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Caching element textures per context stack for style means that if there are lots of elements of the same style, then those elements share a single texture. This would improve the painting time for nodes on most graphs -- where there are a lot of nodes of the same style and only the label is different.
…texture cache invalidations
- N.b.: Some further minor changes for performance improvements are marked with "TODO"
- Don't require parallel edges iteration in `eles.boundingBox()` re. rendered style recalculation
- Shift the cached bounding box on node position changes -- rather than complete invalidation
- Simplify the rendering `notify()` function
- Simplify batching code
- Refactoring of control point calculations
- Simplify rendered style queuing to do traversals only on ticks
- Make the stylesheet more minimalistic
- Ensure that the element texture cache is not invalidated when the style hash is unchanged
- Style-originating triggers are organised per property
…. Squash merge label-texture feature branch:
- Parameterise the element texture cache with the key lookup and drawing functions. This is currently used for element bodies and element labels. It could also be applied to edge arrows.
- Store separate bounding boxes for the labels, element bodies, and edge arrows. These bounds are necessary for using the element texture caches.
- Update the cached bounds shift strategy to take into account the sub-bounds. Update the shift a bit more lazily so it's less ops per shift --- and only shift the individual values once per n-miss-1-get cycle.
- Caches within a texture are recoverable as long as the texture is not retired. This reduces memory usage and increases execution speed.
- Fixes `ElementTextureCacheLookup` diffs.
- Updates to `ele.boundingBox()` docs.
- Increase the levels at which the element texture cache can operate to try to get more hits.
- Cache element textures per style context stack #1337
- Cache label textures separately from element textures #1270
- Cache edge arrow textures separately #1616