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>
iris
My experimental attempt at a rust ui library (also my first ui library).
It's currently designed around using retained data structures (widgets), rather than diffing generated trees from data like xilem or iced. This is an experiment and I'm not sure if it's a good idea or not.
Examples are in examples, eg. cargo run --example tabs.
Goals, in general order:
- does what I want it to (text, images, video, animations)
- very easy to use ignoring ergonomic ref counting
- reasonably fast / efficient (a lot faster than electron, save battery life, try to beat iced and xilem)
dev details
not targeting web rn cause wanna use actual nice gpu features & entire point of this is to make desktop apps / not need a web browser
general ideas trynna use rn / experiment with:
- retained mode
- specifically designed around wgpu so there's no translation
- postfix functions for most things to prevent unreadable indentation (going very well)
- events can be done directly where you draw the widgets
- almost no macros in user code & actual LSP typechecking (variadic generics if you can hear me please save us)
- relative anchor + absolute offset coord system (+ "rest" / leftover during widget layout)
- single threaded ui & pass context around to make non async usage straightforward (pretty unsure about this)
- widgets store outside of the actual rendering so they can be moved around and swapped easily (unsure about this but seems to work good for now)
under heavy initial development so not gonna try to explain status, maybe check TODO for that; sizable chance it gets a rewrite once I know everything I need and what seems to work best
it's called iris because it's the structure around what you actually want to display and colorful