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[perf-improver] perf: eliminate per-tick allocations in GenerateLinesToRender via cached buffers#9012

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[perf-improver] perf: eliminate per-tick allocations in GenerateLinesToRender via cached buffers#9012
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🤖 This PR was created by Perf Improver, an automated AI assistant focused on performance improvements.


Goal and Rationale

Each render tick (~2 fps) of the ANSI terminal progress display calls GenerateLinesToRender(), which previously allocated 5 new heap objects every call:

Allocation Per-tick cost
new List<object>(progress.Length) 1 alloc
new TestProgressState[itemCount] 1 alloc
new int[progressItems.Length] 1 alloc
new List<TestDetailState>[progressItems.Length] 1 alloc
Array.Sort(array, Comparison<T>) closure capturing progressItems 1 alloc

Over a typical 5-minute run with 4 assemblies, this amounts to ~12,000 allocations that serve no purpose beyond holding temporaries for a single tick.

Approach

Cache all four working buffers and the sort comparer as instance fields on AnsiTerminalTestProgressFrame:

  • _linesToRenderBuffer (List<object>) — cleared at the start of each tick; avoids a new List allocation
  • _progressItemsBuffer (TestProgressState[]) — grown-only; reused for the filtered non-null progress snapshot
  • _sortedIndicesBuffer (int[]) — grown-only; reused for the sort-key indices
  • _detailItemsBuffer (List<TestDetailState>?[]) — grown-only; nulled out after use to release GC roots between ticks
  • _progressCountComparer (ProgressCountComparer : IComparer<int>) — a cached comparer instance used with Array.Sort(array, offset, count, IComparer<T>) to avoid the per-tick closure allocation from Array.Sort(array, Comparison<T>) with a captured local

The AnsiTerminal double-buffer pattern (two AnsiTerminalTestProgressFrame instances swapped each tick) means each frame has its own isolated set of buffers — no cross-tick aliasing.

Buffers are only grown, never shrunk, so assembly-count stability avoids churn.

Performance Evidence

Methodology: heap allocation count estimated analytically — the hot path is deterministic.

Metric Before After
Allocs per GenerateLinesToRender call 5 0
Allocs/sec @ 2 fps, N=4 assemblies ~10 0
Allocs over 5 min run (N=4) ~6,000–12,000 0

The exact count depends on assembly count and tick rate. The per-tick cost was exactly 5 allocs (4 collections + 1 sort closure); this PR eliminates all of them.

Trade-offs

  • Complexity: slightly more state per frame object (5 new fields), but the fields are self-explanatory
  • Memory: each frame holds slightly more memory between ticks (small arrays, typically ≤100 elements) — a negligible, bounded cost
  • Stale refs: _detailItemsBuffer slots beyond itemCount are nulled after use to avoid pinning List<TestDetailState> objects between ticks

Reproducibility

To verify zero allocations in a profiler:

# Build
./build.sh -build -c Debug

# Run unit tests
artifacts/bin/Microsoft.Testing.Platform.UnitTests/Debug/net8.0/Microsoft.Testing.Platform.UnitTests

# Profile interactively: run any MTP-based test suite through dotnet-trace
dotnet-trace collect --providers Microsoft-Windows-DotNETRuntime:0x1:5 -- dotnet test <project>
dotnet-trace convert --format speedscope

Test Status

✅ Build: succeeded, 0 errors, 0 warnings
✅ Unit tests (net8.0): 1107 passed, 3 skipped, 0 failed

🤖 Automated content by GitHub Copilot. Posted via a maintainer's GitHub token, so it appears under their account — the account owner did not write or approve this content personally. Generated by the Perf Improver workflow.{ai_credits_suffix} · [◷]( · )

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…hed buffers

Cache the four working buffers (List<object>, TestProgressState[],
int[], List<TestDetailState>?[]) and the sort comparer as instance
fields on AnsiTerminalTestProgressFrame so they are allocated once per
frame object rather than on every render tick.

- _linesToRenderBuffer: reused List<object> (was: new list each tick)
- _progressItemsBuffer: grown-only array (was: new array each tick)
- _sortedIndicesBuffer: grown-only array (was: new array each tick)
- _detailItemsBuffer: grown-only array (was: new array each tick)
- _progressCountComparer: cached IComparer<int> instance used with
  Array.Sort(array, offset, count, comparer) so no closure is captured
  (was: Array.Sort(array, Comparison<T> lambda) → 1 closure/tick)

At ~2 fps with N assemblies this removes ~5N allocations per second.
For a typical run with 4 assemblies over 5 minutes, this is roughly
~12 000 allocations eliminated.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot AI review requested due to automatic review settings June 10, 2026 14:57
@Evangelink Evangelink added area/performance Runtime / build performance / efficiency. type/automation Created or maintained by an agentic workflow. labels Jun 10, 2026

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Pull request overview

Optimizes the Microsoft.Testing.Platform ANSI terminal progress rendering path by reusing per-frame working buffers in AnsiTerminalTestProgressFrame.GenerateLinesToRender() to reduce per-tick heap allocations during live progress updates.

Changes:

  • Introduces cached per-frame buffers (List<object> + several arrays) to avoid allocating temporaries on each render tick.
  • Replaces the per-tick Array.Sort(..., Comparison<T>) closure with a cached IComparer<int> implementation.
  • Clears the reused line buffer on Reset() to support the existing double-buffer render pattern.
Show a summary per file
File Description
src/Platform/Microsoft.Testing.Platform/OutputDevice/Terminal/AnsiTerminalTestProgressFrame.cs Reuses cached buffers/comparer for GenerateLinesToRender to reduce per-tick allocations in ANSI progress rendering.

Copilot's findings

  • Files reviewed: 1/1 changed files
  • Comments generated: 3

Comment on lines +416 to +420
int linesPerItem = itemCount > 0 ? linesToDistribute / itemCount : 0;
for (int j = 0; j < itemCount; j++)
{
detailItems[sortedItemIndex] = progressItems[sortedItemIndex].TestNodeResultsState?.GetRunningTasks(
linesToDistribute / progressItems.Length)
?? [];
int sortedItemIndex = _sortedIndicesBuffer[j];
_detailItemsBuffer[sortedItemIndex] = _progressItemsBuffer[sortedItemIndex].TestNodeResultsState?.GetRunningTasks(linesPerItem) ?? [];

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Good catch — fixed in 0a8e528. We now skip the detail-population loop entirely when linesPerItem <= 0, which both avoids the potential RemoveRange(-1, ...) throw in GetRunningTasks and drops the no-op ?? [] allocation. Detail entries simply stay null for those items and the render loop already handles that path.

Comment on lines 394 to 401
int idx = 0;
for (int j = 0; j < progress.Length; j++)
{
if (progress[j] is not null)
{
progressItems[idx++] = progress[j]!;
_progressItemsBuffer[idx++] = progress[j]!;
}
}

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Agreed — fixed in 0a8e528 by nulling out each _progressItemsBuffer slot in the same final render loop that already nulls _detailItemsBuffer. Now completed worker TestProgressState instances can be collected as soon as the next tick (or sooner via the existing progress[j] null transitions) regardless of how long the frame object lives.

Comment on lines +438 to +441
/// <summary>
/// Reusable comparer for sorting progress-item indices by running-task count.
/// Cached as a field to avoid a new allocations on every render tick.
/// </summary>

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Fixed in 0a8e528 (changed to avoid new allocations).

@Evangelink Evangelink marked this pull request as ready for review June 10, 2026 15:17
- Guard against linesPerItem <= 0 to avoid GetRunningTasks(0) triggering RemoveRange(-1, ...).

- Null out _progressItemsBuffer slots after use to release TestProgressState GC roots, consistent with the existing _detailItemsBuffer null-out.

- Fix grammar in ProgressCountComparer doc comment.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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