Take the deepest dirty widget from an ordered queue, not by scanning

The walk found the next widget to settle with `max_by_key` over the whole
`needs_redraw` set, and `depth` is a hash lookup, so a frame did a lookup
per marked widget per pop -- 131 depth reads for nine marks at seed 1
depth 8, 1,314 for 34, and 14,611 for 145. The set is scanned once now and
kept in a `BTreeSet` keyed by depth, and every mark made while the walk
runs goes through `mark`, which puts itself in place. The same three
counts become 57, 160 and 436.

Two things the scan gave for free are paid for explicitly: a widget that
was settled inside an ancestor's draw, or deferred to one, is dropped when
its entry comes up, and an entry whose widget has since changed depth --
a subtree that moved under a new parent -- is re-queued at the depth it now
has. What is drawn does not change: widget draws are identical at every
load measured.

Median frame at seed 1, depth 8: 0.955 -> 0.843 ms with 145 marks, 0.668 ->
0.666 with 34, and seed 13's default load 5.19 -> 4.86 ms. Ties between
equal depths now break by widget id rather than by hash order, which makes
the walk deterministic; nothing in the order within one depth was ever
relied on, since a widget at the same depth as another cannot contain it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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iris-aiandClaude Opus 5 committed 2026-09-17 19:16:40 -04:00
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@@ -1,4 +1,4 @@
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub struct SlotId {
idx: u32,
genr: u32,