docs(roadmap): collapse completed items to headings, drop 1.2

Strip the body of every  DONE item down to its heading, mark 3.5
(glyph-stroke batching) done — fonts already parse once via OnceLock and a
text emits one grouped WireModel, not one-per-stroke — and remove 1.2
(background XREF resolve). Priority list updated to the remaining items.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-10 20:28:01 +03:00
commit ebae67166e

View file

@ -29,25 +29,6 @@ frame" for a 50 MB DWG.
### 1.1 Drop the second `purge_corrupt_entities` ✅ DONE
Today `purge_corrupt_entities` runs once on the
[background thread](src/io/mod.rs#L62-L74) and again in the
[`FileOpened` handler after xref resolve](src/app/update.rs#L138-L145).
XREF content already comes from a separate document — fold the purge
**inline** into xref resolve and delete the outer one. On large files
walking `doc.entities()` again is a measurable cost.
**Work:** make `resolve_xrefs` call purge as it merges each xref; remove
[`update.rs:138`](src/app/update.rs#L138).
### 1.2 Move XREF resolution to the background thread
[`resolve_xrefs`](src/app/update.rs#L132-L166) runs on the UI thread today —
large external references freeze the UI. Move it into the
`open_path_with_phase` worker; have `DerivedCaches` carry the resolved-xref
list back. The UI thread only emits log lines.
**New phase tag:** `PHASE_XREFS` (we already have 3 phases; this is the 4th).
### 1.3 Single-pass entity walk (parse + purge + cache planning)
`load_file``purge``build_derived_caches` does three separate
@ -55,10 +36,9 @@ list back. The UI thread only emits log lines.
- corrupt-entity detection,
- hatch / image / mesh handle lists,
- AABB accumulation for `world_offset` (currently a separate pass inside
`compute_world_offset`). ✅ the world_offset AABB scan is now folded into
the cache-handle walk (see 2.4); corrupt-detect + hatch/image/mesh planning
remain a follow-up.
- AABB accumulation for `world_offset` (the world_offset AABB scan is now
folded into the cache-handle walk — see 2.4; corrupt-detect + hatch/image/
mesh planning remain a follow-up).
Target: three `O(N)` passes → one.
@ -109,80 +89,8 @@ After `FileOpened`, `bump_geometry()` fires; the first frame tessellates
### 2.1 Parallelize block-definition build ✅ DONE
[`block_cache::build`](src/scene/block_cache.rs#L127) was single-threaded.
No topological stratification was needed after all: `build_defn` stores
nested INSERTs as by-name references (`LocalSub::Nested`) and never expands
them at build time, so each defn depends only on the read-only `doc` — the
builds are embarrassingly parallel. Now a plain rayon `par_iter().collect()`.
`compute_block_aabbs` is also parallelized: its `defn_aabb_recursive` walk is
read-only over the finished `defns` map and re-walks shared nested defns
(no memo), so the per-name resolves fan out across rayon (read phase), then a
serial phase stores each AABB back.
### 2.2 Incremental wire cache (delta tessellation) ✅ DONE (render path)
A per-entity tessellation memo (`tess_memo`, `Handle → Arc<Vec<WireModel>>`)
sits inside `wires_for_block_culled` on the culled Model render path. It's
keyed by a guard hash of the tessellation parameters (tol / view / anno /
offset / bg / entered viewport); a mismatch (zoom, layout) clears it.
`bump_geometry` clears it (structural change); incremental edits drop just the
changed handle via `mark_entity_dirty` and bump with `bump_geometry_no_blocks`.
So a single-entity edit (line commit, grip commit/cancel, MOVE / ROTATE /
SCALE / MIRROR, COPY, ERASE) re-tessellates only the touched entities and
reuses every other — the per-entity geometry math is skipped for the
unchanged set. `transform_entities` marks the moved handles dirty,
`erase_entities` drops the deleted ones, and `copy_entities`' new handles are
natural memo misses; all use `bump_geometry_no_blocks` so the block cache is
kept too. The hit-test (`view_aabb == None`), paper and
per-viewport paths bypass the memo so their cull params don't thrash it.
Remaining: the assembly still concatenates into one `Vec` and rebuilds the
batched GPU buffer (O(N) clone + upload), and the uncalled hit-test
(`entity_wires_arc`) still rebuilds on edit — driving those to true O(1)
needs per-handle GPU slots, which trade against the single-draw batch (3.3).
`bump_geometry()` invalidates the whole wire cache today
([`scene/mod.rs:650`](src/scene/mod.rs#L650)). Edits usually touch 1-2
entities — re-tessellating the whole doc is waste.
**Fix:** wire cache becomes `HashMap<Handle, (entity_version,
Vec<WireModel>)>`. The editing command bumps the version of the affected
handles; the render path re-tessellates only those, reusing the rest.
Also useful on open: any partial cache (e.g. from block defns) can be
re-used.
**Partial (landed): block cache survives non-block edits.** The
block-definition tessellation cache (`BlockCache::build`, every block defn)
was keyed on `geometry_epoch`, so *any* edit rebuilt all block defns — a
~30 ms baseline wire re-tess turned into a ~400 ms spike on block-heavy
drawings at line-commit / grip-start / grip-release. The cache now keys on a
separate `block_epoch`. `bump_geometry` bumps both (safe default); the
operations that provably can't change a block defn — adding a top-level
entity (`add_entity` for non-Insert/Block) and grip-moving an entity/insert —
call `bump_geometry_no_blocks`, which re-tessellates only the visible wires
(block cache reused). Block-content edits (REFCLOSE, block create, xref,
explode) still go through full `bump_geometry`.
**Partial (landed): grip drag.** Dragging an entity's grip called
`scene.apply_grip` every move, which `bump_geometry`'d → a full model
re-tessellation per move (plus an O(N) clone of all wires for snapping). Now
the first move hides the edited entity from the base (one re-tess) and shows
it as a one-entity overlay preview; subsequent moves only re-tessellate that
one entity (cheap) — the base stays a cache hit. Snapping runs against the
set directly (the edited entity is already hidden, so no clone and no
self-snap). The drag commits on release / Esc: un-hide + one final re-tess.
**Partial (landed): preview / interim overlays.** `set_preview_wires`,
`clear_preview_wire` and `set_interim_wire` used to `bump_geometry`, so every
rubber-band frame of a drawing command re-tessellated the whole model (the
same 30 ms → 400 ms spike, but while drawing). Preview / interim wires are an
overlay appended to the cached base wire set in `build_primitive`, not part of
the tessellation cache — so they no longer bump geometry. The base stays a
cache hit (no re-tess), and the overlay forces only a GPU wire re-upload via
the `has_overlay` content-id path. Snap/hit-test (`entity_wires_arc`) also
stops re-tessellating per preview frame.
### 2.3 Progressive first render
On the first frame emit a **coarse**-tol wire pass (e.g. 4× the normal
@ -191,10 +99,6 @@ within 16 ms; detail snaps in smoothly afterwards.
### 2.4 Merge the world-offset scan into the single-pass walk ✅ DONE
[`compute_world_offset`](src/scene/mod.rs#L128) walks the whole MSPACE
AABB when the header is unreliable. That scan should join the single-pass
walk from 1.3 (we are already iterating `entities()`).
---
## Phase 3 — Per-Frame Render Cost
@ -216,96 +120,16 @@ geometry is camera-invariant.
changed),
- `frame_visible[handle] → bool` (recomputed per `camera_generation`).
**Partial (landed): pan reuse.** The Model-tile wire cache no longer keys on
the exact camera hash. It now keys on `(geometry_epoch, pan_invariant_hash,
tessellated_region)` where `pan_invariant_hash` covers rotation + tol (`wpp`)
but NOT the pan target. A pure pan keeps the epoch + signature and only shifts
the view, so as long as the new visible rect still fits inside the
1.25×-margin region the wires were culled to, the tessellation is reused
outright — no re-tessellation, `tess ms` drops to ~0 on the PERF HUD. Zoom
(changes `wpp`), orbit (changes rotation) and edits (change epoch) rebuild
exactly as before; the cull margin is unchanged, so miss cost is identical
(no zoom regression).
**Partial (landed): selection decoupled.** Picking an entity used to call
`bump_geometry`, invalidating the wire cache and re-tessellating the WHOLE
model just to repaint one entity (30 ms → 400 ms on a large drawing). The
highlight is no longer baked into tessellation: wires are always base-coloured
(`sel` is empty in `wires_for_block_culled`), and the selection highlight is
applied in the GPU xray overlay from the live `selected hover` set,
recoloured to `WireModel::SELECTED`. Selection / hover now bump a cheap
`selection_generation` instead of `geometry_epoch`, so the overlay refreshes
without any re-tessellation or main-buffer re-upload. `tess ms` stays flat
when selecting.
**Partial (landed): per-frame split.** `build_primitive` ran
`split_face3d_wires` every frame — an O(N) per-wire handle lookup + clone to
separate Face3D wires — even on a pan that reused the tessellation. It's now
memoized by the tile's wire content id, and the non-overlay frame reuses the
`other` Arc with no clone at all. So a pan reuses tessellation, the split, and
the GPU upload; only the uniform + scissors update per frame.
**Partial (landed): hover.** `set_hover_highlight` no longer bumps the geometry
epoch (a full re-tessellation) when the hovered entity is already selected —
the effective highlight set `selected {hover}` is then unchanged, so the
tessellation output is identical. Hovering over / between selected entities
is now free. The full camera/selection-from-tessellation split is still open
and needs running-app verification (highlight colour is baked into
`WireModel.color` across several tessellation sites).
Partials already landed: pan reuse, selection/hover decoupled from
tessellation, per-frame `split_face3d_wires` memoized. **Still open:** the
full camera/selection-from-tessellation split — highlight colour is still
baked into `WireModel.color` across several tessellation sites, so finishing
this needs running-app verification.
### 3.2 Persistent GPU buffer pool — diff upload ✅ DONE (wire pan path)
Wire vertex buffers are world-space, so a camera move alone never changes
them — only the `view_proj` uniform (already uploaded per frame). The wire
upload was gated on `(geometry_epoch, camera_generation)`, re-sending every
pan. Now each Model-tile tessellation is stamped with a monotonic content id
(`WIRE_CONTENT_GEN`), reused when a pan reuses the tessellation; the pipeline
holds the resident buffer's id and `upload_wires` is skipped when it matches.
Gate is independent of the camera tick so a preview/interim change still
uploads. Non-tile paths and overlay frames force a fresh id (unchanged
behaviour). Monotonic id avoids the ABA hazard of a raw `Arc` pointer.
Still open: a true `HashMap<Handle, GpuSlot>` per-entity pool for partial
edits (re-upload only the changed slots); this covers the whole-buffer
pan/idle case, the dominant one.
Today every wire GPU buffer is re-uploaded when
[`cached_epoch`](src/scene/pipeline/mod.rs#L101) changes. A persistent
pool — `HashMap<Handle, GpuSlot>` — uploads only the slots that actually
changed. Big win in CAD-edit scenarios.
### 3.3 Single-draw batched wire pipeline (Phase 4-B-style) ✅ DONE
`upload_wires` made one GPU buffer + one draw call per `WireModel` (tens of
thousands on a large drawing). Now it merges maximal runs of *consecutive*
wires sharing scissor + mesh-edge state into one concatenated instance buffer
each (`WireGpu::from_run`), so the existing draw loop issues one draw per run
— a 2D model collapses to a single buffer + single draw. Runs stay
*consecutive* (not globally regrouped) so the sorted draw order is preserved
bit-for-bit; depth bias and alpha blending are unchanged. The `WireInstance`
layout, shader, scissor logic and draw loop are untouched — only the buffer
packing changed. (No iced widget-pipeline limits were hit: the change lives
entirely inside the existing custom wgpu pipeline.)
Every `WireModel` today costs one draw call plus a bind-group swap. Port
the batched hatch pipeline (`hatch_batched_gpu.rs`) to wires:
- pack all wire vertices into one storage buffer,
- per-instance `(color, pattern_id, lw_px, visibility)` in a side buffer,
- vertex shader pulls instance data via `instance_index`,
- a single `pass.draw(0..V, 0..N)` covers everything.
At 100 k wires that collapses thousands of draw calls into one. If iced
0.14's widget-pipeline limits allow, immediate win.
**Follow-up (landed): separate overlay buffer.** Command-preview / interim /
grip-drag wires were appended into the main wire buffer, so every drag frame
re-uploaded the entire (batched) base set. They now ride in their own small
per-frame `gpu_preview_wires` buffer drawn on top in the wire pass, so the
resident base buffer stays untouched during a drag — only the tiny overlay
re-uploads. Combined with the no-re-tess work, a grip/command drag now costs
one small overlay upload per move, nothing else.
### 3.4 Hardware instancing for repeated block inserts
When the same block defn is `INSERT`-ed N times (every door / window in
@ -318,12 +142,7 @@ set. Hardware instancing:
Typical architectural DWGs: 10-100× faster.
### 3.5 Glyph-stroke batching
`tessellate.rs` produces one `WireModel` per glyph stroke today — one text
entity = dozens of models. Cache stroke geometry per font once
(`HashMap<(font, glyph), Vec<Point2>>`), then per-text only a transform
matters.
### 3.5 Glyph-stroke batching ✅ DONE
---
@ -331,10 +150,6 @@ matters.
### 4.1 Swap `HashMap` for `rustc-hash::FxHashMap` ✅ DONE
`Handle` is an integer wrapper; the default `SipHash` is overkill.
`FxHashMap` gives 20-40 % in hash-heavy sites (block_cache, hatches /
images / meshes, viewport_wire_cache).
### 4.2 Arena (`bumpalo`) for transient wire vertices
Tessellation allocates millions of small `Vec<Vec3>`s. A bump arena —
@ -369,43 +184,23 @@ Gate behind `debug_assertions` or a `--features profile` flag.
### 5.2 Open-time breakdown log ✅ DONE
When open completes, push to the command line:
```
Opened "x.dwg" — 84321 entities — parse 1.2s, purge 80ms, caches 340ms, xref 60ms, first frame 210ms
```
Regressions are visible immediately.
### 5.3 Frame-budget HUD ✅ DONE (CPU tess slice)
A CLI `PERF` toggle overlays the cost of the most recent wire
re-tessellation (ms + wire count + geometry epoch) on the active viewport,
anchored top-left. Reads ~0 ms while the wire cache is warm (idle
pan/zoom), so it isolates exactly the work a cache miss costs — the slice
every render-path change (2.2 / 3.1 / 3.3) moves. Timed at the miss paths
in `model_tile_wires_arc` / `paper_sheet_wires_arc` and stored on `Scene`.
Still open: GPU-side `upload` / `draw` / `GPU-wait` spans need wgpu
timestamp queries; the CPU tessellation slice covers the current hot path.
---
## Priority Order
**Phase 5 first** (profiling) — avoids speculation.
**Phase 5.1 first** (the remaining profiling span work) — avoids speculation.
Then, measurement-guided:
Then, measurement-guided, the remaining items:
1. **Phase 1.1 + 1.2** (cheap, low-risk, certain win).
2. **Phase 1.3 + 1.6** (single-pass + lazy image).
3. **Phase 2.2** (incremental wire cache — wins on both edit and open).
4. **Phase 3.1** (camera-only invalidation — users pan/zoom constantly).
5. **Phase 3.3** (batched wire pipeline) and **Phase 3.4** (instancing) —
biggest render win, highest complexity.
6. **Phase 1.7** (warm cache) — dramatic UX, but invalidation must be
1. **Phase 1.3 + 1.6** (single-pass walk + lazy image decode).
2. **Phase 3.1** (camera-only invalidation — users pan/zoom constantly; the
hard part of the tess/selection split is what's left).
3. **Phase 3.4** (block instancing) — biggest render win, highest complexity.
4. **Phase 1.7** (warm cache) — dramatic UX, but invalidation must be
correct or it creates nasty bugs.
7. **Phase 1.5** (acadrust parallel parse) — hardest, longest-term; only
5. **Phase 1.5** (acadrust parallel parse) — hardest, longest-term; only
worth it if profiling confirms it is the dominant slice.
## Deliberate non-goals (for now)