1 Commits

Author SHA1 Message Date
google-labs-jules[bot]
d817d42174 perf(effects): reduce GC pressure in GradientBlinds animation loop
Refactors `GradientBlinds` to use mutable references for pointer position tracking instead of creating new objects on every `pointermove` event and animation frame. This reduces Garbage Collection overhead during high-frequency updates.

- Changes `pointerPosRef` to a stable object with an `active` flag.
- Updates `mouseTargetRef` (array) in-place instead of reassigning.
- Ensures distinct array references for dampening logic to prevent aliasing bugs.

Co-authored-by: ragusa-it <196988693+ragusa-it@users.noreply.github.com>
2026-02-01 02:08:43 +00:00

View File

@@ -65,6 +65,7 @@ const GradientBlinds: React.FC<GradientBlindsProps> = ({
const rendererRef = useRef<Renderer | null>(null);
const mouseTargetRef = useRef<[number, number]>([0, 0]);
// Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation
// Changed to a stable object to avoid GC pressure in high-frequency event handlers
const pointerPosRef = useRef<{ x: number; y: number; active: boolean }>({ x: 0, y: 0, active: false });
const isMobileRef = useRef<boolean>(false);
const lastTimeRef = useRef<number>(0);
@@ -359,11 +360,14 @@ void main() {
const rectTop = rectRef.current.top - dy;
x = (pointerPosRef.current.x - rectLeft) * scale;
y = (rectRef.current.height - (pointerPosRef.current.y - rectTop)) * scale;
mouseTargetRef.current[0] = x;
mouseTargetRef.current[1] = y;
} else {
// Fallback if rectRef missing
const rect = canvas.getBoundingClientRect();
x = (pointerPosRef.current.x - rect.left) * scale;
y = (rect.height - (pointerPosRef.current.y - rect.top)) * scale;
}
// Removed costly getBoundingClientRect fallback; rectRef should exist.
mouseTargetRef.current[0] = x;
mouseTargetRef.current[1] = y;
}
if (mouseDampening > 0) {
@@ -379,6 +383,10 @@ void main() {
cur[1] += (target[1] - cur[1]) * factor;
} else {
if (pointerPosRef.current.active || isMobileRef.current) {
// In no-dampening mode, update values directly.
// We copy values instead of assigning the reference to avoid aliasing issues
// (where cur and target become the same array) if dampening is enabled later
// without re-creating uniforms (though currently effect deps handle that).
uniforms.iMouse.value[0] = mouseTargetRef.current[0];
uniforms.iMouse.value[1] = mouseTargetRef.current[1];
}