perf: stop rescanning every entity to fill the selection-filter menu

Pan and even plain cursor movement over the canvas ran at ~8 fps on a
large drawing. Nothing rendered was responsible: the GPU idled at 0-8%,
encoding no scene at all changed nothing, and vertices, pixels and draw
calls could each be cut without moving the number. `view` was the frame
-- 110 ms of it against 3-6 ms on a small drawing -- and inside `view`
it was the status bar.

The status bar builds the selection-filter menu, which asks for the
distinct entity type names in the layout. That call cloned the layout's
entire handle list (1 166 357 handles, ~9 MB), then did a map lookup, a
String allocation and a BTreeSet insert for each one. About 107 ms of a
110 ms frame, to produce roughly twenty names, for a menu that is only
visible when opened.

Cache the result against geometry_epoch and the layout block, since it
only changes when entities are added or removed, and make the scan
itself borrow the handle list rather than clone it and collect &str,
allocating only for the names it returns.

The immediate-mode UI rebuilds every widget on every mouse move, which is
fine as long as nothing in that path is O(document). This was.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
PanosandClaude Opus 5 committed 2026-09-04 16:20:30 +03:00
1 parent 886d5777d8
commit f1efc73cbe
4 files changed
+51 -12

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+2 -2
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@@ -3687,8 +3687,8 @@ impl OpenCADStudio {
let i = self.active_tab;
let types = self.tabs[i].scene.entity_type_names_in_layout();
let f = &mut self.tabs[i].scene.selection_filter;
for t in types {
f.insert(t.to_string());
for t in types.iter() {
f.insert(t.clone());
}
Task::none()
}
+2 -3
View File
@@ -1948,9 +1948,8 @@ impl OpenCADStudio {
selection_types: tab
.scene
.entity_type_names_in_layout()
.into_iter()
.map(|name| name.to_string())
.collect(),
.as_ref()
.clone(),
selection_filter: &tab.scene.selection_filter,
tooltip_hidden: self.status_menu_tooltip_hidden,
};