Renderers: Cache pixel storage parameters.#33227
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Mugen87
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Mar 23, 2026
| const glayer = xr.getBinding().getSubImage( guiLayer, frame ); | ||
| renderer.state.bindTexture( gl.TEXTURE_2D, glayer.colorTexture ); | ||
| gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true ); | ||
| renderer.state.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, true ); |
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Since users might access gl.pixelStorei() as well, I'm going to put this change into the migration guide so users switch to state.pixelStorei().
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Fixed #33223.
Description
I've realized today setting pixel storage modes in WebGL 2 is actually a global setting that affects all subsequent texture operations. Because of that, we can cache it in
WebGLState. This is now in done inWebGLRendererand the WebGL 2 backend ofWebGPURenderer.The PR also introduces
state.getParameter()for requesting cached parameters. If nothing is cached, it request the parameter value viagl.getParameter()instead.As mentioned in #33223,
getParameter()can indeed introduce performance issue. It seems depending on the WebGL implementation and the requested parameter,getParameter()can lead to a flush (which essentially means WebGL waits until all queue commands are finished by the GPU before returning the parameter value) so we should access the cache first whenever possible.