🎉 Reduce extrect work in tile traversal

Avoid repeated extrect calculations and simplify root ordering per tile.
This commit is contained in:
Alejandro Alonso
2026-01-15 08:46:55 +01:00
parent afc914f486
commit 311e124658

View File

@@ -294,10 +294,6 @@ pub(crate) struct RenderState {
/// where we must render shapes without inheriting ancestor layer blurs. Toggle it through
/// `with_nested_blurs_suppressed` to ensure it's always restored.
pub ignore_nested_blurs: bool,
/// Cached root_ids and root_ids_map to avoid recalculating them every frame
/// These are invalidated when the tree structure changes
cached_root_ids: Option<Vec<Uuid>>,
cached_root_ids_map: Option<std::collections::HashMap<Uuid, usize>>,
}
pub fn get_cache_size(viewbox: Viewbox, scale: f32) -> skia::ISize {
@@ -370,8 +366,6 @@ impl RenderState {
focus_mode: FocusMode::new(),
touched_ids: HashSet::default(),
ignore_nested_blurs: false,
cached_root_ids: None,
cached_root_ids_map: None,
}
}
@@ -1631,6 +1625,8 @@ impl RenderState {
"Error: Element with root_id {} not found in the tree.",
node_render_state.id
))?;
let scale = self.get_scale();
let mut extrect: Option<Rect> = None;
// If the shape is not in the tile set, then we add them.
if self.tiles.get_tiles_of(node_id).is_none() {
@@ -1661,29 +1657,21 @@ impl RenderState {
crate::shapes::Type::Frame(_) | crate::shapes::Type::Group(_)
);
let scale = self.get_scale();
let has_effects = transformed_element.has_effects_that_extend_bounds();
let is_visible = if is_container {
// Containers (frames/groups) must always use extrect to include nested content
let extrect = transformed_element.extrect(tree, scale);
extrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else if !has_effects {
// Simple shape: selrect check is sufficient, skip expensive extrect
let selrect = transformed_element.selrect();
selrect.intersects(self.render_area)
let is_visible = if is_container || has_effects {
let element_extrect =
extrect.get_or_insert_with(|| transformed_element.extrect(tree, scale));
element_extrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
} else {
// Shape with effects: need extrect for accurate bounds
let extrect = transformed_element.extrect(tree, scale);
extrect.intersects(self.render_area)
let selrect = transformed_element.selrect();
selrect.intersects(self.render_area)
&& !transformed_element.visually_insignificant(scale, tree)
};
if self.options.is_debug_visible() {
let shape_extrect_bounds =
self.get_shape_extrect_bounds(&transformed_element, tree);
let shape_extrect_bounds = self.get_shape_extrect_bounds(element, tree);
debug::render_debug_shape(self, None, Some(shape_extrect_bounds));
}
@@ -1700,7 +1688,6 @@ impl RenderState {
}
if !node_render_state.is_root() && self.focus_mode.is_active() {
let scale: f32 = self.get_scale();
let translation = self
.surfaces
.get_render_context_translation(self.render_area, scale);
@@ -1731,8 +1718,6 @@ impl RenderState {
_ => None,
};
let element_extrect = element.extrect(tree, scale);
for shadow in element.drop_shadows_visible() {
let paint = skia::Paint::default();
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
@@ -1742,9 +1727,11 @@ impl RenderState {
.save_layer(&layer_rec);
// First pass: Render shadow in black to establish alpha mask
let element_extrect =
extrect.get_or_insert_with(|| element.extrect(tree, scale));
self.render_drop_black_shadow(
element,
&element_extrect,
element_extrect,
shadow,
clip_bounds.clone(),
scale,
@@ -1759,15 +1746,13 @@ impl RenderState {
if shadow_shape.hidden {
continue;
}
let clip_bounds = node_render_state
.get_nested_shadow_clip_bounds(element, shadow);
if !matches!(shadow_shape.shape_type, Type::Text(_)) {
let shadow_extrect = shadow_shape.extrect(tree, scale);
self.render_drop_black_shadow(
shadow_shape,
&shadow_extrect,
&shadow_shape.extrect(tree, scale),
shadow,
clip_bounds,
scale,
@@ -1981,6 +1966,16 @@ impl RenderState {
allow_stop: bool,
) -> Result<(), String> {
let mut should_stop = false;
let root_ids = {
if let Some(shape_id) = base_object {
vec![*shape_id]
} else {
let Some(root) = tree.get(&Uuid::nil()) else {
return Err(String::from("Root shape not found"));
};
root.children_ids(false)
}
};
while !should_stop {
if let Some(current_tile) = self.current_tile {
@@ -2037,42 +2032,6 @@ impl RenderState {
.canvas(SurfaceId::Current)
.clear(self.background_color);
// Get or compute root_ids and root_ids_map (cached to avoid recalculation every frame)
let root_ids_map = {
let root_ids = if let Some(shape_id) = base_object {
vec![*shape_id]
} else {
let Some(root) = tree.get(&Uuid::nil()) else {
return Err(String::from("Root shape not found"));
};
root.children_ids(false)
};
// Check if cache is valid (same root_ids)
let cache_valid = self
.cached_root_ids
.as_ref()
.map(|cached| cached.as_slice() == root_ids.as_slice())
.unwrap_or(false);
if cache_valid {
// Use cached map
self.cached_root_ids_map.as_ref().unwrap().clone()
} else {
// Recompute and cache
let root_ids_map: std::collections::HashMap<Uuid, usize> = root_ids
.iter()
.enumerate()
.map(|(i, id)| (*id, i))
.collect();
self.cached_root_ids = Some(root_ids.clone());
self.cached_root_ids_map = Some(root_ids_map.clone());
root_ids_map
}
};
// If we finish processing every node rendering is complete
// let's check if there are more pending nodes
if let Some(next_tile) = self.pending_tiles.pop() {
@@ -2080,15 +2039,13 @@ impl RenderState {
if !self.surfaces.has_cached_tile_surface(next_tile) {
if let Some(ids) = self.tiles.get_shapes_at(next_tile) {
// We only need first level shapes
let mut valid_ids: Vec<Uuid> = ids
.iter()
.filter(|id| root_ids_map.contains_key(id))
.copied()
.collect();
// These shapes for the tile should be ordered as they are in the parent node
valid_ids.sort_by_key(|id| root_ids_map.get(id).unwrap_or(&usize::MAX));
// We only need first level shapes, in the same order as the parent node
let mut valid_ids = Vec::with_capacity(ids.len());
for root_id in root_ids.iter() {
if ids.contains(root_id) {
valid_ids.push(*root_id);
}
}
self.pending_nodes.extend(valid_ids.into_iter().map(|id| {
NodeRenderState {