A day of pan/zoom that had suddenly become unusable on a 1.2M-entity
drawing turned out to be no regression at all: an unattended NVIDIA
userspace update had been applied without a reboot, the Vulkan ICD could
no longer talk to the still-loaded kernel module, and wgpu silently fell
through to Mesa's llvmpipe. Nothing in the app said so. iced picks the
adapter and names it only under RUST_LOG, so the only evidence was 32
`llvmpipe-N` threads in /proc. The same silence covers WARP on Windows,
SwiftShader in browsers, and the case where wgpu finds no adapter at all
and iced quietly draws the chrome with tiny-skia while the shader widget
is dropped, leaving a blank viewport. This commit makes all of that
visible, on every platform, without new dependencies.
Detection (src/scene/pipeline/mod.rs)
-------------------------------------
`GpuStatus` is derived from two signals:
* `record_gpu_adapter`, run from `MultiPipeline::new` (once per device,
next to the existing uncaptured-error handler), reads
`Device::adapter_info()`, prints one `[gpu] adapter: <name> (<backend>,
<device type>, driver …)` line — stderr natively, `console.warn` on the
web, which has no stderr — and keeps a copy.
* `note_scene_draw`, run from `ViewportPane::draw`, counts how often the
viewport asked for a primitive. Every renderer makes that call; only
wgpu goes on to `prepare` and create a device. Three draws with no
device ever recorded therefore mean the primitive is being dropped.
The verdict is one of `Unknown`, `Hardware`, `Software(adapter)` or
`NoRenderer`. `Software` is `DeviceType::Cpu` — what Vulkan reports for
llvmpipe, DX12 for WARP and GL for a renderer string that gives it away —
plus a name match on the fallbacks browsers expose (SwiftShader, llvmpipe,
lavapipe, "Microsoft Basic Render"), because the WebGPU backend reports
every adapter as `Other` (gfx-rs/wgpu#8819). Metal has no software device,
so on macOS only `NoRenderer` can occur (a VM without a GPU); it is caught
by the draw count like everywhere else.
`gpu_status_if_changed` costs one atomic load per app message: a
generation counter moves only when a device is recorded or the draw count
crosses its threshold, so the app re-derives the verdict a handful of
times per session.
Notification (src/app/startup.rs, view/modal.rs, ui/statusbar)
-------------------------------------------------------------
`refresh_gpu_status` runs after every message. On a degraded verdict it
speaks through three channels, because many users never read the command
line:
* A popup, `ModalKind::GpuWarning`, queued once per verdict through the
startup-modal queue so it waits its turn behind the file open. It names
the adapter, states the consequence (slow navigation, unstable or
missing rendering) and gives the remedy that usually applies on the
running platform: a driver update not yet followed by a reboot on
Linux, a missing driver or a Remote Desktop / VM session on Windows, a
VM without a Metal device on macOS, hardware acceleration switched off
in the browser. "Don't show again for this device" stores
`GpuStatus::identity()` in `settings.gpu_warning_silenced`; keying it by
verdict means silencing "software rendering on llvmpipe" does not
silence a later, different failure.
* A status-bar pill in the theme's warning colours, `⚠ Software rendering`
or `⚠ No GPU renderer`. It is not a `StatusPill`, so it cannot be hidden,
and it stays for the session; clicking it reopens the popup, silenced or
not.
* A command-line entry through the new `CommandLine::push_warning`, which
is styled like an error but deliberately does not touch `last_error` /
`error_revision`: automation reads those to decide whether the command it
just ran failed, and a graphics warning is not a failed command.
`subscription()` requests frames only while the verdict is `Unknown` on a
document tab (the Start page draws no viewport), so the probe costs one
frame on a working GPU, three on none, then stops.
Verification
------------
* Live on the machine that had the incident, with the Vulkan loader
restricted to Mesa (`VK_DRIVER_FILES=…/lvp_icd.json WGPU_BACKEND=vulkan`):
popup → OK → pill → click reopens; "Don't show again" → restart → pill
only, no popup.
* `gpu_tests::the_adapter_is_reported_once_per_device` (ignored, needs an
adapter) asserts the classification on a real device; it was run on both
llvmpipe (`Cpu`) and an NVIDIA GT 1030 (`DiscreteGpu`).
* Unit tests cover the name heuristic, the verdict function, the identity
rule, the warning text with an adapter name that itself contains
parentheses and commas, the settings round trip and the command-line
semantics. New strings are in all 21 locales as the `gpu` Fluent group.
Co-Authored-By: Claude Opus 5 <[email protected]>
The MTP/M2P midpoint-between-two-points modifier existed as a typed transparent command only. Add it to the Shift+RMB snap override menu as an icon-only cell after Parallel (hover tooltip, no text) with a new osnap/mtp.svg marker, plus a context-menu entry while a point prompt is active.
value toggle, and redesigned constraint-ribbon icons
Properties panel:
- New "Parameters" section (shown with no selection) listing every named
parameter with inline name/formula editing, add, and delete, backed by
new PropValue::ParamRow/ParamAddRow and command_driver handlers
(resolve_named_parameter_edit, on_prop_param_commit/_delete/_add_new).
A fresh parameter's formula now defaults to "1", not "0" — a 0-length
seed value is a genuine solver singularity for a Distance constraint
driven by that parameter, with no defined direction to grow back out of.
- New "Constraints" section (shown for a single selected entity) listing
every constraint touching it as a clickable PropValue::EntityLink that
selects the linked entities in the viewport, danger-tinted when the
constraint conflicts.
Constraint pills:
- New Options > General toggle, "Show values and parameter names on
constraint markers" (on by default, persisted). Off, every pill shows
just its bare glyph instead of glyph+driven-value/parameter-name — the
glyph alone is enough to see a constraint is present, without the value
text covering nearby geometry on a dense sketch.
Constraint-ribbon icons:
- Replaced all 18 unicode/letter glyph icons (including the plain "F",
"L", "M", "S" letters) with proper SVGs under assets/icons/constrain/,
matching the Modify section's two-color style (#B4B6B9 white / #6DB7ED
blue, consistent stroke width). Tangent reuses the Draw section's
white-arc-plus-blue-dots motif.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Brings in 54 commits from origin/main: a selection-performance overhaul,
surface thickening, GPU-native wide/tapered stroke rendering, continued
ocs_doc_api evolution, and assorted fixes/polish (block double-click
editing, DWG hatch/database repair, clipboard, collapsible Properties
sections).
Six real conflicts, all where this branch had independently re-applied
a fix upstream later revised or already carried natively:
- src/app/automation.rs, src/app/command_driver.rs: combined both
sides — kept this branch's sketch-constraint/named-parameter loading
on "new"/"open", adopted main's Scene::clear()/material_base_dir and
its newer rebuild_derived_caches() over the older bump_geometry().
Scene::clear() (src/scene/entity.rs) now also resets
sketch_constraints/named_parameters, so every caller gets this for
free instead of each call site repeating it.
- src/io/mod.rs, src/scene/render_graph.rs: adopted main's design
outright (commit 973af87d, authored by Hakan directly) — a large
MINSERT is no longer purged as "corrupt" at load, only its rendering
is bounded, preserving the source data. This branch's own earlier
design (reject at load) predates that revision.
- src/scene/pipeline/mesh_gpu.rs: adopted main's valid_rgba_size()
guard (a real robustness improvement over this branch's version).
- src/snap.rs: replaced wholesale with main's version — this branch's
copy was an explicit verbatim snapshot from an earlier upstream PR
(commit 4c264b8c) with zero constraint-system-specific content, and
main has since evolved it considerably further.
Also removed two now-dead duplicates the merge surfaced without a
conflict marker (both branches had independently fixed the same
things): the OPTIONS/OP command dispatch/autocomplete entries, and
automation.rs's open_finalizes_and_purges_like_the_ui_open_path test
(kept main's version, which covers strictly more: solid_models/
material_base_dir reset on "new").
Full workspace suite passes (812 lib tests + this branch's own 24
constraint/persistence integration tests) except the one pre-existing,
unrelated font-test failure already present on main. Zero clippy
findings in the hand-written merge resolution itself; the ~1,171
warnings clippy reports are pre-existing in the 54 absorbed commits,
not introduced here.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Changed button padding from [5, 10] to [4, 8] to match layout tabs
- Changed container left padding from 6.0 to 2.0 for consistent spacing
- Plus button now has same distance from Start tab as from Layout tabs
Co-authored-by: Copilot <[email protected]>
Ports FreeCAD's planegcs 2D geometric constraint solver to Rust as a new
crates/ocs_gcs workspace member, and wires it into the document/scene model
as a persistent SketchConstraintSet: Coincident, Horizontal/Vertical,
Parallel/Perpendicular, Equal, Tangent, Distance, Angle and Radius
constraints that re-solve live (including mid-drag, not just on release),
render glyphs and a DOF badge, flag conflicts with a one-click resolver
pill, and round-trip through save/load via an XRecord blob.
Also includes docs/command_reference.md (a statically generated reference
of every registered command and its prompt sequence) and
docs/named_parameters_design.md + docs/backlog.md, which hand off the next
queued feature (a named-parameter/expression table) and consolidate every
deliberate scope-down and open gap found along the way, so a fresh session
has a complete starting point.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Double-click / "Open With" never puts the file on argv — Finder always
delivers it as a kAEOpenDocuments Apple Event instead, which nothing in
this app listened for, so it just showed "cannot open files in this
format" even though the file association itself was registered
correctly.
The standard fix, implementing application:openURLs: on this app's own
NSApplicationDelegate, isn't available here: winit already installs
its own delegate to own window/lifecycle events, NSApplication has
exactly one delegate slot, and winit's class doesn't implement the
open-document method.
This bypasses the delegate protocol and registers directly with the
lower-level Apple Event Manager (AEInstallEventHandler) instead — the
same mechanism AppKit's delegate forwarding is itself built on, and
independent of who owns the delegate. Registration happens on the
iced Subscription's first poll rather than in main() before app::run()
— registering earlier gets silently overwritten by winit's own
NSApplication startup, confirmed by testing against a real `open -a`
rather than assumed from Apple's docs.
This handles a file opened while the app is already running. A cold
launch (app not running yet) needs a different mechanism, in the
following commit.
Co-Authored-By: Claude Sonnet 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]>
`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 first Model→Layout switch costs ~9.2 s, and the largest single piece
of it is `view` at 5810 ms — iced widget-tree construction, not the scene.
The scene work that follows it in `prepare` (two `wires-build` calls plus
`frame-prepare`) accounts for 3377 ms, and the log's ordering shows the
two are sequential, not nested: `view` prints before any of them.
`view` being one number could not say which part of a 1950-line
`view_main` that is. It now reports eight sections — viewport_3d,
model_input, grid, selection_overlay, viewport_mouse, viewport_stack,
active_vp_rect, chrome — plus the preamble as `head`.
The marks go through a closure over a `RefCell` rather than one binding
per section: two of the sections sit inside a nested block, where
per-section bindings are out of scope by the time the report runs.
Co-Authored-By: Claude Opus 5 <[email protected]>
- Add 'i ' prefix to EntryKind::Info and coordinate set_step_prompt deduplication to satisfy WCAG 1.4.1 across all 22 themes
- Drop unused _desk parameter from crosshair_background and clean up its call sites
- Document AutoCAD-standard context-based crosshair drafting surface architecture in crosshair_background
- Add doc comments documenting deliberate alpha omission in canvas_is_light and backlog scope in is_wide
- Add canvas_is_light helper based on WCAG luminance (> 0.5)
- Ensure crosshair_background always returns sheet white in paper space
- Update resolve_selection_base_color to resolve user ACI -> light-canvas palette -> theme palette
- Add light_canvas_color with curated deep-green/deep-blue pairs for light surfaces
- Extract selection_fill_alpha with 1.35x contrast compensation on light surfaces
- Thread canvas_bg through draw_marquee and poly selection
- Note deliberate limitation for desk-spanning marquee edge case
- Add test coverage for paper space, ClassicDark, custom light bg, and fill alpha clamping
Everything measured so far accounts for about 1 ms of a ~120 ms pan
frame: update is 5-28 ms at worst and usually far less, prepare 0.45 ms,
encode 0.5 ms. Meanwhile the GPU idles at 0-8%, encoding no scene at all
leaves latency unchanged, major page faults stay flat at 17 across forty
seconds of panning, and freeing 6 GB of swap changes nothing either.
So the time is in code that has never been timed. `view()` runs between
the input handler returning and `prepare` being called, rebuilds the
whole widget tree every frame, and is the largest unmeasured span in
that gap.
Reports only when it exceeds 1 ms, so a healthy frame stays quiet.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)
Scene.selection was Rc<RefCell<SelectionState>> (31 fields, ~1.6KB
with poly_points) cloned deep per view_main per pane via
(*sel_ref).clone() at view/mod.rs:760. Replace with
Arc<RefCell<SelectionState>> (Arc::new(RefCell::new(...)) at
scene/mod.rs:1436,1868), SelectionCanvas holds Arc<RefCell> and
selection_overlay takes Arc<RefCell> (overlay.rs:365,415),
view_main does Arc::clone(&tab.scene.selection) (atomic bump)
instead of deep clone. sel_ref stays borrowed for field reads
(vp_size etc.).
Bench (release, n=5000): SelectionState::clone 39-68ns (64pts) /
11-22ns (0pts) vs Arc::clone 7ns — 5-9x on the hot path.
Tests:
- selection_is_arc_not_refcell: asserts type_name contains Arc
- bench_selection_state_clone / bench_selection_arc_clone / bench_selection_state_clone_empty (ignored, release)
Hold a single Ref<SelectionState> across the block; replace six redundant borrow().vp_size/last_move_pos calls with field reads on the Ref. Move the deep clone to the widget call site ((*sel_ref).clone()), preserving one clone per frame but ensuring the widget receives the same snapshot as the geometry reads.
Replace manual key entry with per-row capture cells: clicking + Add
inserts a draft row at the top with its key cell armed, and the next
key combination is recorded and normalized (Ctrl+Shift+S →
CTRL+SHIFT+S). While armed, a dedicated keyboard listener swallows all
input so recorded shortcuts do not execute in the drawing.
Draft rows are transient and confirmed only through an explicit accept
button, so the table never retains empty rows. Duplicate keys and
unrunnable commands are flagged in danger styling with a persistent
warning naming the conflicting command. Added reset-to-defaults with
confirmation, apply-and-exit, a shortcut count, and an unsaved-changes
guard on close.
Improve the selection-cycling list box so overlapping objects can be
identified at a glance:
- Add a color swatch per row showing the object's effective drawn color
- Show the layer name right-aligned next to the element type
- Size the popup to fit its content with consistent padding
Widen render_style_for_viewport visibility from scene-internal to
crate-wide so the view layer resolves the same color the renderer uses.