~/talk

Shadow Rendering Performance

Talkat iOS Conf SG 2023 Β· 2023-01-12..01-13Β· [web-performance]
slides:none on file

Shadows cause extra GPU work because the renderer creates an off-screen pass to rasterize a layer before blurring or offsetting it, causing frame drops when many shadows appear; using a shadowPath or pre-rendered shadow image avoids repeated passes, while layer rasterization caches the result but increases memory and breaks when shapes change. Tools named are the Animation instrument, Xcode Organizer and the view debugger which shows per-layer off-screen counts. Effects like blur, vibrancy and masking incur the same cost.

AI-written summary Β· about

  1. 0:00Shadow rendering basics
  2. 1:04Shadows impact performance
  3. 2:32Render loop process
  4. 5:43Drawing shadows in render phase
  5. 7:53Avoid off-screen shadow passes
  6. 10:44Rasterization trade-offs
  7. 11:48Image views for shadows
  8. 12:53Measuring render loop impact
  9. 14:18Xcode performance metrics
  10. 14:59View debugger render passes
  11. 16:02Off-screen passes in other effects
  12. 17:05Summary
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