# DarkRoom — Technical debt **Status:** Living document · first written 2026-08-26 **Companion to:** [architecture.md](architecture.md) Deliberate compromises: things the code does knowing they are wrong, because the alternative was worse at the time. Each entry says what the debt is, what it cost to take on, what it would take to pay off, and how you would know it had been paid. Not a bug list. A bug is something nobody chose. Everything here was chosen, and the point of writing it down is that the reasoning outlives whoever chose it — so the next person can tell a constraint from an accident, and does not "fix" something load-bearing or preserve something that has quietly stopped being necessary. --- ## TD-1 — The Android develop view reads pixels back through the CPU **Breaks:** [architecture.md §12 / 6.1](architecture.md) — GPU results never round-trip through the CPU — and AC-8, on Android only. Desktop is unaffected and keeps the zero-copy path. ### What it does `DevelopSession::render` on Android runs the compute passes on the GPU as usual, then calls `AdjustPass::export_pixels` and hands the frame to Slint as a `SharedPixelBuffer`. That is exactly the GPU→CPU→GPU transfer §6.1 exists to forbid, and it is on the frame path. ### Why Zero-copy needs Slint to draw with wgpu. On Android that means wgpu's Vulkan swapchain, which hardcodes `preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR` ([gfx-rs/wgpu#3345](https://github.com/gfx-rs/wgpu/issues/3345)) — wgpu-hal says so in a comment beside the line. On a tablet whose panel is mounted landscape, a portrait window then hands Android an unrotated buffer, every present returns `VK_SUBOPTIMAL_KHR`, and frames arrive torn. Measured on the device, same build, only the tablet rotated: | orientation | `bufferTransform` | composition | result | |---|---|---|---| | landscape | `ROT_180` | `DEVICE (2)` | clean | | portrait | `ROT_270` | `CLIENT (1)` | torn | Setting `preTransform` is not a fix available to us: the field is a *promise* that the content is already rotated, so honouring it needs the renderer to rotate what it draws, which wgpu cannot do on Skia's behalf. So the choice was never fast-develop against slow-develop. It was a develop view that costs a readback against a grid that tears in the orientation a tablet is mostly held in. ### What it costs Less than §6.1's headline numbers, because `render` fits the pass to the canvas before it runs — the readback is at viewport resolution, not sensor resolution. The 7.43 ms at 4K in §12 is the ceiling, not the bill. **It has not been measured on the device**, which is the first thing to do if the develop view feels heavy on the tablet; do not assume this is the cause without a number. ### Paying it off Any one of these removes it: - wgpu implements pre-rotation (#3345), and Android goes back on `unstable-wgpu-29`. - Slint's Skia Vulkan surface handles `preTransform` and Android uses that instead of OpenGL. - Skia over OpenGL grows a way to sample an external texture that wgpu can write. **Done when:** `ui/dr-ui/Cargo.toml` no longer scopes `renderer-femtovg-wgpu` and `unstable-wgpu-29` to non-Android, the `#[cfg(target_os = "android")]` arm of `DevelopSession::render` is gone, and the tablet is clean in portrait. --- ## TD-2 — Thumbnails are fetched one at a time **Where:** `library::spawn_thumbnails` — the `for req in to_fetch` loop. ### What it does The interactive thumbnail batch fetches serially: one image at a time, and two HTTP round trips each (a header read, then the preview's byte range). A window of a few hundred cells is that many sequential round trips against the server. ### Why it is debt rather than a bug It is correct, and it was fast enough when a window was one screenful. It is the *ordering* that kept it survivable: since `fetch_rank`, on-screen cells are requested first, so the cells a person is looking at arrive first even though the queue as a whole is slow. Portrait makes it worse by construction — a narrow window means smaller cells, more rows, and two to three times as many cells on screen at once, all of them ahead of the ones below in a queue that never runs more than one request. ### Paying it off `spawn_thumbnail_sweep` already has the pattern: `SWEEP_LANES` disjoint lanes over a chunk, joined, with the store written on the one thread that owns it. Striping a *priority-ordered* chunk across lanes keeps `fetch_rank`'s ordering while running several requests at once. Not done yet because it multiplies concurrent requests against the user's Nextcloud during a scroll, and that is a behaviour change worth deciding on deliberately rather than inheriting from a performance fix. **Done when:** the interactive batch runs on more than one lane, priority order is preserved across the lanes, and a slow server still cannot stall the visible cells behind offscreen ones. --- ## TD-3 — The thumbnail drain applies an unbounded batch on the UI thread **Where:** `library_ui::drain_thumbnails` — the `loop` inside the timer callback. ### What it does Every message queued when the timer fires is applied in that one callback, with no ceiling. On a library whose thumbnails are already in the store, the worker delivers a whole window at once, so a single callback can do hundreds of `to_slint_image` calls back to back — each an allocation and a full RGBA copy — while the grid is mid-flick. The copy cannot move off the UI thread: `slint::SharedPixelBuffer` is not `Send`, so decoded bytes can only become an `Image` on the thread that draws. Only the *amount done per wake* is ours to choose, and right now it is "all of it". ### Cost Measured with a temporary probe, **debug build**, so treat the shape rather than the size: | class | per thumbnail | × a 280-cell window | |---|---|---| | grid, 256 px | 1.93 ms | 539 ms | | large, 512 px | 7.78 ms | 2.18 s | A release measurement was started and never completed — do not quote these as release figures. ### Paying it off A time budget per wake and a shorter interval: apply for a few milliseconds, return without stopping the timer, and finish on the next tick. A batch then lands in frame-sized slices rather than one lump between two frames. Draft written and discarded during the investigation; it is a small change. **Done when:** one wake of the drain cannot exceed a frame, and a fully-cached window still fills in well under a second. --- ## Related, and deliberately not here The window-move rule, the grid's ordering index and the whole-library readout cache were *fixed* rather than deferred — see the commits around `6d6ef8d`. They are mentioned only so that a reader looking for "why was the grid slow" finds the answer in the code and its comments rather than assuming it is still outstanding.