Stress-test ASCII video at 30/60/120 fps; fix libghostty-vt Debug build

Added a full ASCII-video benchmark suite that hammers the renderer
with 30 KiB / 70 KiB full-screen frames at 30, 60, and 120 fps
targets — both renderer-only and full-pipeline (em.Write + renderer
+ stdout). Each stream benchmark reports µs/frame, fps_ceiling, and
percent of the per-frame budget consumed.

The pipeline benchmarks revealed we were missing 120 fps by a wide
margin (190%-350% of budget at 120fps, 60-90 fps ceiling). Isolating
em.Write confirmed libghostty-vt is the bottleneck — 16-29 ms per
truecolor frame, library file at 33 MiB.

Root cause: the Makefile invoked `zig build` with no
-Doptimize, and Zig's standardOptimizeOption defaults to Debug. So
the shipped libghostty-vt was unoptimised. Fixed by pinning
ReleaseFast in the Makefile (override via GHOSTTY_VT_OPTIMIZE for
debug builds of the upstream lib).

Existing checkouts need `make clean-deps && make deps` to pick up
the rebuild.
This commit is contained in:
2026-05-15 13:43:31 +01:00
parent 1c590f8e32
commit 2f109a84fa
4 changed files with 451 additions and 3 deletions

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@@ -6,6 +6,29 @@ loosely follows [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Fixed
- `make deps` now builds libghostty-vt with `-Doptimize=ReleaseFast`
instead of zig's silent `Debug` default. The default-Debug build
shipped an unoptimised CSI/SGR parser that ate 16-29 ms per
30-70 KiB full-screen frame in benchmarks, capping the entire
PTY-to-host pipeline at 34-63 fps no matter how fast the rest of
patterm got. The static library file size drops accordingly
(the Debug build was 33 MiB). Override with
`make deps GHOSTTY_VT_OPTIMIZE=Debug` only when debugging the
upstream library itself. Apply on existing checkouts with
`make clean-deps && make deps`.
### Added
- ASCII-video stress benchmarks (`internal/app/bench_test.go`):
per-frame and per-stream variants at 30 / 60 / 120 fps targets,
three workload fixtures (8-colour cells, 24-bit truecolor cells,
and a Bad-Apple-style 1-bit pattern). Each stream benchmark
reports `µs/frame`, an achievable `fps_ceiling`, and `budget_pct`
so you can read off "do we hit N fps?" directly. A matching
Pipeline_ASCIIVideo_* set includes libghostty-vt's em.Write CGO
and an io.Discard stdout write so the FPS claim reflects the
whole pipeline, not just the renderer.
### Fixed
- Long claude session resume (and codex steady-state rendering) is
noticeably faster. Two costs that scaled per-PTY-chunk are now

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@@ -20,10 +20,21 @@ $(SOURCE)/.git/HEAD:
deps-fetch: $(SOURCE)/.git/HEAD
# Zig's `standardOptimizeOption` defaults to .Debug when no
# -Doptimize is passed, which makes libghostty-vt's CSI/SGR parser
# an order of magnitude slower — truecolor full-screen frames spend
# ~16-29 ms each in em.Write under Debug (see
# internal/app/bench_test.go BenchmarkEmulator_Write_*), which caps
# the full PTY-to-host pipeline at ~60 fps. ReleaseFast is the
# right default for the shipped artefact. Override with
# `make deps GHOSTTY_VT_OPTIMIZE=Debug` when you actually want a
# debug build of the upstream lib.
GHOSTTY_VT_OPTIMIZE ?= ReleaseFast
$(INSTALL)/lib/libghostty-vt.a: $(SOURCE)/.git/HEAD
@command -v zig >/dev/null || { echo "ERROR: zig not on PATH (need >=0.15.2 to build libghostty-vt)"; exit 1; }
@echo ">> building libghostty-vt with zig"
@cd $(SOURCE) && zig build -Demit-lib-vt --prefix $(INSTALL)
@echo ">> building libghostty-vt with zig (optimize=$(GHOSTTY_VT_OPTIMIZE))"
@cd $(SOURCE) && zig build -Demit-lib-vt -Doptimize=$(GHOSTTY_VT_OPTIMIZE) --prefix $(INSTALL)
@test -f $(INSTALL)/lib/libghostty-vt.a || { echo "ERROR: expected static lib at $(INSTALL)/lib/libghostty-vt.a"; exit 1; }
@echo ">> libghostty-vt installed under $(INSTALL)"

39
TODO.md
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@@ -3,16 +3,53 @@ Findings from a codebase sweep — not user-reported, needs review before
action. Each item names the anchor and a sketched fix.
Baseline benchmark numbers (`go test -bench=. ./internal/app/`, AMD
Ryzen 7 7800X3D):
Ryzen 7 7800X3D, libghostty-vt **Debug-mode** — see the first item
below):
```
# Renderer alone
ViewportRenderer_PlainASCII 229 MB/s 1.3 KB/op 6 allocs/op
ViewportRenderer_StyledLines 89 MB/s 91 KB/op 4325 allocs/op
ViewportRenderer_RatatuiBurst 40 MB/s 365 KB/op 17306 allocs/op
RendererThroughput_ReuseInstance 90 MB/s 316 KB/op 17380 allocs/op
ContainsOSC_NoOSC 3050 MB/s 0 B/op 0 allocs/op
# ASCII-video stream (renderer only — 3 sec at the target fps)
ASCIIVideo_Stream_8Color_120fps 260 µs/frame 3845 fps_ceiling 3.1% budget
ASCIIVideo_Stream_TrueColor_120fps 576 µs/frame 1735 fps_ceiling 6.9% budget
# Full pipeline (em.Write + renderer + io.Discard write)
Pipeline_ASCIIVideo_8Color_120fps 15838 µs/frame 63 fps_ceiling 190% budget
Pipeline_ASCIIVideo_TrueColor_120fps 29224 µs/frame 34 fps_ceiling 350% budget
# Emulator alone (libghostty-vt CSI/SGR parser)
Emulator_Write_Stream_8Color_120fps 15930 µs/frame 63 fps_ceiling
Emulator_Write_Stream_TrueColor_120fps 29241 µs/frame 34 fps_ceiling
```
The renderer alone hits 1700-3800 fps with margin. The full pipeline
caps at 34-63 fps. **The whole gap is libghostty-vt's em.Write — its
parser is shipping in Debug mode, which is also a 33 MiB static
library file (release builds are a fraction of that).**
- [ ] **libghostty-vt was being built in Debug mode.** [HIGH — partially fixed]
- `Makefile` used `zig build -Demit-lib-vt` with no
`-Doptimize`. Zig's `standardOptimizeOption` defaults to
`.Debug`, so the shipped static lib was unoptimised. Effect:
the SGR/CSI parser eats 16-29 ms per 30-70 KiB full-screen
frame, capping the entire patterm pipeline at 34-63 fps. The
Makefile now defaults to `ReleaseFast` (override via
`make deps GHOSTTY_VT_OPTIMIZE=Debug` if you ever need a
debug build of the upstream lib for diagnosing a bug in it).
- To apply: `make clean-deps && make deps`, then re-run
`go test -bench=BenchmarkPipeline -benchmem ./internal/app/`
and confirm the truecolor 120fps stream drops well under 100%
budget. Update the numbers in this section after rebuilding.
- Severity HIGH because it's the single biggest perf win on the
table; the renderer optimisations below are second-order until
this lands.
- [ ] **viewport renderer allocates ~1 alloc per 4 input bytes on SGR/CSI-heavy chunks.** [MEDIUM]
- `internal/app/viewport_renderer.go` — the styled-lines and
ratatui benchmarks show 4-17k allocs per chunk. The hot

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@@ -2,8 +2,11 @@ package app
import (
"fmt"
"io"
"strings"
"testing"
"github.com/hjbdev/patterm/internal/vt"
)
// Benchmarks for patterm's hot paths. Run with:
@@ -167,3 +170,377 @@ func BenchmarkRendererThroughput_ReuseInstance(b *testing.B) {
}
}
}
// Stress workloads — these model the worst things a real session
// can throw at us. The headline target is "ASCII video": every cell
// of an 80x40 viewport carries an SGR colour change and a printable
// character, rendered as one chunk per frame. Real ASCII-video CLIs
// (ascii-image-converter, asciinema-render, towel.blinkenlights, the
// Bad Apple meme) hit patterm with exactly this pattern at 24-30 fps
// for minutes at a time.
//
// We synthesise the workload rather than ship a captured corpus so
// the benchmarks stay deterministic and the repo doesn't carry tens
// of MiB of fixture data. The encoding is faithful to what those
// tools actually emit.
// buildASCIIVideoFrame builds a single full-viewport frame with
// 8-colour SGR per cell (`\x1b[3Nm`). One frame ≈ 30 KiB for an
// 80x40 viewport, which lines up with what ascii-video tools emit.
func buildASCIIVideoFrame(cols, rows int) []byte {
var b strings.Builder
b.WriteString("\x1b[H") // home cursor before the frame starts
for r := 0; r < rows; r++ {
for c := 0; c < cols; c++ {
fmt.Fprintf(&b, "\x1b[3%dm%c", (r+c)%8, byte(' '+(r*c)%(0x7e-' ')))
}
b.WriteString("\x1b[0m\r\n")
}
return []byte(b.String())
}
// buildASCIIVideoFrameTrueColor builds the same frame but with
// 24-bit RGB SGR (`\x1b[38;2;R;G;Bm`). Every cell is ~20 bytes of
// escape + 1 byte glyph, so a frame is ≈ 70 KiB. This is what
// chafa --colors=full and modern terminal video players emit, and
// it's the heaviest SGR variant the renderer's CSI path sees.
func buildASCIIVideoFrameTrueColor(cols, rows int) []byte {
var b strings.Builder
b.WriteString("\x1b[H")
for r := 0; r < rows; r++ {
for c := 0; c < cols; c++ {
rd := (r * 7) % 256
gd := (c * 11) % 256
bd := ((r + c) * 13) % 256
fmt.Fprintf(&b, "\x1b[38;2;%d;%d;%dm%c", rd, gd, bd, byte(' '+(r*c)%(0x7e-' ')))
}
b.WriteString("\x1b[0m\r\n")
}
return []byte(b.String())
}
// buildBadApplePattern builds the simplest possible ASCII video
// frame: alternating black/white cells (the Bad Apple meme is
// essentially a 1-bit silhouette video). This is the pattern that
// stresses the SGR state-machine without exercising truecolor parse
// — useful for isolating "is the cost in the colour parsing or in
// the cell-by-cell switching?"
func buildBadApplePattern(cols, rows int) []byte {
var b strings.Builder
b.WriteString("\x1b[H")
for r := 0; r < rows; r++ {
for c := 0; c < cols; c++ {
if (r+c)%2 == 0 {
b.WriteString("\x1b[37m█")
} else {
b.WriteString("\x1b[30m█")
}
}
b.WriteString("\x1b[0m\r\n")
}
return []byte(b.String())
}
// BenchmarkASCIIVideo_Frame_8Color renders a single full-screen
// frame as one chunk. The headline number is MB/s — at 30 fps a
// frame is one PTY chunk every ~33 ms, so this should comfortably
// stay well under 1 ms.
func BenchmarkASCIIVideo_Frame_8Color(b *testing.B) {
frame := buildASCIIVideoFrame(80, 40)
b.SetBytes(int64(len(frame)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
_ = vr.Render(frame)
}
}
// BenchmarkASCIIVideo_Frame_TrueColor renders a single truecolor
// frame. ~70 KiB per frame. Compare this to the 8-colour number to
// see how much extra cost the truecolor SGR parse imposes — the
// `\x1b[38;2;R;G;Bm` form is the longest and most parameter-rich
// CSI patterm sees in practice.
func BenchmarkASCIIVideo_Frame_TrueColor(b *testing.B) {
frame := buildASCIIVideoFrameTrueColor(80, 40)
b.SetBytes(int64(len(frame)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
_ = vr.Render(frame)
}
}
// BenchmarkASCIIVideo_Frame_BadApple is the 1-bit pattern: simplest
// SGR (two colours, alternating). Isolates the renderer's cell-by-
// cell SGR cycling cost from the truecolor parse cost.
func BenchmarkASCIIVideo_Frame_BadApple(b *testing.B) {
frame := buildBadApplePattern(80, 40)
b.SetBytes(int64(len(frame)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
_ = vr.Render(frame)
}
}
// runStreamBench is the shared body for the per-fps stream
// benchmarks. It feeds a fixed frame N times through a single
// renderer instance and reports µs/frame + an achievable-fps
// ceiling alongside the standard ns/op + MB/s. The fps value in
// the benchmark name is the *target* — the workload itself doesn't
// rate-limit; we just decide how many frames make a benchmark op
// (3 seconds' worth) so steady-state cost dominates warm-up.
func runStreamBench(b *testing.B, frame []byte, fps int) {
frames := fps * 3 // 3 seconds at the target rate
totalBytes := int64(len(frame) * frames)
b.SetBytes(totalBytes)
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
for f := 0; f < frames; f++ {
_ = vr.Render(frame)
}
}
nsPerFrame := float64(b.Elapsed().Nanoseconds()) / float64(b.N*frames)
b.ReportMetric(nsPerFrame/1000.0, "µs/frame")
b.ReportMetric(1e9/nsPerFrame, "fps_ceiling")
// budget_pct = how much of the per-frame budget at the target
// rate we burn. Under 100 means we can hit the target; over
// means we can't.
budgetNs := 1e9 / float64(fps)
b.ReportMetric(nsPerFrame/budgetNs*100, "budget_pct")
}
// BenchmarkASCIIVideo_Stream_8Color_30fps / _60fps / _120fps reuse
// one renderer across (3 × fps) frames. The headline numbers are
// µs/frame, fps_ceiling (= 1e9 / ns/frame), and budget_pct (=
// percent of the per-frame budget at the target rate we consume).
//
// 30 fps is the typical ASCII-video baseline (towel, chafa, Bad
// Apple ports). 60 is the "smooth playback" target. 120 is a
// future-proofing stress level matching modern high-refresh
// terminals.
func BenchmarkASCIIVideo_Stream_8Color_30fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrame(80, 40), 30)
}
func BenchmarkASCIIVideo_Stream_8Color_60fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrame(80, 40), 60)
}
func BenchmarkASCIIVideo_Stream_8Color_120fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrame(80, 40), 120)
}
// BenchmarkASCIIVideo_Stream_TrueColor_* same set but with the
// truecolor frames. Compare against the 8-colour numbers to see
// what the longer `\x1b[38;2;R;G;Bm` parse costs us.
func BenchmarkASCIIVideo_Stream_TrueColor_30fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 30)
}
func BenchmarkASCIIVideo_Stream_TrueColor_60fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 60)
}
func BenchmarkASCIIVideo_Stream_TrueColor_120fps(b *testing.B) {
runStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 120)
}
// BenchmarkASCIIVideo_Stream_BadApple_* tracks the 1-bit alternating
// pattern. Isolates per-cell SGR cycling cost from the truecolor
// parse cost above — useful when reading the diff between the two
// stream variants.
func BenchmarkASCIIVideo_Stream_BadApple_30fps(b *testing.B) {
runStreamBench(b, buildBadApplePattern(80, 40), 30)
}
func BenchmarkASCIIVideo_Stream_BadApple_60fps(b *testing.B) {
runStreamBench(b, buildBadApplePattern(80, 40), 60)
}
func BenchmarkASCIIVideo_Stream_BadApple_120fps(b *testing.B) {
runStreamBench(b, buildBadApplePattern(80, 40), 120)
}
// BenchmarkEmulator_Write_8Color / _TrueColor isolate the
// libghostty-vt CGO cost — same frames the Pipeline benchmarks use,
// but feeding only the emulator. The delta between this and
// BenchmarkASCIIVideo_Stream_… is the renderer's share; the rest
// is libghostty-vt.
func BenchmarkEmulator_Write_8Color_Frame(b *testing.B) {
frame := buildASCIIVideoFrame(80, 40)
b.SetBytes(int64(len(frame)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
em, err := vt.NewGhosttyEmulator(80, 40)
if err != nil {
b.Fatalf("emulator: %v", err)
}
if _, werr := em.Write(frame); werr != nil {
b.Fatalf("emulator.Write: %v", werr)
}
_ = em.Close()
}
}
func BenchmarkEmulator_Write_TrueColor_Frame(b *testing.B) {
frame := buildASCIIVideoFrameTrueColor(80, 40)
b.SetBytes(int64(len(frame)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
em, err := vt.NewGhosttyEmulator(80, 40)
if err != nil {
b.Fatalf("emulator: %v", err)
}
if _, werr := em.Write(frame); werr != nil {
b.Fatalf("emulator.Write: %v", werr)
}
_ = em.Close()
}
}
// BenchmarkEmulator_Write_Stream_120fps reuses one emulator across
// 360 frames (3 sec × 120 fps). This is the cleanest measurement
// of em.Write steady-state cost.
func BenchmarkEmulator_Write_Stream_8Color_120fps(b *testing.B) {
frame := buildASCIIVideoFrame(80, 40)
const frames = 360
b.SetBytes(int64(len(frame) * frames))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
em, err := vt.NewGhosttyEmulator(80, 40)
if err != nil {
b.Fatalf("emulator: %v", err)
}
for f := 0; f < frames; f++ {
if _, werr := em.Write(frame); werr != nil {
b.Fatalf("emulator.Write: %v", werr)
}
}
_ = em.Close()
}
nsPerFrame := float64(b.Elapsed().Nanoseconds()) / float64(b.N*frames)
b.ReportMetric(nsPerFrame/1000.0, "µs/frame")
b.ReportMetric(1e9/nsPerFrame, "fps_ceiling")
}
func BenchmarkEmulator_Write_Stream_TrueColor_120fps(b *testing.B) {
frame := buildASCIIVideoFrameTrueColor(80, 40)
const frames = 360
b.SetBytes(int64(len(frame) * frames))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
em, err := vt.NewGhosttyEmulator(80, 40)
if err != nil {
b.Fatalf("emulator: %v", err)
}
for f := 0; f < frames; f++ {
if _, werr := em.Write(frame); werr != nil {
b.Fatalf("emulator.Write: %v", werr)
}
}
_ = em.Close()
}
nsPerFrame := float64(b.Elapsed().Nanoseconds()) / float64(b.N*frames)
b.ReportMetric(nsPerFrame/1000.0, "µs/frame")
b.ReportMetric(1e9/nsPerFrame, "fps_ceiling")
}
// runPipelineStreamBench includes the libghostty-vt emulator.Write
// CGO call and a stdout write to io.Discard alongside the renderer
// — i.e. everything OnPTYOut does in production except the host
// terminal's own paint time (which patterm doesn't control). This
// is the honest "can we hit N fps end-to-end?" measurement.
func runPipelineStreamBench(b *testing.B, frame []byte, fps int) {
frames := fps * 3
totalBytes := int64(len(frame) * frames)
b.SetBytes(totalBytes)
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
em, err := vt.NewGhosttyEmulator(80, 40)
if err != nil {
b.Fatalf("emulator: %v", err)
}
vr := newViewportRenderer(newTerminalLayout(120, 40))
for f := 0; f < frames; f++ {
if _, werr := em.Write(frame); werr != nil {
b.Fatalf("emulator.Write: %v", werr)
}
out := vr.Render(frame)
// Match OnPTYOut's autowrap prelude/postlude wrapping so
// the byte count is faithful.
_, _ = io.Discard.Write([]byte("\x1b[?7l"))
_, _ = io.Discard.Write(out)
_, _ = io.Discard.Write([]byte("\x1b[?7h"))
}
_ = em.Close()
}
nsPerFrame := float64(b.Elapsed().Nanoseconds()) / float64(b.N*frames)
b.ReportMetric(nsPerFrame/1000.0, "µs/frame")
b.ReportMetric(1e9/nsPerFrame, "fps_ceiling")
budgetNs := 1e9 / float64(fps)
b.ReportMetric(nsPerFrame/budgetNs*100, "budget_pct")
}
// BenchmarkPipeline_ASCIIVideo_* — the FULL OnPTYOut path
// (emulator.Write CGO + viewport renderer + a stdout write to
// io.Discard) running at 30/60/120 fps targets. These are the
// numbers to trust when asking "can we sustain N fps?" The
// renderer-only Stream benchmarks above isolate one stage and
// understate the real cost.
//
// 120 fps is the explicit baseline: anything under 100% of the
// per-frame budget here means we hit 120 fps with margin to spare.
func BenchmarkPipeline_ASCIIVideo_8Color_30fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrame(80, 40), 30)
}
func BenchmarkPipeline_ASCIIVideo_8Color_60fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrame(80, 40), 60)
}
func BenchmarkPipeline_ASCIIVideo_8Color_120fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrame(80, 40), 120)
}
func BenchmarkPipeline_ASCIIVideo_TrueColor_30fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 30)
}
func BenchmarkPipeline_ASCIIVideo_TrueColor_60fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 60)
}
func BenchmarkPipeline_ASCIIVideo_TrueColor_120fps(b *testing.B) {
runPipelineStreamBench(b, buildASCIIVideoFrameTrueColor(80, 40), 120)
}
// BenchmarkSessionResume_5MiBStyled simulates the user's
// motivating case: claude resuming a long chat session and dumping
// the whole history. 5 MiB of styled output as a single Render
// call. Numbers here tell us how long the visible "scrolling
// while resume loads" window will be.
func BenchmarkSessionResume_5MiBStyled(b *testing.B) {
chunk := buildStyledLinesChunk(5 * 1024 * 1024)
b.SetBytes(int64(len(chunk)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
_ = vr.Render(chunk)
}
}
// BenchmarkSessionResume_5MiBPlain same as above but pure text.
// Lower bound — what we'd hit if the resume content were styling-
// free.
func BenchmarkSessionResume_5MiBPlain(b *testing.B) {
chunk := buildPlainASCIIChunk(5 * 1024 * 1024)
b.SetBytes(int64(len(chunk)))
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
vr := newViewportRenderer(newTerminalLayout(120, 40))
_ = vr.Render(chunk)
}
}