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

@@ -65,7 +65,8 @@ const GradientBlinds: React.FC<GradientBlindsProps> = ({
const rendererRef = useRef<Renderer | null>(null); const rendererRef = useRef<Renderer | null>(null);
const mouseTargetRef = useRef<[number, number]>([0, 0]); const mouseTargetRef = useRef<[number, number]>([0, 0]);
// Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation // Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation
const pointerPosRef = useRef<{ x: number; y: number } | null>(null); // 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 isMobileRef = useRef<boolean>(false);
const lastTimeRef = useRef<number>(0); const lastTimeRef = useRef<number>(0);
const firstResizeRef = useRef<boolean>(true); const firstResizeRef = useRef<boolean>(true);
@@ -304,7 +305,8 @@ void main() {
const cx = gl.drawingBufferWidth / 2; const cx = gl.drawingBufferWidth / 2;
const cy = gl.drawingBufferHeight / 2; const cy = gl.drawingBufferHeight / 2;
uniforms.iMouse.value = [cx, cy]; uniforms.iMouse.value = [cx, cy];
mouseTargetRef.current = [cx, cy]; mouseTargetRef.current[0] = cx;
mouseTargetRef.current[1] = cy;
} }
}; };
@@ -332,10 +334,13 @@ void main() {
x = (e.clientX - rect.left) * scale; x = (e.clientX - rect.left) * scale;
y = (rect.height - (e.clientY - rect.top)) * scale; y = (rect.height - (e.clientY - rect.top)) * scale;
} }
mouseTargetRef.current = [x, y]; mouseTargetRef.current[0] = x;
pointerPosRef.current = null; // Ensure loop doesn't override mouseTargetRef.current[1] = y;
pointerPosRef.current.active = false; // Ensure loop doesn't override
} else { } else {
pointerPosRef.current = { x: e.clientX, y: e.clientY }; pointerPosRef.current.x = e.clientX;
pointerPosRef.current.y = e.clientY;
pointerPosRef.current.active = true;
} }
}; };
@@ -344,7 +349,7 @@ void main() {
uniforms.iTime.value = t * 0.001; uniforms.iTime.value = t * 0.001;
// Update target based on pointer position and scroll offset // Update target based on pointer position and scroll offset
if (pointerPosRef.current) { if (pointerPosRef.current.active) {
const scale = (renderer as unknown as { dpr?: number }).dpr || 1; const scale = (renderer as unknown as { dpr?: number }).dpr || 1;
let x, y; let x, y;
@@ -361,7 +366,8 @@ void main() {
x = (pointerPosRef.current.x - rect.left) * scale; x = (pointerPosRef.current.x - rect.left) * scale;
y = (rect.height - (pointerPosRef.current.y - rect.top)) * scale; y = (rect.height - (pointerPosRef.current.y - rect.top)) * scale;
} }
mouseTargetRef.current = [x, y]; mouseTargetRef.current[0] = x;
mouseTargetRef.current[1] = y;
} }
if (mouseDampening > 0) { if (mouseDampening > 0) {
@@ -376,8 +382,13 @@ void main() {
cur[0] += (target[0] - cur[0]) * factor; cur[0] += (target[0] - cur[0]) * factor;
cur[1] += (target[1] - cur[1]) * factor; cur[1] += (target[1] - cur[1]) * factor;
} else { } else {
if (pointerPosRef.current || isMobileRef.current) { if (pointerPosRef.current.active || isMobileRef.current) {
uniforms.iMouse.value = mouseTargetRef.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];
} }
lastTimeRef.current = t; lastTimeRef.current = t;
} }