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perf(2d): reuse a canvas source's pixels until it changes - #196
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drawImage, createPattern and friends read a canvas back from the GPU, and a threaded one through its render thread, on every call. Both now reuse the last image while nothing was drawn.
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Drawing a canvas or OffscreenCanvas into another read it back from the GPU (and, when threaded, waited on its render thread) on every call. The last image is now reused until the source is drawn to again.
Stamping ~1000 sprites from an OffscreenCanvas per frame on Linux: 1–2 fps → 60 fps.