Choosing which dirty widget to settle next asked every one of them how deep it was, and answering meant walking its ancestry to the root. At 130 of 260 widgets dirty that was 25.8% of the frame -- more than laying out or rendering. A widget's depth is known where it is drawn: its parent's plus one. So `Painter` carries it and `ActiveData` keeps it, and the choice reads a field. Being reused counts as being visited, so the two reuse paths keep it current too; only a subtree nothing looked at can hold an old one, and nothing under an unvisited subtree is being ordered. The order is unchanged, so nothing about the layout is: the five reference renders and the resize render are byte-identical. What the carried depth might get wrong is itself, so `depth` asserts it against the ancestry in debug builds, and the hundred-seed sweep passes with those assertions on -- including the reshuffles, which are what move a widget to another parent. Same load, 1000 frames, 130 of 260 dirty: 8.16M instructions per frame to 7.14M, median 0.813 ms to 0.639, and the choosing from 25.8% of the frame to 4.7%. What is left of it is iterating the dirty set itself, which a `HashSet` walks by capacity rather than by length. 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