Phase 2.2. wires_for_block_culled re-tessellated every visible entity on any geometry bump, so a single-entity edit cost a full model re-tess (~30ms baseline after the block_epoch fix). Add a per-entity memo (tess_memo: Handle -> Arc<Vec<WireModel>>) on the culled Model render path. It's guarded by a hash of the tessellation parameters (tol / view / anno / world_offset / bg / entered viewport); a mismatch (zoom, layout switch) clears it. The render path now classifies the visible set against the memo, materializes hits and tessellates only the misses in parallel, then stores the misses back. - bump_geometry clears the memo (structural change — safe default); - incremental edits drop just the changed handle via mark_entity_dirty and bump with bump_geometry_no_blocks: line commit (new handle is a natural miss) and grip commit / Esc-cancel (mark the dragged handle). The hit-test (view_aabb == None), paper and per-viewport paths bypass the memo so their differing cull parameters don't thrash it. A single-entity edit now skips the per-entity geometry math for the entire unchanged set; the Vec assembly + batched-buffer upload stay O(N). Co-Authored-By: Claude Opus 4.8 <[email protected]>
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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
Today purge_corrupt_entities runs once on the
background thread and again in the
FileOpened handler after xref resolve.
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.
1.2 Move XREF resolution to the background thread
resolve_xrefs 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
entities() walks. A single pass can produce:
- corrupt-entity detection,
- hatch / image / mesh handle lists,
- AABB accumulation for
world_offset(currently a separate pass insidecompute_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
block_cache::build 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) re-tessellates only
that entity and reuses every other — the per-entity geometry math is skipped
for the unchanged set. 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). 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 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
compute_world_offset 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
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).
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).
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 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
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
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.
Phase 4 — Allocation & Memory
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 —
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
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.
Then, measurement-guided:
- Phase 1.1 + 1.2 (cheap, low-risk, certain win).
- Phase 1.3 + 1.6 (single-pass + lazy image).
- Phase 2.2 (incremental wire cache — wins on both edit and open).
- Phase 3.1 (camera-only invalidation — users pan/zoom constantly).
- Phase 3.3 (batched wire pipeline) and Phase 3.4 (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.