Measured at 295 ms on every rebuild of the resident set -- including
rebuilds that re-tessellated nothing, where the memo hit on all 186 455
entities and the sort was most of what was left.
`sort_by_cached_key` evaluates the key once per element. It is stable in
the same way `sort_by_key` is, so draw order is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The previous commit converted the allocations that scale with the
drawing and deliberately left the small fixed-size ones -- uniforms, the
viewcube's static geometry, per-image and per-wipeout quads -- reasoning
that an allocation failure was not a realistic outcome for a few dozen
bytes.
That reasoning was wrong, and the log says so precisely. On the
reproducer the vertex buffers degraded exactly as intended:
[gpu] uncaptured ... Out of Memory
[gpu] uncaptured ... In Queue::write_buffer
Buffer with 'block_wire.vertices' label is invalid
... errors #4#8#16#32#64#128, session kept alive
and then the process died here:
thread 'main' panicked at wgpu_core.rs:2253:
Error in Buffer::get_mapped_range: Validation Error
Caused by: Buffer with 'block_wire.const' label is invalid
'block_wire.const' is a single uniform struct. Once the device is out of
memory every allocation fails, including a 32-byte one, and
create_buffer_init maps it and panics. Size was never the relevant
property -- whether the path maps is.
So every remaining allocation goes through gpu_upload too: block-wire
const, the viewcube's seven buffers, the blit and clip-boundary buffers,
image instances/params/vertices, mesh material params and surface and the
empty index stub, the texture-hatch uniform, and all five wipeout
buffers. `grep -r create_buffer_init src` now finds only a comment, and
no mapped_at_creation:true remains outside gpu_upload's own docs.
`queue` is threaded through the last holdouts: upload_wipeouts,
upload_clip_boundary, MeshBatchStubs::new and
create_material_bind_group_from_resources.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The renderer shares one set of wire GPU buffers per wire_content_id
across every pane and viewport slot. Every geometry edit mints a new
content id, so every edit builds a new set -- and the old one stayed in
wire_buffer_cache until the map exceeded sixteen entries.
Sixteen entries is a sane bound for small drawings and fatal for large
ones. The policy counted entries, not bytes. On the reproducer a single
set is most of the card: the VRAM trace shows 572 MiB baseline rising to
1871 MiB on a 2048 MiB GT 1030. The second set has nowhere to go, so the
first edit after opening exhausts VRAM. The perf log shows exactly that
-- two `shared-fullupload` lines, an edit, then the process dies.
Evict on every miss instead of at a count threshold, and do it before
building the replacement rather than after, so the old allocation is
released while the new one is still being sized. Dropping this slot's own
handles first is what lets the retain see the superseded entry as
garbage; a pane still drawing that content keeps its own clone and its
strong count stays above one, so shared geometry is never pulled out
from under a live viewport.
The trade is that returning to a previous content id -- undo, mostly --
now rebuilds instead of hitting a warm entry. On a card where the
alternative is dying, that is the right way round.
Adds a PERF line reporting evicted and retained entry counts, so the
policy can be watched rather than assumed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The crash in #358 was not the out-of-memory itself. wgpu reports OOM as
recoverable and the app already installs a handler that logs and keeps
the session alive. What killed the process was what happened next:
create_buffer_init maps the new buffer unconditionally, and mapping the
invalid buffer an OOM device returns panics. That panic unwinds through
iced's main-thread redraw, trips the wgpu-hal swapchain assertion in a
destructor, and becomes a non-unwinding abort -- no chance to autosave.
Every allocation whose size scales with the drawing now goes through
src/scene/pipeline/gpu_upload.rs, which creates the buffer unmapped and
fills it with Queue::write_buffer. A failed allocation then surfaces as a
validation error on the write, which reaches install_gpu_error_handler
and degrades the frame -- exactly what that handler's comment promised:
"A bad frame must degrade, not end the session."
Converted: block-wire vertices and instances, the wire const storage
buffer, all three wire-arena allocators, face3d vertices and instances,
block-text instances and text vertices, both hatch backends, and the
silhouette buffers. mesh_gpu already allocated this way, which is why the
mesh path never produced this panic; the rest now match it.
No mapped_at_creation:true remains in the renderer. The create_buffer_init
calls left are fixed-size or bounded-small -- uniforms, the viewcube's
static geometry, per-image and per-wipeout quads -- where an allocation
failure is not a realistic outcome.
Two trade-offs worth stating:
* write_buffer stages through a copy, which mapping at creation avoided.
Chunking bounds that transient cost, and the measured block-wire
upload got faster with chunking, not slower.
* `queue` had to be threaded through the wire, face3d, text and hatch
builders and their callers. Mechanical, but it widens the diff.
This touches every upload path, so it needs a visual check against a real
drawing before it goes upstream.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
max_buffer_size is an API validation limit, not physical VRAM. NVIDIA
reports several GB of it on a 2 GB card, so sizing a chunk from it
produces buffers larger than the whole device. That is the same bug as
#203 (mesh_gpu), #358 (face3d_gpu) and the block-wire vertex buffer:
rediscovered three times because each upload path spelled the budget out
for itself.
mesh_gpu.rs was the only site that clamped the result. Move that clamp
into src/scene/pipeline/gpu_budget.rs and route every allocating path
through it, so a new upload path cannot reintroduce the mistake by
copying one of the unclamped expressions.
Five sites had no clamp at all: text_gpu (block-text instances),
wire_gpu (block-wire instances), and face3d_gpu (vertices, instances,
and upload_chunks).
Three behaviour changes worth noting:
* Silhouette chunks were capped at a private 64 MiB constant and now
use the shared 32 MiB budget.
* The storage-hatch chunk limit was the minimum of two device limits,
both of them validation figures; it is now also capped by the
budget. The `*_fits` predicates next to it are genuine "would wgpu
reject this" checks and are left alone.
* mesh_gpu's instanced path used the unclamped ceiling to decide
whether a mesh fits in a single buffer, which would still admit a
multi-GB allocation. It now uses the clamped budget, so a few more
meshes take the chunked path.
OCS_GPU_CHUNK_MIB overrides the cap. Raising it above the real VRAM is
the cheapest way to force an allocation failure and check that the
renderer degrades instead of aborting.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
BlockWireGpu::from_wires built one unbounded vertex buffer per
(source_id, mesh_edge) group. On a block-heavy drawing that reached
~505 MiB in a single create_buffer_init, which fails on a 2 GB card;
wgpu then returns an invalid buffer and the unchecked
get_mapped_range_mut() inside create_buffer_init panics.
The instance buffer in the same function was already chunked. Convert
the vertex buffer the same way, matching the solid-mesh chunking in
mesh_gpu.rs (#203) and the fill chunking in face3d_gpu.rs (#358),
including mesh_gpu.rs's clamp: max_buffer_size is an API validation
limit, not physical VRAM, and NVIDIA reports several GB on a 2 GB card.
Chunk sizes are rounded down to a multiple of 6 so a segment's quad
never straddles two buffers -- the shader derives its corner from
vertex_index % 6 and every draw restarts that counter at zero.
Instance buffers are hoisted out so they are built once and reused
across vertex chunks instead of re-uploaded per chunk.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Everything measured so far accounts for about 1 ms of a ~120 ms pan
frame: update is 5-28 ms at worst and usually far less, prepare 0.45 ms,
encode 0.5 ms. Meanwhile the GPU idles at 0-8%, encoding no scene at all
leaves latency unchanged, major page faults stay flat at 17 across forty
seconds of panning, and freeing 6 GB of swap changes nothing either.
So the time is in code that has never been timed. `view()` runs between
the input handler returning and `prepare` being called, rebuilds the
whole widget tree every frame, and is the largest unmeasured span in
that gap.
Reports only when it exceeds 1 ms, so a healthy frame stays quiet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Pan and even plain cursor movement over the canvas ran at ~8 fps on a
large drawing. Nothing rendered was responsible: the GPU idled at 0-8%,
encoding no scene at all changed nothing, and vertices, pixels and draw
calls could each be cut without moving the number. `view` was the frame
-- 110 ms of it against 3-6 ms on a small drawing -- and inside `view`
it was the status bar.
The status bar builds the selection-filter menu, which asks for the
distinct entity type names in the layout. That call cloned the layout's
entire handle list (1 166 357 handles, ~9 MB), then did a map lookup, a
String allocation and a BTreeSet insert for each one. About 107 ms of a
110 ms frame, to produce roughly twenty names, for a menu that is only
visible when opened.
Cache the result against geometry_epoch and the layout block, since it
only changes when entities are added or removed, and make the scan
itself borrow the handle list rather than clone it and collect &str,
allocating only for the names it returns.
The immediate-mode UI rebuilds every widget on every mouse move, which is
fine as long as nothing in that path is O(document). This was.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The 52 s silent stretch in a large-DWG open could not be attributed:
OpenTimings covered parse / purge / xref / caches, but the FINALIZING
phase -- prepare_open_geometry, which does the first full Model
tessellation and builds the interaction index -- was unmeasured and
reports only two progress ticks, so it was indistinguishable from parse
time.
Add finalize_ms to OpenTimings and a per-stage PERF breakdown:
open-phases parse / purge / xref / caches / finalize
open-finalize tessellation vs interaction index
open-index index build vs prepare_screen
wires-build sort cache, visible filter, block cache, classify,
memo hits, parallel tessellate, materialize, sort
resident-post scene markers, refedit fade, resident layout
wire-upload build_wire_buffers, which runs on the render thread
The wires-build line separates the parallel tessellate from the serial
materialize loop that deep-clones every WireModel while the memo retains
a second copy -- the leading hypothesis for both the stall and the
6.45 GB RSS.
No behaviour change. Every timer is gated on crate::perf::enabled(), so
nothing runs without PERF=1 or the in-app PERF panel. The localized
open-summary format string is left alone; changing it would rekey the
string across every locale, so the full breakdown goes to PERF instead.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>