Add tests/spec_wire_consistency.rs: (a) every op/query name in spec/entities.toml
maps to an existing Operation/Query variant; (b) both enums are append-only
relative to a recorded variant-order baseline (bincode discriminant stability).
Adds toml to dev-dependencies. 3 tests green.
Add Arc/Ellipse/Spline/Ray/XLine arms to the test + example mock add_curve
kind matching and the example curve_bounds, so the crate's unit tests and
examples compile against the Phase 2 curve families.
Switching to a Layout re-tessellated the whole model — `memo_miss=186455`,
2034 ms — to arrive at geometry identical to what was already in the memo.
The only thing that differed was colour.
`local_wires_for` already knows this: it stores the raw colour and drops
its background argument with `let _ = bg_color;`, noting that
`Batches::finalize` applies `adapt_to_bg` last, "so the cache no longer
has to rebuild on BACKGROUND / layout-switch". The tessellation memo's
guard had not been told, and still mixed the background in, so every
entry was discarded on a switch.
`finalize` now records what its colour resolution consumed — the raw
colour, the raw glyph colours, and the three flags it branches on — as
`WireModel::bg_adapt`, and `resolve_colors_for_bg` replays it for another
background. The guard drops the background, so a memo entry serves any
layout.
The resolution recomputes from the recorded raw colour rather than from
the resolved one, which makes it idempotent and therefore safe over a set
that mixes memo hits with freshly tessellated misses. Re-adapting the
resolved colour would not be safe: `adapt_to_bg` snaps a near-white colour
to pure black on a light background, and pure black comes back pure
*white* on a dark one, losing the tint. A test pins that asymmetry so the
raw colour is not optimised away later.
The contract is tested against the real `finalize` rather than a copy of
its logic: for every background pair, building under one and resolving for
the other lands exactly where building under the other would have.
`bg_adapt` is `None` for wires built anywhere else, and the resolution
skips them, so nothing outside the block cache changes colour. It is also
`None` when the resolution would be a no-op — a preserved colour with no
canvas fill looks the same under every background — which keeps the common
case at no cost.
Ordering is unchanged: the pass runs inside the builder, before
`append_scene_markers` and `apply_refedit_fade`, both of which have their
own separate background dependency.
`wires-build` gains `colors=` so the pass has a number of its own.
Co-Authored-By: Claude Opus 5 <[email protected]>
`gpu-live` made this the obvious next one. Once idle slots started giving
their memory back, the shadow maps were the largest thing that never did:
128 MiB across eight slots, 37 % of the 341 MiB floor, and none of it
sampled — `shadow_enabled` defaults to false and most visual styles never
turn it on.
Every slot allocated `SHADOW_MAP_SIZE` squared at `Depth32Float` in
`Pipeline::new` and held it for the life of the slot, because the frame
bind group needs *something* at its shadow binding and the field was not
optional.
It is now `Option<(Texture, TextureView)>` alongside a 1x1 placeholder
that satisfies the binding while shadows are off — nothing samples it
then, so one texel is the whole requirement. `sync_shadow_target`
allocates on the transition into shadows and drops on the way out, and
only on the transition, so a viewport that keeps its setting does not
rebuild a bind group every frame.
The frame bind group had two inline builders — one in `Pipeline::new`, one
in `upload_background_images` — and this adds a third caller, so they are
now one `rebuild_frame_bind_group`. A shadow transition cannot forget the
background image the slot already had.
The shadow pass now tests for the target rather than the flag: wanting
shadows and having somewhere to put them are different questions, and
without the second one a failed 16 MiB allocation would have rendered the
pass into the 1x1 placeholder. Releasing a cold slot hands the target back
too, and `gpu-live` reports what is actually held rather than a constant.
Covered by a GPU test that toggles the setting off/on/off/on against a
real adapter with a validation scope armed, then releases the slot — the
transition is the risky path and the other GPU tests never take it.
Co-Authored-By: Claude Opus 5 <[email protected]>
After an out-of-memory the viewport stopped updating for the rest of the
session — both Model and Layout frozen, the UI still responsive. The log
shows why: `block-wire-geometry` prints *after* the errors it provoked.
The failed uploads were cached.
A rejected allocation still yields a `Buffer`. It is invalid, every later
use reports again, and it is indistinguishable from a good one at the
cache key. So the entry keeps hitting, nothing ever rebuilds, and the
frame stays empty even once memory frees up. Sharing `block_geometry`
across slots in the previous commit made that worse, not better: one
poisoned entry now serves every viewport.
The device's uncaptured-error counter was already there, private to the
handler that throttles the log. It is now readable, and the three caches
that can retain a bad upload — block definition geometry, the shared wire
buffer cache, and the arena's content id — snapshot it across their build
and decline to record what it condemns. The degraded frame still draws;
the next frame tries again.
Best effort by construction: wgpu surfaces some errors asynchronously, so
a moved counter means something failed, while an unmoved one is not proof
that nothing did. That asymmetry is the right way round here — believing
a bad buffer costs a frozen viewport, rebuilding a good one costs a frame.
`block-wire-geometry` gains `poisoned=` so a run says whether this
happened rather than leaving it to be inferred.
Co-Authored-By: Claude Opus 5 <[email protected]>
The layout-switch OOM names its buffer: `Buffer with 'block_wire.vertices'
label is invalid`, right after `uncaptured wgpu error #1 … Out of Memory`.
That buffer is the largest thing this renderer allocates, and five sixths
of it is duplication.
A segment reaches the shader once per corner of its quad, and the packed
path satisfies that by writing the whole 60-byte record six times —
360 bytes a segment — with `vs_main` recovering the corner from
`vertex_index % 6`. Six identical copies, on a 2 GB card.
`block_wire_storage.wgsl` puts the segments in a read-only storage buffer
indexed by `vertex_index / 6` instead, so each record is stored once. The
geometry vertex buffer disappears; the placements move to slot 0 and the
segments arrive through the definition's bind group, which becomes
per-chunk because each chunk binds its own slice.
This is the pattern `wire_indexed.wgsl` already uses for per-wire
constants, down to the capability gate: `supports_wire_storage` asks for
exactly one vertex-stage storage binding, which is exactly what this
needs. Where it is false — WebGL, the forced compatibility renderer — the
packed shader and its vertex buffer are built as before.
`Segment` is declared with scalar members rather than `vec3<f32>`, which
would align to 16 in storage and reintroduce the padding this removes. A
test validates the shader through naga and asserts the struct's stride
equals `size_of::<BlockWireVertex>()`, because a layout mismatch would
otherwise surface only as garbage geometry on a real device.
`block-wire-geometry` reports the bytes uploaded and what the packed path
would have taken, so the saving is measured rather than assumed.
The cache value becomes `Arc<Vec<BlockGeometryChunk>>` while keeping the
translation-aware key from #1006 — both modes still have to invalidate
when the base instance moves, because the records hold its world
coordinates either way. `const_bgl` and the mode are decided together
when the pipeline is built, so they travel as one `BlockWireTarget`
rather than pushing `from_wires` past the argument limit.
Co-Authored-By: Claude Opus 5 <[email protected]>
The drawing vanished from Model and only came back with REGENALL. That is
this bug's exact signature, and the guard added two commits ago was
incomplete.
`cached_wire_id` gates the entire wire upload block — line 620 skips it
whenever the slot's id already matches the viewport's content id — and it
was stamped unconditionally at the end of that block, whether or not the
device had accepted what was uploaded. So a rejected allocation left the
slot holding invalid buffers *and* claiming to be current. Nothing
rebuilt it. REGENALL worked because it mints a new content id, which is
the one thing that makes the ids differ again.
`wire_buffer_cache` and `wire_arena_id` were guarded; this third latch,
the one that gates them both, was missed. Guarding it individually would
leave the same question for `cached_text_source`, `cached_hatch_source`
and the rest, each stamped after its own upload.
So the check moves to where it covers all of them: if the device reported
anything during this viewport's turn, the slot forgets every cache key it
holds and the next frame rebuilds it. The counter is device-wide, so an
error raised by one viewport also invalidates its neighbours in that
frame. That is deliberate — the cost is one slow frame, and the
alternative is the failure this fixes.
The narrower guards stay: `wire_buffer_cache` is shared across slots, so
keeping a bad entry out of it protects viewports that were healthy.
Co-Authored-By: Claude Opus 5 <[email protected]>
`MultiPipeline::inners` only ever grew. A slot that no viewport is using
still owned its wire arena, its render targets, its text atlas and every
category buffer — tens of megabytes each — and nothing ever asked for them
back. Zoom a paper layout out until five viewports are on screen, and the
memory the hidden ones are holding is exactly what the visible one cannot
get.
`Pipeline::release_heavy_resources` hands it back: arenas, wire and block
batches, the handle index, selection and preview buffers, wipeouts,
images, mesh batches, silhouettes, the text atlas, and the render targets,
which go through `ensure_depth_texture` at its smallest size rather than
being reached for directly so the blit bind group stays consistent with
the views it samples — about 0.6 MiB against the ~70 MiB a full-canvas
slot holds.
Everything released is derived state whose rebuild is guarded by a cache
key, and every one of those keys is reset. That reset was already written
once, inline, for slot reuse; both now call `forget_cached_keys` so they
cannot disagree about what "this slot holds nothing you can trust" means.
It gained two entries in the move — `cached_highlight_key` and
`silhouette_source_key` — which slot reuse had not been clearing, so a
recycled slot could keep a stale highlight or silhouette.
The policy is gradual while the device is healthy: a slot is released once
it has been idle for 64 prepare calls, so an ordinary session pays nothing
and a layout the user keeps returning to stays warm. It stops being
patient the moment the device refuses an allocation — at that point
holding an invisible viewport is what turns a degraded frame into a
session that cannot recover, and the operator needs the drawing to stay
usable long enough to close a viewport or two.
The cost of releasing a slot that is wanted again is one slow frame.
`slots-released n= urgent= slots=` reports when it happens, since the
alternative is inferring it from a memory number.
Co-Authored-By: Claude Opus 5 <[email protected]>
Stage 0 of the roadmap asks for a memory baseline before any more
optimisation, and explicitly not from RSS: the allocator and the driver
both retain high-water memory that RSS cannot tell apart from live
resources.
`gpu-live` counts from the sizes this renderer allocated, in the
categories large enough to decide where the next fix goes:
slots total shadow targets text_atlas wire_arena block_geometry
It is partial by construction and says so, rather than presenting itself
as a total. Hatches, images, meshes and Face3D are not counted yet.
Three of the numbers needed a size that was not reachable before: the
block-geometry chunk records its bytes at build because in storage mode
the buffer belongs to the bind group, the arena exposes its allocation
rather than its occupied prefix — headroom is what a budget has to answer
for — and the text atlas reports its `R8` texel count.
Emitted only when a number moves. `prepare` runs thousands of times in a
session and these change a handful of times, so a per-frame line would
bury the log it is meant to explain.
This answers the question the previous fix left open: whether the arena's
52 MiB per slot, the 16 MiB shadow map every slot allocates whether or not
shadows are on, or the render targets dominate once a paper layout has
four or five viewports on screen.
Co-Authored-By: Claude Opus 5 <[email protected]>
Zooming a paper layout out until several viewports fit on screen ran the
card out of memory. The log correlates exactly: every error cluster
follows a `nav-prepare … space=Paper` with `viewports=3`, `4` or `5`,
where earlier sessions had reported `viewports=2` and stayed inside the
budget.
Each viewport gets its own `Pipeline` slot, and `block_geometry` was a
slot field — so every slot uploaded its own copy of the same definition
segments. That is the single largest upload this renderer makes: 1 101
definitions, 1 040 267 segments, 59.5 MiB. Three of them land back to
back in one burst in the log, each bracketed by its own full arena
rebuild.
The cache key is `(source_id, mesh_edge, colour, base translation)` —
nothing a viewport contributes. Two viewports drawing the same definition
draw the same segments, so the cache belongs beside `wire_buffer_cache`
on the `MultiPipeline`, which already shares the finished `BlockWireGpu`
batches across slots for the same reason.
That existing sharing also settles the one question this raises: bind
groups built against one slot's layout are already handed to other slots
today, so nothing new is being asked of wgpu here. Both GPU regression
tests still pass on a real adapter with validation scopes armed.
This does not address the wire arena, which stays per slot and rebuilds
52 MiB of instances each time a slot changes hands — `arena-base
ok=false` on every single build in the session, never `ok=true`.
Co-Authored-By: Claude Opus 5 <[email protected]>
Switching to a Layout stops the main thread long enough that the
compositor decides the application has stopped responding and offers to
kill it. The switch itself is not the problem — `layout-switch` reports
about 10 ms — it is the frame after it, which rebuilds the whole wire set.
That frame now has a cheap one in front of it. `layout_settling` is set
when the switch takes, and while it holds, the viewport is replaced by a
centered "Preparing layout…" on the canvas background. No shader widget
means no scene primitive, so `prepare` has nothing to do and the frame
costs nothing. A `window::frames` subscription clears the flag, which is
the guarantee this needs: that callback runs once a frame has actually
been presented, so the notice is on screen and the compositor has been
answered before the expensive frame starts.
The deferral is of the *frame*, not the switch. Two callers depend on the
switch having completed when it returns — one calls `fit_all` immediately
after, another compares `current_layout` — so deferring the switch itself
would have broken both.
This restarts the compositor's timer immediately before the slow frame and
replaces a stale window with something that says what is happening. It
does not make the slow frame fast: if the rebuild still exceeds the
compositor's timeout the dialog can return, and the durable fix is the
2 s `memo_miss` behind it, which is a separate change.
Only `en-US` is validated against at build time; Greek is filled in too
since it is in use here, and the rest fall back until translated.
Co-Authored-By: Claude Opus 5 <[email protected]>
`grid-detail` came back `views=1095.2ms params=0.0ms bg=0.0ms n=0`. Zero
grid views — every millisecond of it thrown away.
`grid_views` asked `active_viewports` for every viewport, which resolves a
camera for each, and `camera_for_viewport` reaches `model_space_extents`,
which outside the Model layout tessellates the whole drawing. Only then
did it filter on `grid_on`, which removed all of them. The parallel walk
from the previous commit had already cut this from 7826.9 ms; it was
7.8 seconds of work for an empty vector.
`grid_views` now asks first. `any_viewport_grid_on` reads the same fields
`active_viewports` copies into `ViewportInstance::grid_on`, and skips the
visibility filters that function also applies: answering "maybe" costs
only the work that would have happened anyway, while answering "no"
wrongly would drop a grid the user asked for.
Also reports the tessellation memo's guard and the inputs that can move
it. Two consecutive identical resident builds each missed all 186 455
entries — `memo_hit=0` twice in a row — which a stable guard cannot
explain, so something is clearing the memo between them and reading the
code has not said what. `guard=`, `guard_stale=`, `avp=`, `anno=`,
`anno_h=`, `all_vis=` and `sdf_gen=` will.
Co-Authored-By: Claude Opus 5 <[email protected]>
The previous version declared `visible_path` with a default of "quadtree"
and never assigned it in any branch, so every run printed
`visible_path=quadtree candidates=0` no matter which of the three
branches ran. Clippy's "does not need to be mutable" on the declaration
was the tell.
All three branches now name themselves — `quadtree`, `full-scan`,
`block-index` — and report how many candidates they considered. The
binding is left uninitialised so the compiler rejects any branch that
forgets, which is the property the first version lacked.
The full-scan branch reports no count: obtaining one means walking the
document a second time, on the one branch already doing that walk.
Co-Authored-By: Claude Opus 5 <[email protected]>
`view-detail` put 7826.9 of the first paper frame's 7832.8 ms in the grid
overlay. The path is `grid_views` → `active_viewports` →
`camera_for_viewport` → `model_space_extents`, whose fast path reads the
already-built wire AABBs but is gated on `current_layout == "Model"` —
correctly, because `wire_cache` holds the *current layout's* wires, which
in a Layout are the paper sheet's. So a paper frame takes the fallback,
which tessellates every model-space entity to read its key vertices.
That fallback called `tessellate_one` per entity, and `tessellate_one`
resolves the background, annotation scale and block cache from `&self`
every time — including a `RefCell` borrow and a cache lookup for a block
cache that is identical on all 186 455 calls. The walk was also serial,
while the wire builder's own tessellation pass has been parallel for a
while.
Those inputs are now resolved once, by a `tessellation_context` that
`tessellate_one` also uses so the two cannot drift, and the walk runs
through rayon. The reduction is min/max/or, so parallel order does not
change the result; the arguments to `tessellate_entity` are unchanged.
This makes the fallback cheaper, not absent. Tessellating a million
entities to obtain a bounding box is the wrong shape, and the structural
fix — a model-space extent that does not depend on which layout is being
viewed — needs the next measurement to size. Recorded in DEBUG_NOTES.
Co-Authored-By: Claude Opus 5 <[email protected]>
After querying the quadtree and appending the unbounded entities, the
quadtree path has to add the ones the tree cannot index — Insert,
Viewport, Block, BlockEnd — and did so by walking every entity in the
document. On a 1.17 M-entity drawing that is a full walk per resident
rebuild to find a few thousand, which defeats the point of having a
spatial index on that path at all.
Membership depends only on the entity's type, so it is resolved once per
`geometry_epoch` and reused. The list is built by walking
`document.entities()`, so it stays in document order and the wires come
out in the order the loop produced before — which matters, because that
is draw order for a pass that alpha-blends.
This is the same treatment the previous commit gave the block-membership
path. Which of the two a layout switch actually takes is still unmeasured:
the diagnostic added to report it was defaulted rather than assigned, so
its `visible_path=quadtree` output was a constant. The next commit fixes
that. Both branches carried an avoidable full walk either way.
Co-Authored-By: Claude Opus 5 <[email protected]>
`view-detail` located the first paper frame's cost precisely: 7826.9 of
7832.8 ms in `grid`. Once, on the first frame after a layout switch —
every other frame in a 2769-frame session reports it at 0.0.
That is the largest single cost in a layout switch, larger than the model
re-tessellation and the arena rebuild combined, and it is not geometry
work at all. `grid_overlay` itself only wraps a canvas; `grid_segments`
runs later, in `draw`. So the time is in `grid_views` or in the per-view
parameter build, and reading the two does not settle which: both reach
helpers that can fall back to a full document walk, and neither obviously
fires for this drawing.
`grid-detail views= params= bg= n=` splits it, and reports only when the
block costs at least a millisecond so the quiet frames stay quiet.
Co-Authored-By: Claude Opus 5 <[email protected]>
The block member index cut the paper sheet's selection from 313 ms to
112 ms but left model space at 296 ms, which is not what a shared
per-epoch index should do — the second call in a frame ought to be free.
Either the drawing falls into the permissive legacy-DXF case, where the
predicate still needs the full walk, or the index is being rebuilt
between the two calls. The wires-build line now says which path ran and
how many candidates it considered, so one run settles it.
Co-Authored-By: Claude Opus 5 <[email protected]>