Panning the scene view no longer redraws the whole scene
game-maker / gate (push) Successful in 2m22s
game-maker / suite (push) Successful in 8m38s

A middle-mouse pan used to run the full redraw on every frame. It
collected every object from the project, cleared and redrew every
shape, re-sorted all children and made Pixi re-upload every buffer,
although only the camera had moved. The user saw the frame rate drop
while panning.

- WorldViewport gets moveCamera(). When zoom and view size are
  unchanged it only moves the world and redraws the overlays drawn in
  screen pixels. collectFrame, the shape redraw and the re-sort drop
  out of a pan frame.
- Every full redraw remembers the box each object is culled by. A pan
  that moves an object across the edge of the view still takes the
  full redraw, so objects appear and vanish as before.
- Grid, selection outlines, rays and the container origin mark move
  into a shared drawOnScreen hook. It runs after every full redraw and
  after every pan. The parent links stay in afterItems because they
  are drawn in world units.
- Wheel zoom keeps the full redraw, because line widths follow the
  zoom. A cache for collectFrame was left out: it would save about
  1 ms and risk stale data.
- debugInfo() reports redraws and cameraMoves, and __gm gets a hook
  that forces a full redraw, so a check can compare against it.

Findings:
- Chrome already coalesces mouse moves to one per frame (500 moves
  gave 183 redraws in 189 frames). A throttle was tried and removed
  again, because its counter-check did not fail.
- A check in module 03 compared the whole gameInfo() object and broke
  on the new counters. It now compares camera, objects and rendering.
- The stall without ?vsync most likely comes from the desynchronized
  context in src/main.ts. It cannot be reproduced headless.

Tests:
- Measured on Jump and Run, main-thread time per frame, 3 runs of 240
  moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves
  stay at 2.1-2.4 ms. 208 of 240 moves took the fast path.
- ./check.sh: 141 files, 2080 tests, exit 0.
- GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test
  above). After the fix GM_STEPS=1-5: all passed, 130 checks.
- 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0
  full redraws, pixel rows after the pan match a fresh redraw, a box
  panned out of view and back is drawn again.
- Counter-checks: overlays not redrawn on pan gives "3 of 3 rows
  differ". Edge test disabled keeps the box visible with 0 redraws.
- Check total 1285 (1282 confirmed by CI task 229, plus 3).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-22 15:38:05 +02:00
1 parent d2d63e1681
commit 28b1afa7af
9 files changed
+136 -25

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+1 -1
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@@ -43,7 +43,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU: The browser suite and the three example games need a machine with a GPU:
```bash ```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1282 checks (GM_STEPS=20 for one step) node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1285 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page # every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
+3 -7
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@@ -42,19 +42,15 @@ export class ContainerCanvas extends SceneViewport {
return false; return false;
} }
protected override beforeItems(): void {
super.beforeItems();
this.originMark.clear();
}
/** /**
* The origin, marked because it carries meaning here: it is the point the container is held by * The origin, marked because it carries meaning here: it is the point the container is held by
* when placed, so where the content sits relative to it is the thing being authored. * when placed, so where the content sits relative to it is the thing being authored.
*/ */
protected override afterItems(items: DrawItem[], view: View): void { protected override drawOnScreen(items: DrawItem[], view: View): void {
super.afterItems(items, view); super.drawOnScreen(items, view);
const at = worldToScreen(view, 0, 0); const at = worldToScreen(view, 0, 0);
this.originMark this.originMark
.clear()
.moveTo(at.x - ORIGIN_ARM, at.y) .moveTo(at.x - ORIGIN_ARM, at.y)
.lineTo(at.x + ORIGIN_ARM, at.y) .lineTo(at.x + ORIGIN_ARM, at.y)
.moveTo(at.x, at.y - ORIGIN_ARM) .moveTo(at.x, at.y - ORIGIN_ARM)
+2
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@@ -276,6 +276,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
return null; return null;
}, },
viewportInfo: () => viewport.debugInfo(), viewportInfo: () => viewport.debugInfo(),
/** A full redraw of the Scene tab – what a pan, which only moves the camera, is compared with. */
viewportRedraw: () => viewport.redraw(),
/** Where a dragged asset would land in the Scene tab, and why not when it may not. */ /** Where a dragged asset would land in the Scene tab, and why not when it may not. */
dropPreview: () => viewport.dropInfo(), dropPreview: () => viewport.dropInfo(),
/** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */ /** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */
+1 -1
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@@ -104,7 +104,7 @@ export abstract class FreeViewport extends WorldViewport {
const { zoom } = this.view; const { zoom } = this.view;
this.view.x = this.panning.viewX - (e.global.x - this.panning.startX) / zoom; this.view.x = this.panning.viewX - (e.global.x - this.panning.startX) / zoom;
this.view.y = this.panning.viewY - (e.global.y - this.panning.startY) / zoom; this.view.y = this.panning.viewY - (e.global.y - this.panning.startY) / zoom;
this.redraw(); this.moveCamera();
return true; return true;
} }
+1 -1
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@@ -84,7 +84,7 @@ export class GameViewport extends WorldViewport {
} }
/** `camera`: object id of the camera the view is through, empty when none is switched on. */ /** `camera`: object id of the camera the view is through, empty when none is switched on. */
override debugInfo(): { rendering: boolean; visibleItems: number; camera: string } { override debugInfo(): ReturnType<WorldViewport['debugInfo']> & { camera: string } {
return { ...super.debugInfo(), camera: this.activeCamera()?.id ?? '' }; return { ...super.debugInfo(), camera: this.activeCamera()?.id ?? '' };
} }
+7 -5
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@@ -731,18 +731,20 @@ export class SceneViewport extends FreeViewport {
this.state.select(objectSelection(holder.id, ids)); this.state.select(objectSelection(holder.id, ids));
} }
protected override beforeItems(): void {
this.syncGrid();
this.gizmos.clear();
}
/** The selection outlines currently drawn (test hook). */ /** The selection outlines currently drawn (test hook). */
gizmoInfo(): GizmoInfo[] { gizmoInfo(): GizmoInfo[] {
return this.lastGizmos; return this.lastGizmos;
} }
/** The links are in world units, so a pan leaves them where they are. */
protected override afterItems(items: DrawItem[], view: View): void { protected override afterItems(items: DrawItem[], view: View): void {
this.drawParentLinks(items, view.scale); this.drawParentLinks(items, view.scale);
}
/** Grid, outlines and rays are drawn in screen pixels: these follow every pan. */
protected override drawOnScreen(items: DrawItem[], view: View): void {
this.syncGrid();
this.gizmos.clear();
this.drawGizmos(items, view); this.drawGizmos(items, view);
this.drawRays(view); this.drawRays(view);
} }
+64 -7
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@@ -61,6 +61,20 @@ export abstract class WorldViewport extends Widget {
private visibleCount = 0; private visibleCount = 0;
private animated = false; private animated = false;
protected lastItems: DrawItem[] = []; protected lastItems: DrawItem[] = [];
/**
* What the last full redraw was drawn for: its zoom and view size, and per object node the box
* it is culled by (`null`: never culled, a particle source). What `moveCamera` needs to tell
* whether a pan changes anything but where the world sits.
*/
private drawn: {
scale: number;
w: number;
h: number;
culled: { node: Graphics; extent: Extent | null }[];
} | null = null;
/** Full redraws and camera-only moves since start (test hook). */
private redraws = 0;
private cameraMoves = 0;
private readonly stopFiles: (() => void)[]; private readonly stopFiles: (() => void)[];
protected constructor(protected readonly state: EditorState) { protected constructor(protected readonly state: EditorState) {
@@ -123,8 +137,49 @@ export abstract class WorldViewport extends Widget {
protected onItemPointerDown(_objectId: string, _e: FederatedPointerEvent): void {} protected onItemPointerDown(_objectId: string, _e: FederatedPointerEvent): void {}
debugInfo(): { rendering: boolean; visibleItems: number } { /** Screen-space drawing that follows the camera, redrawn after a full redraw and after a pan. */
return { rendering: this.currentView() !== null, visibleItems: this.visibleCount }; protected drawOnScreen(_items: DrawItem[], _view: View): void {}
debugInfo(): { rendering: boolean; visibleItems: number; redraws: number; cameraMoves: number } {
return {
rendering: this.currentView() !== null,
visibleItems: this.visibleCount,
redraws: this.redraws,
cameraMoves: this.cameraMoves,
};
}
/**
* The camera moved and nothing else did – a pan. Zoom and size are the same, so every node is
* drawn as it was; only the world's position and the screen-space overlays follow. Anything
* else, or an object crossing the edge of the view, takes the full redraw: a pan frame used to
* collect, redraw and re-upload every shape for nothing.
*/
protected moveCamera(): void {
const view = this.currentView();
const drawn = this.drawn;
if (!view || !drawn || view.scale !== drawn.scale || view.rect.w !== drawn.w || view.rect.h !== drawn.h) {
this.redraw();
return;
}
const bounds = worldBounds(view);
for (const { node, extent } of drawn.culled)
if ((extent === null || rectsIntersect(extent, bounds)) !== node.visible) {
this.redraw();
return;
}
this.cameraMoves++;
this.placeWorld(view);
this.drawOnScreen(this.lastItems, view);
}
private placeWorld(view: View): void {
const { rect } = view;
this.world.position.set(
rect.x + rect.w / 2 - view.x * view.scale,
rect.y + rect.h / 2 - view.y * view.scale,
);
this.world.scale.set(view.scale);
} }
/** /**
@@ -219,21 +274,20 @@ export abstract class WorldViewport extends Widget {
this.content.visible = view !== null; this.content.visible = view !== null;
this.visibleCount = 0; this.visibleCount = 0;
this.animated = false; this.animated = false;
this.drawn = null;
if (!view) return; if (!view) return;
this.redraws++;
const { items, background } = this.collectFrame(); const { items, background } = this.collectFrame();
this.lastItems = items; this.lastItems = items;
const { rect } = view; const { rect } = view;
if (this.paintsBackground()) this.bg.rect(rect.x, rect.y, rect.w, rect.h).fill(background); if (this.paintsBackground()) this.bg.rect(rect.x, rect.y, rect.w, rect.h).fill(background);
this.contentMask.rect(rect.x, rect.y, rect.w, rect.h).fill(0xffffff); this.contentMask.rect(rect.x, rect.y, rect.w, rect.h).fill(0xffffff);
this.world.position.set( this.placeWorld(view);
rect.x + rect.w / 2 - view.x * view.scale,
rect.y + rect.h / 2 - view.y * view.scale,
);
this.world.scale.set(view.scale);
const bounds = worldBounds(view); const bounds = worldBounds(view);
const shaders = shaderLibrary.source(this.state.project); const shaders = shaderLibrary.source(this.state.project);
const culled: { node: Graphics; extent: Extent | null }[] = [];
const seen = new Set<string>(); const seen = new Set<string>();
for (const item of items) { for (const item of items) {
@@ -254,6 +308,7 @@ export abstract class WorldViewport extends Widget {
(isSymbolType(item.type) ? this.overlay : this.objects).addChild(node); (isSymbolType(item.type) ? this.overlay : this.objects).addChild(node);
} }
node.visible = onScreen; node.visible = onScreen;
if (item.enabled) culled.push({ node, extent: item.type === 'particles' ? null : extent });
node.eventMode = this.itemsInteractive && onScreen ? 'static' : 'none'; node.eventMode = this.itemsInteractive && onScreen ? 'static' : 'none';
this.syncDecorations(item, onScreen, view.scale, extent); this.syncDecorations(item, onScreen, view.scale, extent);
this.syncText(item, onScreen, view.scale); this.syncText(item, onScreen, view.scale);
@@ -265,6 +320,8 @@ export abstract class WorldViewport extends Widget {
drawItem(node, item, size, view.scale * scaleOf(placementOf(item.type, item.m))); drawItem(node, item, size, view.scale * scaleOf(placementOf(item.type, item.m)));
} }
this.afterItems(items, view); this.afterItems(items, view);
this.drawOnScreen(items, view);
this.drawn = { scale: view.scale, w: rect.w, h: rect.h, culled };
for (const [id, node] of this.nodes) { for (const [id, node] of this.nodes) {
if (seen.has(id)) continue; if (seen.has(id)) continue;
this.texts.get(id)?.destroy(); this.texts.get(id)?.destroy();
+5 -2
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@@ -262,10 +262,13 @@ export async function play(t) {
await play(); await play();
info = await gameInfo(); info = await gameInfo();
const playingPixel = await crateSpot(); const playingPixel = await crateSpot();
// What is drawn, not how often: the redraw counters differ between any two moments.
const drawnAs = ({ rendering, visibleItems, camera }) =>
JSON.stringify({ rendering, visibleItems, camera });
check( check(
'and it is the picture Play produces: same camera, same items, same pixel on the crate', 'and it is the picture Play produces: same camera, same items, same pixel on the crate',
JSON.stringify(info) === JSON.stringify(preview) && playingPixel === previewPixel, drawnAs(info) === drawnAs(preview) && playingPixel === previewPixel,
`${JSON.stringify(preview)} vs ${JSON.stringify(info)}, ${previewPixel} vs ${playingPixel}`, `${drawnAs(preview)} vs ${drawnAs(info)}, ${previewPixel} vs ${playingPixel}`,
); );
await stop(); await stop();
+52 -1
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@@ -2,7 +2,7 @@ import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
/** Draw order: symbols always above sprites, `z` above hierarchy order. */ /** Draw order: symbols always above sprites, `z` above hierarchy order. */
export async function drawing(t) { export async function drawing(t) {
const { check, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t; const { check, json, shot, click, drag, locate, typeText, press, undo, mutate, select, object } = t;
const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`); const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
// 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate // 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
@@ -103,4 +103,55 @@ export async function drawing(t) {
scene.objects = scene.objects.filter((o) => !${JSON.stringify(ids)}.includes(o.id)); scene.objects = scene.objects.filter((o) => !${JSON.stringify(ids)}.includes(o.id));
p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id)); p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id));
__gm.lookAt(0, 0);`); __gm.lookAt(0, 0);`);
// 5d. A pan only moves the camera: no collect and no redraw of every shape per move. What it
// leaves on screen – the crate, its outline, the grid – must be what a full redraw draws, and
// an object panned back into view must be drawn again.
await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
const vr = await json('__gm.viewportRect()');
const cx = Math.round(vr.x + vr.w / 2);
const cy = Math.round(vr.y + vr.h / 2);
const info = () => json('__gm.viewportInfo()');
const rows = () =>
json(`(() => {
const r = __gm.objectRect('o1');
const x = Math.round(r.x - r.w / 2 - 20);
return [r.y, r.y - r.h / 2 - 2, r.y + r.h / 2 + 2].map((y) => __gm.pixelRow(x, Math.round(y), Math.round(r.w + 40)).join());
})()`);
const sameAsRedraw = async () => {
const panned = await rows();
await json('(__gm.viewportRedraw(), true)');
const fresh = await rows();
return panned.filter((row, i) => row !== fresh[i]).length;
};
const before = await info();
await drag(cx, cy, cx + 36, cy + 24, { steps: 12, button: 'middle' });
const after = await info();
const moves = after.cameraMoves - before.cameraMoves;
const redraws = after.redraws - before.redraws;
check(
'a pan moves the camera without redrawing the scene',
moves >= 8 && redraws <= 4,
`${moves} camera moves, ${redraws} redraws in 12 steps`,
);
const offAfterPan = await sameAsRedraw();
check('a panned view draws what a full redraw draws', offAfterPan === 0, `${offAfterPan} of 3 rows differ`);
// Far enough that the crate's right edge passes the view's left one.
const crate = await json(`__gm.objectRect('o1')`);
const away = Math.round(crate.x + crate.w / 2 - vr.x + 20);
await drag(cx, cy, cx - away, cy, { steps: 12, button: 'middle' });
const gone = !(await json('__gm.drawOrder()')).includes('o1');
const back0 = await info();
// Pressed inside the view again: a press out over the panel would pan nothing.
await drag(cx, cy, cx + away, cy, { steps: 12, button: 'middle' });
const back = await info();
const shown = (await json('__gm.drawOrder()')).includes('o1');
const offAfterReturn = await sameAsRedraw();
check(
'an object panned out of view and back is drawn again',
gone && shown && back.redraws > back0.redraws && offAfterReturn === 0,
`gone=${gone} shown=${shown} redraws=${back.redraws - back0.redraws} rowsOff=${offAfterReturn}`,
);
await shot('15b-panned');
await mutate(`__gm.state.select(null); __gm.lookAt(0, 0)`);
} }