Fix significant FPS drop with mask usage. - #7345
Open
notKitory wants to merge 1 commit into
Open
Conversation
notKitory
marked this pull request as draft
July 27, 2026 21:23
notKitory
marked this pull request as ready for review
July 27, 2026 22:19
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
Orphan dynamic WebGL buffer storage before uploading new batch data.
Prevent progressive GPU synchronization stalls during repeated dynamic buffer updates.
Keep
STATIC_DRAWbuffer behavior unchanged.Description
WebGLBufferWrapper.update()reused the same GPU storage for everybufferSubData()call. When dynamic geometry was rendered repeatedly—especially across offscreen and onscreen passes—the browser could wait for queued GPU work that was still using that storage. This caused frame time to increase progressively, even though JavaScript memory and renderer pools remained stable.Before uploading data for non-static buffers, this change calls
bufferData()with the existing buffer size and usage. This orphans the previous storage, allowing queued GPU commands to finish using it while the next batch is uploaded into fresh storage.The following
bufferSubData()behavior remains unchanged, andSTATIC_DRAWbuffers are not affected.Fixes #7306
Testing
Manually tested with a stress scene that updates Shape geometry inside a DynamicTexture every frame and uses it as a mask. Tested on MacBook Air M4 and Redmi Note 14.
Verified that:
node --check src/renderer/webgl/wrappers/WebGLBufferWrapper.js