`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>
- Add bulge_arc_to_tangent helper to convert 2D BulgeArc into a 3D
TangentGeom::Arc preserving center, plane axes, radius, and CCW sweep angles.
- Replace full TangentGeom::Circle emission with TangentGeom::Arc across
LwPolyline and Polyline2D paths.
- Enables single-arc polylines to be extracted and rendered as analytical
GPU arcs with circle.wgsl.
- Add unit test verifying single bulge polyline extracts as analytical GPU
arc.
- Emit transformed analytical curves (circles, arcs, ellipses) in block
expansion as standalone wires rather than merging them into batched line
strips.
- Keep render_instance unset on analytical curves in block prototypes so
they route directly to CircleGpu / EllipseGpu instead of BlockWireGpu.
- Support TangentGeom::Circle in extract_circle_instance and wire partitioning.
- Drop analytical tangents on wires clipped by xclip so clipped geometry
falls back correctly to line segments.
- Add unit test verifying block circles and arcs extract as analytical GPU
instances.
With GPU analytical rendering handling circles, arcs, and ellipses,
tessellation geometry is now camera- and zoom-independent.
- Remove wpp from the tessellation memo guard hash to prevent clearing
all cached entities when zooming across quantization bands.
- Remove quantized_wpp from resident_wire_key and resident_wires_for
so all zoom levels reuse the cached resident set directly with zero
CPU re-tessellation.
- Fix clippy slice_from_raw_parts lint in dwg-thumbnailer without suppression.
- Update zoom test to assert Arc pointer equality across camera zooms.
- Add fast classify_wire to bypass circle/ellipse extraction for the 95%+ of wires that are straight/polylines.
- Implement single-pass partition_wires extracting regular wires, mesh edges, block wires, circles, and ellipses in one traversal.
- Upload circle and ellipse instances directly from pre-extracted buffers in PersistentWireArena and build_wire_buffers without redundant iteration.
Add the typed document facade and plugin IPC adapter. Prepare bulk edits
before mutation, preserve undo and dirty state, keep profile elevations,
validate numeric inputs and session bindings, and generate Python constructors
with typed results.
Reuse existing entity transforms and profile conversion. Compute mass
properties and closed-surface bounds in cadkernel; pin its main revision
6a5e6fc2822f6af6b2611cd605b44437b35158f0. Keep plugin API metadata at version 6.
Validation: 646 native application tests, 597 kernel tests, 12 document API
tests, 91 plugin API tests, 3 Python tests, default/IPC feature builds and
wasm32 check passed.
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>