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* shader_build.zig is ShaderBuild.zig: a file that is a struct (its fields are ↵Gabriel Schneider28 hours
| | | | | | | | the post chain's builds) takes a type's name The naming the split agreed on: a file with fields is a type, TitleCase, as Messages.zig and Layer.zig are. Its importers bind it as ShaderBuild; comments and docs/render-pipeline.md name the new file. No behaviour changes. Co-Authored-By: Claude Opus 5.5 <[email protected]>
* The theme's chrome is worked out once, not per grapheme; still post passes ↵Gabriel Schneider28 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | let the GUI rest; a perf gate somtrmsz's contrast floors made ChromeTheme.fromTheme run its focus-tint and separator searches (pow calls each), and Output's RowDecoration.styleAt called it for every grapheme of every highlighted row: the 50k-line file's render went from 0.11 ms to 13 ms. Pardes.bodyChrome now keeps the theme's chrome, worked out again only when the theme differs; recolorSyntax asks for it once a decorated row, and a plain row (nearly every row of a file) never asks. ReleaseFast, medium fixture, median us, before -> after (main): render 13150 -> 76 (111), key-down 14658 -> 79 (110), wheel 13589 -> 76 (109), open 14891 -> 2095 (2055), edit-char 16703 -> 3006 (1251; the rest of that gap is editing and tree-sitter, not this). Post.animating asked for frames whenever the window had focus and any pass was ready, so a still pass kept the GUI drawing at the display's rate (Bloom: 49% of a core idle, in a hidden test window). A pass now says whether it moves on its own: the CRT (its hum and dither) and a Shadertoy file whose source reads iTime, iFrame or iDate (shader_build.readsTime; the flag rides the wire's post message); Bloom, Vignette and Grain are still. Bloom idle: 49% -> 1.2%, as with no pass. zig build perf-gate: the 50k-line file's gestures, each's fastest sample within 3x of the recorded baseline's (test/perf-baseline-<platform>- <optimize>.json, recorded from this build), run with every unit-test. On the regressed code it fails at 180x for render.
* Shader files compile again on save; an attached GUI runs the session's post ↵Gabriel Schneider28 hours
chain shader_build.zig takes the Shadertoy compile out of the GUI's Post: the process that holds the core compiles each chain file behind the prefix on a thread, watches its directory (file_watch's new shader slots), and on a change reads and hashes each file, compiling only one whose bytes moved. A failed compile keeps the last good SPIR-V and is said once; the same bytes are never compiled or reported twice. A file is read with std, not fs.zig's readFile, whose turn hand-off a worker thread does not hold. A detached session compiles for its frontends and sends them the chain (wire post: each pass's scene and level or the file's SPIR-V, and ShaderAnimation) on attach and on every change, so an attached GUI runs the same passes, levels and animation as a local one while still reading no disk and running no program. The attached GUI describes its frames to the chain from the session's chrome and redraws an animating chain on its own.