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>
7.8 KiB
Open CAD Studio — File Open & Render Speed Roadmap
This document lists the planned improvements for cutting file open time and on-screen draw (render) time. It builds on the already-landed Rendering Optimization work (Phase 1-4); what is left now sits on the open-time, allocation, and draw-call sides.
Source-scan summary (references):
- File open flow:
src/io/mod.rs(open_path_with_phase,load_file,purge_corrupt_entities). - Post-open UI work:
src/app/update.rs:90-192(FileOpenedhandler — xref resolve, second purge, linetype populate, etc.). - Derived-cache build:
src/scene/mod.rs:90-212(build_derived_caches— rayon-parallel for hatch / image / mesh). - Wire tessellation:
src/scene/mod.rs:1328-1402(rayon, zoom-adaptive curve tol). - Block defn cache:
src/scene/block_cache.rs:238(build_defn— single-threaded today; nested expansion is topological). - Pipeline:
src/scene/pipeline/mod.rs(batched hatch, frustum cull, LOD — Phase 1-4 done).
Phase 1 — File Open Time
Goal: measurably halve the wall time between "Open" click and "first frame" for a 50 MB DWG.
1.1 Drop the second purge_corrupt_entities ✅ DONE
1.3 Single-pass entity walk (parse + purge + cache planning)
load_file → purge → build_derived_caches does three separate
entities() walks. A single pass can produce:
- corrupt-entity detection,
- hatch / image / mesh handle lists,
- 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.
1.4 Memory-mapped file reads (DWG / DXF)
DwgReader::from_file / DxfReader::from_file likely load the whole file
into RAM with std::fs::read. Switching to memmap2:
- eliminates the cold-cache read syscall on large files,
- lets the DWG section index be walked on disk (if the acadrust API supports it).
Dependency: acadrust upstream may need a from_reader / from_slice
API; add it in our patched fork (hakanaktt/acadrust).
1.5 Parallelize the acadrust parser (long-term)
acadrust's DWG parser is single-threaded. Section-based parallelism (header / classes / objects / blocks / entities — independent offsets) is the biggest unrealized win. Lives in the upstream fork.
Order: profile first — is this really the largest slice? Measure with
puffin.
1.6 Defer raster image decode
build_derived_caches calls
ImageModel::from_raster_image for every RasterImage entity — pixel
decode happens up front. Wasted if the entity is off-screen. Defer the
decode until first render (per-handle lazy OnceCell).
1.7 File-hash cache (warm re-open)
When re-opening the same file ((path, mtime, size) key) keep a disk
snapshot of CadDocument + DerivedCaches (e.g. ~/.cache/OpenCADStudio/). Skip
DWG parse entirely. Win: most-recently-opened file goes from 1-2 s to
sub-100 ms.
Risk: cache invalidation. Stay conservative — load only on exact
mtime + size match, otherwise normal parse.
Phase 2 — First-Frame Wire Tessellation
After FileOpened, bump_geometry() fires; the first frame tessellates
every model-space wire. Measurable hitch at ~100 k entities.
2.1 Parallelize block-definition build ✅ DONE
2.2 Incremental wire cache (delta tessellation) ✅ DONE (render path)
2.3 Progressive first render
On the first frame emit a coarse-tol wire pass (e.g. 4× the normal tol); refine to full tol on the second frame. The user sees something within 16 ms; detail snaps in smoothly afterwards.
2.4 Merge the world-offset scan into the single-pass walk ✅ DONE
Phase 3 — Per-Frame Render Cost
After Phase 1-4 culling/LOD, what's left is upload bytes and draw call count.
3.1 Camera-only invalidation: don't re-tessellate
The wire cache key today is (geometry_epoch, camera_generation)
(scene/mod.rs:414). A camera change should not
force re-tessellation — only zoom-adaptive curve-tol changes need
resampling, and only for curve entities (Arc / Spline / Ellipse). Straight
geometry is camera-invariant.
Practical: split the wire cache in two:
tess_cache[handle] → WireModel(rebuild only if tol-invariant content changed),frame_visible[handle] → bool(recomputed percamera_generation).
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)
3.3 Single-draw batched wire pipeline (Phase 4-B-style) ✅ DONE
3.4 Hardware instancing for repeated block inserts
When the same block defn is INSERT-ed N times (every door / window in
an architectural drawing) each instance currently renders as its own wire
set. Hardware instancing:
- upload the block defn vertex buffer once,
- one 4×4 transform row per Insert in an instance buffer,
pass.draw_indexed(0..V, 0..N_instances).
Typical architectural DWGs: 10-100× faster.
3.5 Glyph-stroke batching ✅ DONE
Phase 4 — Allocation & Memory
4.1 Swap HashMap for rustc-hash::FxHashMap ✅ DONE
4.2 Arena (bumpalo) for transient wire vertices
Tessellation allocates millions of small Vec<Vec3>s. A bump arena —
single allocation, frame-end reset — kills the per-vertex malloc cost.
bumpalo plays well with rayon (per-thread arenas).
4.3 SmallVec for small collections
Polyline.vertices, Hatch.boundary_paths, glyph-stroke lists are
typically < 8-16 entries. SmallVec<[T; 8]> skips the heap on the common
case.
4.4 Compact entity-ID representation
Handle is 8 bytes. 100 k entities → 800 KB just in keys. Hot handle
HashSet / HashMap usage can be flattened to Vec<u32> indices plus a
single FxHashMap<Handle, u32> translation table — cache-friendlier.
Phase 5 — Profiling Infrastructure (prerequisite)
Don't start any of the above without measuring first.
5.1 Add puffin or tracy spans
io::open_path_with_phase→parse,purge,cachesspans.Scene::wires_for_block→block_cache,tess,sortspans.Pipeline::prepare→upload,cull,drawspans.
Gate behind debug_assertions or a --features profile flag.
5.2 Open-time breakdown log ✅ DONE
5.3 Frame-budget HUD ✅ DONE (CPU tess slice)
Priority Order
Phase 5.1 first (the remaining profiling span work) — avoids speculation.
Then, measurement-guided, the remaining items:
- Phase 1.3 + 1.6 (single-pass walk + lazy image decode).
- Phase 3.1 (camera-only invalidation — users pan/zoom constantly; the hard part of the tess/selection split is what's left).
- Phase 3.4 (block instancing) — biggest render win, highest complexity.
- Phase 1.7 (warm cache) — dramatic UX, but invalidation must be correct or it creates nasty bugs.
- 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)
- GPU compute culling: for orthographic 2D CAD the CPU quadtree is enough. Already covered by Phase 1-4.
- Out-of-core entity streaming: meaningful for 100 MB+ single files; typical Open CAD Studio files are not there yet.
- Multi-frame async tessellation pipeline: if 2.3 progressive render works cleanly, this isn't needed.