Sync TODO.md perf-audit review pass

Removed low/marginal items from the original sweep; remaining items
have measured or workflow evidence to justify action.
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2026-05-15 16:07:58 +01:00
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# Perf Audit (auto-generated 2026-05-15) # Perf Audit (reviewed 2026-05-15)
Findings from a codebase sweep — not user-reported, needs review before Findings that survived the 2026-05-15 review pass. Low and marginal
action. Each item names the anchor and a sketched fix. items from the original sweep were removed; remaining items have enough
measured or workflow evidence to justify action.
Baseline benchmark numbers (`go test -bench=. ./internal/app/`, AMD Baseline benchmark numbers (`go test -bench=. ./internal/app/`, AMD
Ryzen 7 7800X3D, libghostty-vt **ReleaseFast** after the Makefile Ryzen 7 7800X3D, libghostty-vt **ReleaseFast** after the Makefile
@@ -27,145 +28,75 @@ Emulator_Write_Stream_8Color_120fps 257 µs/frame 3890 fps_ceiling
Emulator_Write_Stream_TrueColor_120fps 488 µs/frame 2051 fps_ceiling Emulator_Write_Stream_TrueColor_120fps 488 µs/frame 2051 fps_ceiling
``` ```
Result of the fix below: 27-32× pipeline speedup, 60× emulator The current pipeline still has large 120 fps headroom. The remaining
speedup. Pipeline hits 930-2030 fps end-to-end — 7-16× headroom renderer concern is multi-MiB styled replay latency and allocation
over the 120 fps target on the heaviest workload (truecolor churn, not normal steady-state frame budget.
full-screen redraws).
- [ ] **viewport renderer allocates ~1 alloc per 4 input bytes on SGR/CSI-heavy chunks.** [MEDIUM] - [ ] **viewport renderer allocates heavily on SGR/CSI-heavy chunks.** [MEDIUM]
- `internal/app/viewport_renderer.go` — the styled-lines and - Review evidence: five benchmark reps confirmed
ratatui benchmarks show 4-17k allocs per chunk. The hot `ViewportRenderer_StyledLines` at about 4,325 allocs per 16 KiB
contributors are likely (a) `string(vr.buf)` / `string(params)` chunk (~91.5 KB/op, roughly 1 alloc per 3.8 input bytes), and
conversions in `emitCSI` for every escape sequence, (b) the `ViewportRenderer_RatatuiBurst` at about 17,306 allocs per chunk
`pending strings.Builder` resizing as fragments arrive, and (c) (~365 KB/op). A 5 MiB styled resume benchmark allocated about
`vr.shifter.Shift(vr.buf)` returning a fresh slice per CSI. 31 MB across 1.38M objects.
- Fix direction: switch CSI param parsing to byte-slice - Likely hot paths: generic CSI/SGR output in
comparison (no string conversion); reuse `vr.buf` and `internal/app/viewport_renderer.go` sends many sequences through
`vr.pending` backing arrays across `Render` calls by `vr.shifter.Shift(vr.buf)`, while `internal/app/cursorshift.go`
pre-growing in `newViewportRenderer`; have `cursorShifter.Shift` returns a fresh `[]byte` via `pending.String()` on every
return into a caller-owned buffer instead of allocating. `Shift` call and parses CSI params through `string(raw)` /
Profile-guided: run the styled-lines bench, point pprof at the `strings.Split`. The mode-helper `string(params)` conversions
allocs profile, fix the top three call sites. are real, but probably not the main SGR-heavy cost.
- Fix direction: make `cursorShifter` write into caller-owned
scratch output or directly into the viewport renderer's pending
builder; parse CSI params from byte slices; pre-grow/reuse
renderer and shifter buffers. Re-run styled-lines, ratatui, and
5 MiB resume benchmarks; use pprof when available to confirm the
top allocation sites.
- [ ] **viewport renderer throughput (~90 MB/s styled) limits codex steady-state.** [MEDIUM] - [ ] **large styled resume/replay dumps spend visible time in viewport rendering.** [MEDIUM]
- The styled-lines and ratatui benchmarks come in at 89 MB/s and - Review evidence: `BenchmarkSessionResume_5MiBStyled` measured
40 MB/s respectively. A 100 KB/s codex burst is far under that about 58 ms median and 63 ms p95 over five reps. The plain 5 MiB
limit, but a session-resume dump of a 5 MiB chat history takes benchmark was about 23-24 ms with only 21 allocs. The live path
50-130 ms of pure renderer time at those rates — enough to be renders focused PTY chunks through `renderer.Render`, then still
user-visible at the start of a long resume. pays emulator writes, ring writes, event dispatch, stdout writes,
- Fix direction: same as the alloc fix above; once the per-call and real terminal paint.
allocation cost drops, the throughput ceiling rises with it. - Scope: this is not a Codex steady-state throughput limit. A
Worth re-running the benches after fixing the allocs and only 100 KB/s stream is far below the styled renderer's ~80-90 MB/s
investing further if the styled-lines bench is still under ceiling. It matters for multi-MiB burst replay, resume/startup
~300 MB/s. dumps, and dense full-screen churn.
- Fix direction: do the allocation fix first, since it should also
improve throughput. After that, invest further only if styled
resume traces remain user-visible or the styled-lines benchmark
is still under roughly 300 MB/s.
- [ ] **Session.Children() allocates a fresh slice on every call.** [MEDIUM] - [ ] **wait_for_pattern re-scans the entire stream/grid while waiting.** [MEDIUM]
- `internal/app/session.go:530-541` walks `s.order` under `s.mu` and - `internal/app/host.go:476-493` (the `check` closure). On
builds a new `[]*Child` slice every time. Callers on hot paths: `scope="scrollback"` it calls `c.StreamRead(0)` followed by
`drawSidebar` calls it twice per frame `stripANSIBytes(nil, b)`, so each check can copy, strip, and
(`internal/app/sidebar.go:139` and `:171`); `drawTabBar` calls it search the full 1 MiB ring. On `scope="grid"` it calls
once per frame (`internal/app/tabbar.go:37`); the classifier `PlainText()` and runs the regex against the full grid string.
iterates it every 250 ms (`internal/app/classifier.go:38`); and - Caveat from review: the current chunk notifier coalesces bursts
palette/navigation hit it on every Ctrl-A/D/W/S keystroke. with a buffered channel and has a 500 ms fallback, so this is not
- Fix direction: store the snapshot in an `atomic.Pointer[[]*Child]` necessarily one full scan per PTY chunk. It is still meaningful
on `Session`, refresh it under `s.mu` only when `Spawn` / `delete` for active waits on chatty panes.
mutates the map. Readers get O(1) `Load()` with zero allocation — - Fix direction: for `scrollback`, track the last checked stream
same pattern already used for `listeners` (session.go:118-123). offset and search only new output plus a bounded overlap/scratch
buffer so matches spanning chunks are not missed. For `grid`,
dedupe on `ScreenVersion()` and skip work when the version has
not changed.
- [ ] **wait_for_pattern re-scans the entire stream/grid every iteration.** [MEDIUM] - [ ] **search_output rebuilds and searches whole scrollback on every call.** [MEDIUM]
- `internal/app/host.go:476-493` (the `check` closure). On `scope = - `internal/app/host.go:428-437` compiles a fresh regex, reads the
"scrollback"` it calls `c.StreamRead(0)` followed by stream from offset 0, strips ANSI for `kind="rendered"`, converts
`stripANSIBytes(nil, b)` over the entire ring on every wake — a the full buffer to a string, and splits it into lines before
full O(ring size) walk per chunk arrival. On `grid` it goes applying `limit`. This is meaningful when agents poll the same
through PlainText (one CGO call) plus a regex match against the pattern; it is low impact for ad hoc searches.
full grid string. For an agent waiting on a marker in a chatty - Fix direction: cache compiled regexes by pattern; cache stripped
pane, every PTY chunk fires `check()`. rendered output by child id and stream end offset; avoid
- Fix direction: for `scrollback`, track the offset of the last `strings.Split` over the whole ring when only the first `limit`
check and run the regex only over the new tail, reusing a matches are needed. Prefer an incremental search shape if this
per-call scratch buffer for ANSI stripping. For `grid`, dedupe becomes the standard "watch for marker" path.
on `ScreenVersion()` — skip when version hasn't changed.
- [ ] **search_output compiles regex + strips ANSI on every call.** [MEDIUM]
- `internal/app/host.go:428` compiles a fresh `regexp.Regexp` per
invocation; `:434` strips ANSI over the entire ring buffer when
`kind="rendered"`. Agents that poll `search_output` with the same
pattern (the typical "watch for marker" loop) repay both costs on
every call.
- Fix direction: small LRU of compiled regexes keyed by pattern
string (cap maybe 32) on `toolHost`. Cache the stripped-ANSI
buffer keyed by `c.ScreenVersion()` so consecutive searches over
an unchanged ring reuse the strip.
- [ ] **GetProcessOutput grid mode acquires the emulator twice.** [MEDIUM]
- `internal/app/host.go:375-391` does `em := c.Emulator()` for
ActiveScreen / Cursor / Size, then at line 387 re-fetches
`em := c.Emulator()` for PlainText. Each `Emulator()` call goes
through `ptyMu` and inspects the live PTY pointer. Under a
chatty agent polling `get_process_output` every 100 ms this is
a redundant lock and pointer chase per call.
- Fix direction: hold the emulator reference from the first
lookup; reuse it for PlainText. The check `if em == nil` still
runs cleanly because the variable is captured.
- [ ] **FindChildByIdentity is O(N) under the session lock.** [LOW]
- `internal/app/session.go:553-565` scans the children map looking
for a matching `Identity` token on every new mcp-stdio
connection. Not a steady-state hot path — only fires once per
child spawn — but with many short-lived sub-agents it adds up
and contends with everyone else taking `s.mu`.
- Fix direction: maintain an `identityIndex map[string]string`
(identity → child id) updated alongside spawn / exit, give the
lookup an O(1) read.
- [ ] **Per-promoter regex matches in the idle classifier.** [LOW]
- `internal/app/idle.go:175-182` (`matchAny`) walks each compiled
pattern and runs the DFA over the same 4 KiB tail. A preset with
five permission patterns + five error patterns is ten DFA
invocations per child per 250 ms tick.
- Fix direction: at preset load time, compile each `_patterns`
list into a single alternation regex (`(?:p1)|(?:p2)|…`). The
classifier then makes one Match call per category per tick.
- [ ] **Port-detection dedup is O(N²) over c.ports.** [LOW]
- `internal/app/child.go:461-467`: for each fresh URL match the
code linearly scans the existing port list. The list rarely
grows past a handful, but a dev server that lists "all open
ports" in one log line interacts badly: M new matches × N
existing entries.
- Fix direction: keep a `seenPorts map[int]struct{}` next to
`c.ports`, rebuilt on prune (none today). O(1) per match.
- [ ] **Port-sighting string allocations happen before the dedup check.** [LOW]
- `internal/app/child.go:455-456` allocates `urlForm` and `portStr`
before line 461's `seen` walk. Both strings are wasted when the
port is already in `c.ports`. Inside `c.portsMu` for the whole
loop body too, blocking the `Ports()` reader path.
- Fix direction: bind the port int first (cheap parse from
`m[1]`), do the seen check, only then allocate the URL string
for the surviving sighting.
- [ ] **classifier `time.Now()` syscall per child per tick.** [LOW]
- `internal/app/classifier.go:54` (and the `IdleMS` /
`TitleIdleMS` helpers it transitively calls in
`internal/app/child.go:343-374`) each call `time.Now()`.
Reading time on Linux is fast (vDSO) but with N children × 4
`time.Now()` per tick × 4 ticks/sec it's wasted work that can
be batched.
- Fix direction: capture `now := time.Now().UnixNano()` once at
the top of `classifyAll` and thread it into `classifyOne` and
the helpers as a parameter.
- [ ] **wait_for_pattern subscribes a listener for every call.** [LOW]
- `internal/app/host.go:472-474`: each invocation calls
`Session.Subscribe(wake)` which clones the listener slice and
swaps the atomic pointer; the `defer Unsubscribe` does the same
on exit. Two allocations per `wait_for_pattern`. The agent
pattern of looping on `wait_for_pattern` after every tool call
pays this churn on the steady-state path.
- Fix direction: a per-child `chunkBroadcaster` registered once
at child spawn that hands out lightweight subscriber tokens,
rather than going through the full session listener machinery.
# On Hold # On Hold
- [ ] There's a unicode <?> being displayed in opencode [ON HOLD] - [ ] There's a unicode <?> being displayed in opencode [ON HOLD]