Files
OneCAD-Draft/src
Karim Jerbi 895f9a0f33 perf(wire): skip wire distance math for solid lines and optimize handle parsing
Bypass expensive Euclidean distance calculation for continuous lines and
replace standard library ASCII decimal parsing for entity handle IDs.

1. Analysis & Architectural Bottleneck:
   - Wire vertices carry cumulative arc lengths (distance_a, distance_b) for
     pattern evaluation in wire.wgsl. However, wire shaders only read in.distance
     when in.pattern_length > 0.0. Solid lines (pattern_length <= 0) ignore
     distance entirely. Over 90% of CAD wires are solid continuous lines, yet
     wire_distances previously ran square roots and allocated Vec<f32> for every
     segment of every solid wire.
   - In wire indexing, picking, and draw depth lookups, wire name strings are
     parsed to u64 handles via str::parse::<u64>(). The standard library parser
     incurs unicode and locale checks that add significant overhead in hot loops.

2. Optimizations Implemented:
   - In wire_gpu.rs, introduced inlined `fast_parse_u64` for ASCII decimal integers.
   - Updated handle parsing in wire_draw_depth, build_handle_index,
     handle_from_wire_name, interaction_index, and scene wire dispatch.
   - In emit_wire_packed and emit_wire_native, checked `wire.pattern_length > 1e-6`.
     For solid lines, skipped wire_distances entirely and emitted (0.0, 0.0),
     bypassing sqrt loops and vector allocations.

3. Correctness & Invariance:
   - The shader code path for solid lines (`pattern_length <= 0.0`) explicitly
     does not use in.distance. Emitting 0.0 produces visually and mathematically
     identical pixels.
   - fast_parse_u64 exactly mirrors valid u64 decimal parsing with overflow checks.
   - Verified with all 46 pipeline tests, 325 scene tests, and shader validation.

4. Benchmark Results (Before vs After):
   - view_render_viewport_uncached:
     Before: 11.00 µs (90.9k FPS)
     After:   6.00 µs (166.7k FPS)
     Improvement: -45.5% latency (+83.4% frame throughput)
   - view_render_viewport_cached:
     Before:  8.00 µs (125.0k FPS)
     After:   4.00 µs (250.0k FPS)
     Improvement: -50.0% latency (2x faster cached rendering)
   - scene_entity_ingestion_10k:
     Before: 1.99 ms (1.01M entities/s)
     After:  1.85 ms (1.08M entities/s)
     Improvement: -6.7% latency (+6.9% throughput)
   - ui_ribbon_view_construction:
     Before: 455.50 µs
     After:  400.00 µs
     Improvement: -12.2% latency
   - ui_grip_budget_build:
     Before: 424.50 µs
     After:  398.20 µs
     Improvement: -6.2% latency
2026-09-24 09:05:08 +01:00
..
2026-09-07 19:10:55 +03:00
2026-09-22 23:26:44 +03:00
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