Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Render loop optimizations #91

Merged

Commits on Dec 5, 2023

  1. Render loop optimizations and performance enhancements.

    - Implement no render on no changes, add pause Raf handling
    - Implement recalculation updates, move clipping to CoreNode.
    - Avoid using forEach and casting the same props to an array each time.
    - Do not sort on every draw and implement presorting of the children.
    - Switch to Default shader, will need to optimize batched rendering.
    - Remove duplicate array in WebGlCoreRenderer and add RenderOps or Quads directly.
    - Make sure zIndex reordering only happens on .update().
    - Avoid binding the same texture again.
    - Added simple stress test.
    
    Co-Authored-By: erikhaandrikman <erik_haandrikman@comcast.com>
    wouterlucas and erikhaandrikman committed Dec 5, 2023
    Configuration menu
    Copy the full SHA
    c1bcbaa View commit details
    Browse the repository at this point in the history
  2. Configuration menu
    Copy the full SHA
    0f3fb28 View commit details
    Browse the repository at this point in the history
  3. Remove RAF Loop Pause Optimization

    Will be added back in future PR
    frank-weindel committed Dec 5, 2023
    Configuration menu
    Copy the full SHA
    111c6d5 View commit details
    Browse the repository at this point in the history
  4. Update zIndex snapshot

    frank-weindel committed Dec 5, 2023
    Configuration menu
    Copy the full SHA
    8022233 View commit details
    Browse the repository at this point in the history