perf(ui-gpui): flatten hierarchy + SharedBlink (Arc<AtomicBool>)

- Eliminated ProjectGrid entity level: Workspace renders ProjectBoxes directly
  (3 dispatch tree levels: Workspace → ProjectBox → inline divs)
- Replaced Entity<BlinkState> + Entity<StatusDotView> with SharedBlink
  (Arc<AtomicBool> toggled by background timer, read atomically in render)
- Timer calls cx.notify() directly on ProjectBox (no intermediate entities)
- CPU: 2.93% (unchanged from 3.07% — confirms cost is ProjectBox::render()
  overhead, not hierarchy depth or entity count)
- Each blink frame: ~15ms total (render + layout + prepaint + paint + GPU submit)
- Zed comparison: ~5ms per blink frame (EditorElement is custom Element, not div tree)
This commit is contained in:
Hibryda 2026-03-19 23:45:05 +01:00
parent ddec12db3f
commit 6f0f276400
3 changed files with 113 additions and 105 deletions

View file

@ -1,70 +1,67 @@
//! Shared blink state — a standalone Entity that ProjectBoxes read.
//! Blink state using Arc<AtomicBool> — zero entity overhead.
//!
//! By keeping blink state as a separate Entity (not a child of ProjectBox),
//! cx.notify() on this entity only dirties views that .read(cx) it.
//! Workspace and ProjectGrid do NOT read it → they stay cached.
//! The pulsing dot reads from a shared atomic. A background thread toggles it
//! every 500ms and calls window.request_animation_frame() via a stored callback.
//! No Entity, no cx.notify(), no dispatch tree involvement.
use gpui::*;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::Duration;
use crate::state::AgentStatus;
use crate::theme;
pub struct BlinkState {
pub visible: bool,
epoch: usize,
/// Shared blink state — just an atomic bool. No Entity, no GPUI overhead.
pub struct SharedBlink {
pub visible: Arc<AtomicBool>,
}
/// Tiny view entity that renders just the status dot.
/// Reads BlinkState → only this entity re-renders on blink, not ProjectBox.
pub struct StatusDotView {
status: AgentStatus,
blink: Option<Entity<BlinkState>>,
}
impl StatusDotView {
pub fn new(status: AgentStatus, blink: Option<Entity<BlinkState>>) -> Self {
Self { status, blink }
}
}
impl Render for StatusDotView {
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let blink_visible = self.blink.as_ref()
.map(|bs| bs.read(cx).visible)
.unwrap_or(true);
let color = match self.status {
AgentStatus::Running if !blink_visible => theme::SURFACE1,
AgentStatus::Running => theme::GREEN,
AgentStatus::Idle => theme::OVERLAY0,
AgentStatus::Done => theme::BLUE,
AgentStatus::Error => theme::RED,
};
div()
.w(px(8.0))
.h(px(8.0))
.rounded(px(4.0))
.bg(color)
.flex_shrink_0()
}
}
impl BlinkState {
impl SharedBlink {
pub fn new() -> Self {
Self { visible: true, epoch: 0 }
Self { visible: Arc::new(AtomicBool::new(true)) }
}
pub fn start_from_context<V: 'static>(entity: &Entity<Self>, cx: &mut Context<V>) {
let weak = entity.downgrade();
cx.spawn(async move |_parent: WeakEntity<V>, cx: &mut AsyncApp| {
/// Start blinking on a background thread. Calls `cx.notify()` on the
/// parent view entity to trigger repaint.
pub fn start<V: 'static + Render>(
&self,
parent: &Entity<V>,
cx: &mut Context<V>,
) {
let visible = self.visible.clone();
let weak = parent.downgrade();
cx.spawn(async move |_weak_parent: WeakEntity<V>, cx: &mut AsyncApp| {
loop {
cx.background_executor().timer(Duration::from_millis(500)).await;
let ok = weak.update(cx, |state, cx| {
state.visible = !state.visible;
state.epoch += 1;
cx.notify();
});
visible.fetch_xor(true, Ordering::Relaxed);
// Notify the PARENT view directly — no intermediate entity
let ok = weak.update(cx, |_, cx| cx.notify());
if ok.is_err() { break; }
}
}).detach();
}
}
/// Render a status dot as an inline div. Reads from SharedBlink atomically.
/// No Entity, no dispatch tree node, no dirty propagation.
pub fn render_status_dot(status: AgentStatus, blink: Option<&SharedBlink>) -> Div {
let blink_visible = blink
.map(|b| b.visible.load(Ordering::Relaxed))
.unwrap_or(true);
let color = match status {
AgentStatus::Running if !blink_visible => theme::SURFACE1,
AgentStatus::Running => theme::GREEN,
AgentStatus::Idle => theme::OVERLAY0,
AgentStatus::Done => theme::BLUE,
AgentStatus::Error => theme::RED,
};
div()
.w(px(8.0))
.h(px(8.0))
.rounded(px(4.0))
.bg(color)
.flex_shrink_0()
}

View file

@ -11,7 +11,7 @@ use crate::CachedView;
use crate::state::{AgentStatus, Project, ProjectTab};
use crate::theme;
use crate::components::pulsing_dot::{PulsingDot, DotStatus};
// blink_state used via fully-qualified path in init_subviews + render
// ── Accent Colors by Index ──────────────────────────────────────────
@ -63,7 +63,7 @@ pub struct ProjectBox {
pub project: Project,
pub agent_pane: Option<Entity<crate::components::agent_pane::AgentPane>>,
pub terminal_view: Option<Entity<crate::terminal::renderer::TerminalView>>,
pub status_dot_view: Option<Entity<crate::components::blink_state::StatusDotView>>,
pub shared_blink: Option<crate::components::blink_state::SharedBlink>,
// Cached strings to avoid allocation on every render
id_project: SharedString,
id_model: SharedString,
@ -88,7 +88,7 @@ impl ProjectBox {
project,
agent_pane: None,
terminal_view: None,
status_dot_view: None,
shared_blink: None,
}
}
@ -96,25 +96,26 @@ impl ProjectBox {
pub fn init_subviews(&mut self, cx: &mut Context<Self>) {
// Initialize sub-views after entity registration
// StatusDotView: tiny Entity that reads BlinkState.
// ProjectBox does NOT read BlinkState → doesn't re-render on blink.
// Only StatusDotView (1 div) re-renders 2x/sec.
// Focus-gated blink: only the first Running project blinks (like Zed's single-focus model).
// In production, this would be gated on project focus state.
// SharedBlink: Arc<AtomicBool> toggled by background timer.
// Timer calls cx.notify() on THIS ProjectBox directly — no intermediate entities.
// mark_view_dirty walks: ProjectBox → Workspace (2 levels only).
let should_pulse = matches!(self.project.agent.status, AgentStatus::Running)
&& self.project.accent_index == 0; // Only first project blinks
let blink = if should_pulse {
let b = cx.new(|_cx| crate::components::blink_state::BlinkState::new());
crate::components::blink_state::BlinkState::start_from_context(&b, cx);
Some(b)
} else {
None
};
let status = self.project.agent.status;
let dot_view = cx.new(|_cx| {
crate::components::blink_state::StatusDotView::new(status, blink)
});
self.status_dot_view = Some(dot_view);
&& self.project.accent_index == 0;
if should_pulse {
let blink = crate::components::blink_state::SharedBlink::new();
// Get our own entity handle to pass to the timer
let self_entity = cx.entity().downgrade();
let visible = blink.visible.clone();
cx.spawn(async move |_: WeakEntity<Self>, cx: &mut AsyncApp| {
loop {
cx.background_executor().timer(std::time::Duration::from_millis(500)).await;
visible.fetch_xor(true, std::sync::atomic::Ordering::Relaxed);
let ok = self_entity.update(cx, |_, cx| cx.notify());
if ok.is_err() { break; }
}
}).detach();
self.shared_blink = Some(blink);
}
// Create agent pane with demo messages
let agent_pane = cx.new(|_cx| {
@ -239,7 +240,10 @@ impl Render for ProjectBox {
.border_b_1()
.border_color(theme::SURFACE0)
.child(div().w(px(3.0)).h(px(20.0)).rounded(px(2.0)).bg(accent))
.children(self.status_dot_view.clone())
.child(crate::components::blink_state::render_status_dot(
self.project.agent.status,
self.shared_blink.as_ref(),
))
.child(self.cached_name.clone())
.child(div().flex_1())
.child(self.cached_cwd.clone()),

View file

@ -1,25 +1,25 @@
//! Main workspace layout: sidebar + settings drawer + project grid + status bar.
//! Workspace: root view composing sidebar + project boxes + status bar.
//!
//! This is the root view that composes all sub-components into the IDE-like layout.
//! ProjectBoxes are rendered DIRECTLY as children of Workspace (no intermediate
//! ProjectGrid entity). This keeps the dispatch tree at 3 levels:
//! Workspace → ProjectBox → StatusDotView (same depth as Zed's Workspace → Pane → Editor).
use gpui::*;
use crate::CachedView;
use crate::components::command_palette::CommandPalette;
use crate::components::project_grid::ProjectGrid;
use crate::components::project_box::ProjectBox;
use crate::components::settings::SettingsPanel;
use crate::components::sidebar::Sidebar;
use crate::components::status_bar::StatusBar;
use crate::state::AppState;
use crate::theme;
// ── Workspace View ──────────────────────────────────────────────────
pub struct Workspace {
#[allow(dead_code)]
app_state: Entity<AppState>,
sidebar: Entity<Sidebar>,
settings_panel: Entity<SettingsPanel>,
project_grid: Entity<ProjectGrid>,
project_boxes: Vec<Entity<ProjectBox>>,
status_bar: Entity<StatusBar>,
command_palette: Entity<CommandPalette>,
}
@ -34,10 +34,6 @@ impl Workspace {
let state = app_state.clone();
|_cx| SettingsPanel::new(state)
});
let project_grid = cx.new({
let state = app_state.clone();
|cx| ProjectGrid::new(state, cx)
});
let status_bar = cx.new({
let state = app_state.clone();
|_cx| StatusBar::new(state)
@ -47,14 +43,24 @@ impl Workspace {
|_cx| CommandPalette::new(state)
});
// NOTE: removed cx.observe(&app_state) — reading app_state.read(cx) in render
// already subscribes to changes. The observe was causing redundant re-renders.
// Create ProjectBoxes directly (no intermediate ProjectGrid entity)
let projects: Vec<_> = app_state.read(cx).projects.clone();
let project_boxes: Vec<Entity<ProjectBox>> = projects
.into_iter()
.map(|proj| {
cx.new(|cx| {
let mut pb = ProjectBox::new(proj);
pb.init_subviews(cx);
pb
})
})
.collect();
Self {
app_state,
sidebar,
settings_panel,
project_grid,
project_boxes,
status_bar,
command_palette,
}
@ -62,8 +68,7 @@ impl Workspace {
}
impl Render for Workspace {
fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
// Hardcoded layout state — avoids model subscription that causes re-renders
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let sidebar_open = true;
let settings_open = false;
let palette_open = false;
@ -76,7 +81,7 @@ impl Render for Workspace {
.bg(theme::CRUST)
.font_family("Inter");
// ── Main content row (sidebar + settings? + grid) ───
// Main content row
let mut main_row = div()
.id("main-row")
.flex_1()
@ -85,32 +90,34 @@ impl Render for Workspace {
.flex_row()
.overflow_hidden();
// Sidebar (icon rail) — uncached (tiny, cheap to render)
if sidebar_open {
main_row = main_row.child(self.sidebar.clone());
}
// Settings drawer (between sidebar and grid)
if settings_open {
main_row = main_row.child(self.settings_panel.clone());
}
// Project grid (fills remaining space) — cached with flex-1
// ProjectGrid cached — when StatusDotView notifies, ProjectGrid IS in dirty_views
// (ancestor walk), but the cached wrapper checks ProjectGrid's own entity_id.
// Since ProjectGrid wasn't directly notified, the cache should hit.
// Wait — mark_view_dirty inserts ALL ancestors including ProjectGrid.
// So the cache WILL miss for ProjectGrid. We need it uncached.
main_row = main_row.child(
div().flex_1().h_full().child(self.project_grid.clone()),
);
// Project grid area — inline, no intermediate entity
let mut grid = div()
.id("project-grid")
.flex_1()
.h_full()
.flex()
.flex_row()
.flex_wrap()
.gap(px(8.0))
.p(px(8.0))
.bg(theme::CRUST)
.overflow_y_scroll();
for pb in &self.project_boxes {
grid = grid.child(pb.clone());
}
main_row = main_row.child(grid);
root = root.child(main_row);
// Status bar (bottom) — uncached (tiny, cheap to render)
root = root.child(self.status_bar.clone());
// ── Command palette overlay (if open) ───────────────
if palette_open {
root = root.child(self.command_palette.clone());
}