2026-04-26 11:34:52 +03:00
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# Performance Optimization Plan
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## Implemented
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| Option | Description |
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|--------|-------------|
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| A | Wire tessellation cache — `Arc<Vec<WireModel>>` keyed by `geometry_epoch`; O(1) on navigation |
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| B | GPU buffer cache — skip `upload_wires/hatches/images/meshes` when epoch unchanged |
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| C | Rayon parallel tessellation — `tessellate_entity` free function + `par_iter()` in `wires_for_block()` |
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| E | SortEntitiesTable scan cache — O(objects) linear scan replaced with O(1) HashMap lookup |
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---
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## Remaining per-frame CPU work (navigation path)
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With Options A/B implemented, `build_primitive()` still runs every frame during navigation
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(pan/zoom), even though the geometry epoch has not changed. The following work happens on every
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frame and should be eliminated:
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### 1. `ImageModel.pixels` cloned every frame — highest impact
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`build_primitive()` calls `self.images.values().cloned().collect()`.
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`ImageModel` contains `pixels: Vec<u8>` — raw RGBA pixel data for each image.
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A single 2000×1500 image is ~12 MB. With three images, every mouse-move event copies ~36 MB.
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### 2. `synced_hatch_models()` — full document scan + Insert explosion every frame
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The inner loop `for entity in self.document.entities()` iterates every entity in the document,
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and for each `Insert` calls `explode_from_document()` to find embedded hatches.
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In drawings with many block references this is O(inserts × avg_block_size) per frame.
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### 3. `meshes.values().cloned().collect()` — 3D geometry cloned every frame
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`MeshModel` contains `verts: Vec<[f32;3]>` and `indices: Vec<u32>`.
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A tessellated 3D solid can hold tens of thousands of triangles (several MB).
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All mesh data is copied on every frame even during pure navigation.
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### 4. `wipeout_models()` — full entity scan every frame
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Iterates `self.document.entities()` to find `Wipeout` entities and rebuild their boundary
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polygons. No caching; O(entities) on every frame.
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---
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## Option F — Cache hatch and wipeout models
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**Status:** Done
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Add epoch-keyed `Arc` caches for hatches and wipeouts, identical in structure to the wire cache:
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```rust
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hatch_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
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wipeout_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
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```
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Introduce `hatch_models_arc()` and `wipeout_models_arc()` helpers that return the cached `Arc`
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on an epoch hit (O(1) refcount bump) and rebuild on a miss.
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`build_primitive()` stores the `Arc` directly in `Primitive`, removing the per-frame
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`synced_hatch_models()` / `wipeout_models()` calls on navigation frames.
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`Primitive.hatches` and `Primitive.wipeout_hatches` change from `Vec<HatchModel>` to
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`Arc<Vec<HatchModel>>`.
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**Impact:** Eliminates O(inserts × block_size) work per frame in drawings with block references
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containing hatch entities. Navigation becomes free for hatch-heavy files.
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**Difficulty:** Easy. Same pattern as the wire cache.
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---
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## Option G — Arc-wrap image pixels
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**Status:** Done
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Change `ImageModel.pixels` from `Vec<u8>` to `Arc<Vec<u8>>`.
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`ImageModel::clone()` then copies only the pointer (8 bytes) instead of megabytes of pixel data.
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No other code needs to change — the GPU upload path reads `pixels` by reference.
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Add an epoch-keyed `Arc<Vec<ImageModel>>` cache (same pattern as wire cache) so
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`build_primitive()` performs only an O(1) Arc bump per frame during navigation:
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```rust
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image_cache: RefCell<Option<(u64, Arc<Vec<ImageModel>>)>>,
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```
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**Impact:** Eliminates MB-scale copies per frame in files that contain raster images.
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With a 4K image (~32 MB raw), this alone can cut per-frame CPU time by tens of milliseconds.
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**Difficulty:** Easy. Change one field type + add cache field + wire up in `build_primitive()`.
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---
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## Option H — Arc-wrap mesh models
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**Status:** Done
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Apply the same `Arc<Vec<MeshModel>>` epoch cache to mesh models:
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```rust
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mesh_cache: RefCell<Option<(u64, Arc<Vec<MeshModel>>)>>,
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```
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`MeshModel` contains `verts: Vec<[f32;3]>` (vertex positions) and `indices: Vec<u32>`
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(triangle list). A complex 3D solid can have hundreds of thousands of triangles.
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**Impact:** Eliminates per-frame mesh data copies in files that contain 3D solids (ACIS bodies,
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extruded polylines). Navigation stays free regardless of model complexity.
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**Difficulty:** Easy. Same pattern as Options F and G.
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---
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2026-04-26 11:55:08 +03:00
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## Option I — Per-viewport wire cache for paper space
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**Status:** Done
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Added `viewport_wire_cache: RefCell<HashMap<Handle, (u64, Arc<Vec<WireModel>>)>>` to `Scene`.
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`model_wires_for_viewport_arc(vp_handle)` checks the cache first; on a hit it returns an
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Arc clone (O(1)). On a miss it tessellates, stores the result, and returns it.
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`build_viewport_primitive()` in `render.rs` now calls `model_wires_for_viewport_arc()` instead
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of `model_wires_for_viewport()`, so paper-space viewport rendering no longer re-tessellates
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model-space content every frame.
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**Impact:** Eliminates per-frame tessellation when viewing paper space layouts. Before this fix,
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every navigation frame in paper space re-tessellated the entire model-space entity set for each
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visible viewport — the same bug Options A/B fixed for model space.
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---
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## Option J — Arc-return `hit_test_wires()` and `paper_canvas_*`
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**Status:** Done
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`hit_test_wires()` now returns `Arc<Vec<WireModel>>` instead of `Vec<WireModel>`.
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In the model-space case it returns `entity_wires_arc()` directly — O(1), no Vec clone.
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In the paper-space case it still builds a Vec (no suitable cache for those paths), but the
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interface is consistent.
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`paper_canvas_hatches()` and `paper_canvas_wipeouts()` now return `Arc<Vec<HatchModel>>`
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via the epoch caches added in Option F, eliminating per-frame hatch rebuilds in the paper
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canvas widget.
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**Impact:** Every `ViewportMove` message during a command (grip drag, line drawing, etc.)
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called `hit_test_wires()` up to twice. In model space this was a full Vec clone of all
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tessellated wires — potentially MB-scale. Now it is a pointer copy.
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---
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## Option K — Snap world-space wire pre-rejection
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**Status:** Done
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Added `world_snap_r` (snap radius in world units, derived from `view_proj`) and a
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`wire_in_range()` closure to `Snapper::snap()`. Before iterating a wire's vertices for
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Endpoint, Midpoint, Nearest, Perpendicular, Intersection, and ApparentIntersection,
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the closure checks whether the wire's first↔last chord sphere overlaps the snap search
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circle. Wires that fail the check are skipped with `continue` — no vertex projection,
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no matrix multiplies.
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Closed wires (first ≈ last, e.g. tessellated circles) are always passed through since
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their chord radius is ~0.
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**Impact:** When zoomed in on a small region of a large drawing, the vast majority of
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wires are outside the snap circle and are rejected in O(1) scalar comparisons each. The
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per-mouse-move snap cost drops from O(entities × vertices) to O(entities) for the
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pre-check plus O(nearby_vertices) for the actual snap work.
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---
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2026-04-26 11:34:52 +03:00
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## Implementation order
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2026-04-26 11:55:08 +03:00
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F → G → H → I → J → K (all implemented).
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Each option is independent; the pattern (epoch-keyed Arc cache or a cheap pre-rejection
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guard) is the same throughout.
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