mirror of
https://github.com/zed-industries/zed.git
synced 2026-08-25 00:45:27 +00:00
4 commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
e0931d5a9d
|
Reuse char-scan invisibles detection in highlight_invisibles (#62715)
Follow-up to https://github.com/zed-industries/zed/pull/62478#discussion_r3769810809 New bench results: | corpus | old | new | speedup | |---|---|---|---| | ascii, no invisibles | 83 MB/s | 580 MB/s | **7.0x** | | unicode, no invisibles | 88 MB/s | 442 MB/s | **5.0x** | | sparse invisibles | 63 MB/s | 431 MB/s | **6.9x** | | dense invisibles | 82 MB/s | 109 MB/s | 1.3x | Release Notes: - N/A |
||
|
|
6076ce2738
|
perf: Add initial benchmark for markdown element (#59524)
## Summary This PR adds an initial markdown element renderer benchmark, so we could later expand this to benchmark search in markdown, and reparsing. This is important because the agent panel renders a lot of markdown elements, so I want to use these benchmarks to ensure our markdown element performance is good, and later expand them to include the agent panel I added a `bench_util.rs` file that has methods to generate random rust modules, this will later be used by the editor benchmarks, and is currently used by the markdown and edit_file_tool benchmarks. Finally, I made `cx.bench_renderer` also account for ready foreground tasks and poll them. This more accurately mimics gpui dispatcher. (It's not perfect, but it's good enough for a benchmark) ## Self-Review Checklist: - [x] I've reviewed my own diff for quality, security, and reliability - [x] Unsafe blocks (if any) have justifying comments - [x] The content adheres to Zed's UI standards ([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist) and [icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md) guidelines) - [x] Tests cover the new/changed behavior - [x] Performance impact has been considered and is acceptable Release Notes: - N/A --------- Co-authored-by: Anant Goel <anant@zed.dev> |
||
|
|
1722fe63bc
|
editor: Speed up multi cursor editing (#58510)
Early draft for #32051 (multi-cursor editing is very slow, and basically hangs at high cursor counts). Opening it early like @Anthony-Eid suggested so we can agree on direction before I go further. ## Root cause Typing with a cursor on every line is mostly O(N)-per-keystroke work spread across a few places. I profiled it with `sample` and per-phase timers around `handle_input`. At 1000 cursors (~24ms before this PR): the post-edit display-map sync is ~11.8ms, the CRDT edit (`apply_local_edit`) ~3.7ms, resolving all N selections plus the per-cursor input loop ~3.5ms, the post-edit selection round-trip ~2.6ms, and `change_selections` plus transact machinery ~2.4ms. The display sync re-runs per-edit `SumTree` work through every layer even when nothing transforms (the plain-text case), and selections get re-resolved through the full display round-trip several times per keystroke. ## What this does - Display fast paths: `InlayMap::sync` (no inlays) and `WrapMap::interpolate` (no soft-wrap) skip the O(edits) transform-tree rebuild and return the passthrough snapshot, gated so a pending inlay splice or existing wraps still take the slow path. - Selection fast path: when nothing collapses buffer content (`!has_folds() && !has_replacement_blocks()`), resolve `Anchor` to `Point` to `Offset` batched and skip the per-selection display round-trip (the `todo(lw)`). - Render and autoscroll resolve only the first/last/newest selections instead of all N per frame. - A parameterized `Multi-cursor input/cursors/{1000,10000,100000}` benchmark. ## Results - Typing (`handle_input`): ~2.1x faster (24ms to 11.7ms at 1k). - Type plus two word-deletes (criterion): 29% faster (89.9 to 63.8ms) at 1k, 37% (959 to 606ms) at 10k. - Post-edit display sync alone: 11.8 to 3.8ms at 1k, 133 to 45ms at 10k. All `editor` (759), `display_map` (67), `multi_buffer` (58), and `text` (36) tests pass, and `./script/clippy` is clean. ## Direction This is ~2x, and I can get the current architecture to roughly 3.5-4.5x with a few more safe changes (hoisting the per-cursor language/editability checks, cheaper snapshot clones). Genuine VS Code numbers (~1-2us/cursor) aren't reachable while the buffer is a CRDT rope of fragments with anchor selections and a 5-layer transform stack. That would need a plain-offset cursor model and/or decoupling display layout from the edit path, which is a bigger effort I'd want to design with you. One thing I'd need your call on: `set_active_selections` sends an `UpdateSelections` collab op every keystroke (building N anchors); can that be debounced to transaction end, or do presence/follow-mode features rely on per-keystroke cursor broadcast? Release Notes: - editor: Improved multi cursor editing performance --------- Co-authored-by: Anthony Eid <anthony@zed.dev> |
||
|
|
297c4a4d78
|
Bench app context phase 2 (#58202)
This PR builds out GPUI's benchmark harness so render benchmarks measure
realistic frame costs using GPUI-owned, runtime-gated instrumentation.
It adds measurements for frame draw time, dirty-to-draw latency,
invalidation coalescing, and frame-budget overruns, and runs benchmark
workloads with production-like concurrency.
## How it works
**Frame timings flow through the GPUI profiler.** `Window::draw` emits a
`FrameTiming { window_id, dirty_at, invalidations, draw_start, draw_end
}` event into a global ring buffer in `gpui::profiler`, mirroring the
existing task-timing channel. Collection is runtime-gated by
`profiler::set_frame_trace_enabled` (one relaxed atomic load when
disabled — no `Instant::now` calls in production). `BenchReport` is a
pure listener: it drains events through a cursor-based
`FrameTimingCollector` and builds histograms in the bench layer.
`Window` carries no bench-only cfg fields, and the same event channel
can later feed the miniprofiler UI or an in-app frame-time HUD.
**`BenchDispatcher`** is a multithreaded `PlatformDispatcher` for
benchmarks: background tasks run on a worker pool (same priority queue
as `LinuxDispatcher`, with task-profiler hooks), timers fire in real
time on a dedicated thread, and foreground tasks queue until the bench
thread drains them with a blocking `run_until_idle()`. Unlike
`TestDispatcher`, work executes in parallel in real time, so wall-clock
measurements reflect production concurrency. In-flight accounting is
panic-safe via drop guards.
**`gpui::bench_platform()`** returns a per-process `TestPlatform` backed
by the `BenchDispatcher`, cached in a thread-local so worker threads
persist across Criterion calibration passes. This replaces the earlier
approach of constructing a real platform per invocation, which had
process-global singleton issues, never ran foreground tasks (no run loop
pumped the main queue), and couldn't open windows on headless CI.
**Text shaping** uses `NoopTextSystem`: deterministic across
machines/font installations and CI-portable. Measured cost of this
trade: ~10% of editor draw time vs `MacTextSystem` (Noop still emits one
glyph per character at fixed advances, so downstream layout/paint
structure is preserved).
**GPU coverage (macOS only for now).** `PlatformHeadlessRenderer` gained
`render_scene`, which encodes and submits the scene to Metal against a
cached offscreen target without blocking on completion or reading pixels
back — matching production `present()` CPU cost (`render_scene_to_image`
would overstate it: it waits for the GPU and copies pixels back).
`TestWindow::draw` forwards scenes to the renderer, the real
`MetalAtlas` means glyph/SVG rasterization happens during paint, and
`bench_renderer` presents after each measured update. Platforms without
a headless renderer degrade to discarding the scene.
## Example
```rust
#[gpui::bench]
fn editor_render(cx: &mut BenchAppContext) {
init_context(cx);
let buffer = cx.update(|cx| { /* build a MultiBuffer */ });
let mut window = cx.add_empty_window();
let editor = window.update(|window, cx| {
let editor = window.replace_root(cx, |window, cx| {
let mut editor = Editor::new(EditorMode::full(), buffer, None, window, cx);
editor.set_style(editor::EditorStyle::default(), window, cx);
editor
});
window.focus(&editor.focus_handle(cx), cx);
editor
});
let mut move_down = true;
cx.bench_renderer(editor, move |editor, window, cx| {
if move_down {
editor.move_down(&MoveDown, window, cx);
} else {
editor.move_up(&MoveUp, window, cx);
}
move_down = !move_down;
});
}
```
## Example output (release, M-series)
```
editor_render time: [329.75 µs 330.17 µs 330.69 µs]
GPUI bench report (all observed iterations): editor_render
note: includes Criterion warmup/calibration
window dirty-to-draw:
samples: 31533
mean: 0.321ms
p50: 0.322ms
p90: 0.336ms
p95: 0.342ms
p99: 0.360ms
max: 0.504ms
frame budget overruns total: 0
frame budget overruns max: 0
window draw:
samples: 31533
mean: 0.295ms
p50: 0.295ms
p90: 0.307ms
p95: 0.313ms
p99: 0.330ms
max: 0.455ms
frame budget overruns total: 0
frame budget overruns max: 0
invalidations per frame: mean 5.00, max 5
```
(`invalidations per frame: mean 5.00` is real signal: each `move_down`
notifies the window five times before the draw.)
## Known limitations
- **Draw-per-flush**: the harness draws synchronously when effects flush
rather than coalescing invalidations to a vsync tick, so `dirty-to-draw`
excludes queueing delay, and `frame budget overruns` is a draw-time
budget proxy rather than actual missed presents. A frame-paced mode is
natural follow-up work.
- **GPU submission is measured on macOS only**; other platforms have no
headless renderer yet.
- The GPUI report includes Criterion warmup/calibration samples (noted
in the output); Criterion's `time` is the regression-gating number.
- `run_until_idle` waits for queued, running, and already-due work, but
not for timers that haven't reached their due time — the dispatcher runs
in real time and can't skip ahead like `TestDispatcher`'s virtual clock.
## Future work
- A vsync-like frame-pacing mode (suppress draw-on-flush; tick-driven
draw + present) so dirty-to-draw captures queueing delay
- Record present duration in `FrameTiming` so the report can split draw
vs present
- Benches that scroll through novel content (cold layout caches) and an
agent-panel render bench
- Headless renderers for Windows/Linux
- Move benches into a dedicated crate
Self-Review Checklist:
- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the UI/UX checklist
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable
Release Notes:
- N/A
|