Rendering Performance from the Ground Up
summary
Explains why painting is the slow step and how GPUs and compositing avoid it: parsing → DOM/CSSOM → layout → paint → composite, with 60 fps ≈ 16 ms per frame and a Full HD frame as ≈6.2 MB (3.2 floppy). Uses DevTools’ repaint flashing and timeline to show a menu demo that either repaints or becomes composited via will-change, demonstrates transform-only keyframe animations get layer promotion and smoothness, and warns about memory cost and browser differences (opacity and filters may still force paints).
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chapters (11)
- 0:00Start
- 1:38WHAT I DO - 3D.IO
- 2:36FROM SOURCE CODE TO PIXELS 1/2
- 4:27PARSE - LAYOUT - PAINT!
- 5:17WHAT'S PAINTING? • Screen= Array
- 7:57HOW DOES IT WORK?
- 9:31CPU VS GPU
- 12:26NOW, WHAT'S A SHADER?
- 15:13BROWSERS...
- 15:46AN EXAMPLE
- 16:54THERE'S A LOT GOING ON
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