Documents the 4-step plan to reduce first-file-open latency by attacking wire vertex upload volume: mapped_at_creation, Rayon parallel emit, instanced rendering (the big lever, ~6.5x memory cut), and per-instance packing. Each step lands as its own commit. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
3.5 KiB
Wire Pipeline — Cold-Open Optimization Plan
Goal: reduce first-file-open latency (tessellate → upload → GPU buffer creation) for wire entities. Steady-state draw cost is already cheap; the bottleneck on cold open is upload volume and vertex emission.
Baseline
Each wire segment currently produces 6 vertices × 96 B = 576 B. The same
pos_a / pos_b / color / half_width / pattern_length / pat0 / pat1 values
are duplicated across all 6 corners of the quad. For a drawing with 1 M
segments this is ~576 MB of CPU-side Vec<WireVertex> plus the same
amount uploaded over PCIe.
Build path: WireGpu::from_batch (single-threaded loop) → Vec<WireVertex>
→ create_buffer_init (one alloc + one memcpy into a staging buffer the
driver then DMAs to VRAM).
Step 1 — mapped_at_creation upload
Replace create_buffer_init(contents) with create_buffer(mapped: true) +
write the vertex stream directly into the mapped slice. Skips the
intermediate Vec<WireVertex> → staging-buffer memcpy.
- Files:
src/scene/pipeline/wire_gpu.rs - Risk: low (size known ahead of time; no semantic change).
- Expected win: 1 alloc + 1 memcpy per buffer dropped. Modest but free.
Step 2 — Rayon parallel vertex emission
from_batch walks wires serially. Each wire's vertex generation is
independent (no shared state, no order dependency — wires are already
keyed by style upstream in block_cache). Use rayon::par_iter().flat_map
to emit per-wire vertex slices in parallel, then concatenate.
- Files:
src/scene/pipeline/wire_gpu.rs - Risk: low. Output ordering does not matter for correctness.
- Expected win: N-core speedup on multi-wire drawings; meaningful on files with many short wires (typical CAD geometry).
Step 3 — Instanced rendering (the big win)
Replace 6-vertex quad expansion with 1 instance per segment + 4-vertex
unit quad shared across all instances. Per-instance struct (~88 B) holds:
pos_a, pos_b, color, distance_a, distance_b, half_width, pattern_length, pat0, pat1. which_end and side are derived from @builtin(vertex_index)
inside the vertex shader.
- Files:
src/scene/pipeline/wire_gpu.rs,src/shaders/wire.wgsl,src/scene/pipeline/mod.rs(pipelineVertexBufferLayout). - Risk: medium. Two vertex buffers (per-vertex + per-instance), shader
derives
which_end/sidefromvertex_index.WireGpu::from_batchemits 1 instance per segment instead of 6 verts. - Expected win: ~6.5× less GPU memory & upload bandwidth per segment (576 B → 88 B). Biggest cold-open lever.
Step 4 — Tighter per-instance packing
After Step 3 the instance struct is the new hot path. Pack:
color: [f32; 4]→[u8; 4](Unorm8x4): 16 B → 4 B, no visible quality loss at 8-bit display.which_end / sidealready eliminated by Step 3.pat0 / pat1stay (encoder relies on up to 8 dash elements).
Net: ~88 B → ~76 B per instance. ~15 % further reduction on top of Step 3.
- Files:
src/scene/pipeline/wire_gpu.rs,src/shaders/wire.wgsl. - Risk: low (vertex-attribute format change only).
- Expected win: ~15 % less upload after Step 3.
Ordering rationale
1-2 first — independent, low risk, immediate wins. 3 next — restructures the pipeline; depends on no prior changes but is the single biggest lever. 4 last — only pays off after Step 3 turns the per-instance struct into the hot path.
Each step ends with a cargo check (warnings-free) and a commit.