Skip to content
This repository has been archived by the owner on May 2, 2021. It is now read-only.

Javascript/Canvas Performance #7

Open
reneroth opened this issue Jun 5, 2015 · 1 comment
Open

Javascript/Canvas Performance #7

reneroth opened this issue Jun 5, 2015 · 1 comment

Comments

@reneroth
Copy link

reneroth commented Jun 5, 2015

Javascript performance (especially drawing on canvas) is brutally slow compared to native browsers, even when used sparingly. A single call to CanvasRenderingContext2D.fillRect() once per renderframe kills performance to where the whole system becomes unstable.
I'm not really experienced in using WebKit from an application dev's pov, so I'm not sure if there is a "fix" for this - maybe some compiler flags that can be set to enable GPU support?

@reneroth reneroth changed the title Javascript Performance Javascript/Canvas Performance Jun 5, 2015
@qvacua
Copy link
Owner

qvacua commented Jul 4, 2015

Hm... I haven't looked it great detail what limitations the Cocoa's WebView has compared to the Safari's view.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants