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@solidtv/renderer

v1.9.1

Published

SolidTV Renderer

Downloads

7,032

Readme

SolidTV Renderer

A powerful 2D scene renderer designed for rendering highly performant user interfaces on web browsers running on embedded devices using WebGL.

Setup & Commands

# Install renderer + example dependencies
pnpm install

# Build Renderer
pnpm build

# Build Renderer (watch mode)
pnpm watch

# Run unit tests
pnpm test

# Run Visual Regression Tests
pnpm test:visual

# Build API Documentation (builds into ./typedocs folder)
pnpm typedoc

# Launch Example Tests in dev mode (includes Build Renderer (watch mode))
pnpm start

# Launch Example Tests in production mode
# IMPORTANT: To run test examples on embedded devices that use older browser versions
# you MUST run the examples in this mode.
pnpm start:prod

Browser Targets

The SolidTV Renderer's goal is to work with the following browser versions and above:

  • Chrome v38 (Released October 7, 2014)

Any JavaScript language features or browser APIs that cannot be automatically transpiled or polyfilled by industry standard transpilers (such as Babel) to target these versions must be carefully considered before use.

For a more detailed and comprehensive list of browsers and their features please see browsers.

Build-time Flags

The renderer guards several optional subsystems behind build-time constants. Each one reads a global that your bundler is expected to substitute:

export const ENABLE_COMPRESSED_TEXTURES =
  typeof __enableCompressedTextures__ !== 'undefined'
    ? __enableCompressedTextures__
    : false;

Leaving a flag undefined is not the same as setting it to its default. When the global is undefined the expression stays a runtime typeof check that no bundler can fold, so the guarded branches survive and every module they import is pulled into your bundle. Compressed textures are the clearest case: the runtime default is already false, so that code can never execute, yet the PVR/KTX/ASTC parser still ships unless you define the flag.

Define them in your bundler and the constants fold, the dead branches drop, and the modules behind them tree-shake away.

| Flag | Default if undefined | Guards | | ------------------------------ | -------------------------- | ---------------------------------------------------------------------- | | __DEV__ | false | Sets isProductionEnvironment, the fallback for __enableInspector__ | | __enableCompressedTextures__ | false | Compressed texture load and upload paths (PVR / KTX / ASTC) | | __enableInspector__ | !isProductionEnvironment | DOM inspector hooks in RendererMain | | __emitBoundsEvents__ | false | CoreNode bounds event emission | | __renderTextBatching__ | true | Deferred SDF text render-op batching |

__renderTextBatching__ is a performance feature that defaults on. Define it as true to fold the branch rather than to turn anything off.

__dirtyQuadBuffer__ was removed in 1.8.3, along with the surgical quad buffer upload path it gated. The quad buffer is now rebuilt and uploaded in full every frame. Defining it has no effect.

__calculateFps__ was removed along with the build-time gate on the renderUpdate event. fpsUpdateInterval is now the single switch for frame telemetry, renderUpdate included, and it is honoured in production builds. Defining it has no effect. See the Telemetry Guide for using it in production.

Vite

export default defineConfig({
  define: {
    __DEV__: false,
    __enableInspector__: false,
    __emitBoundsEvents__: false,
    __enableCompressedTextures__: false, // set true only if you ship .ktx/.pvr
    __renderTextBatching__: true,
  },
});

Turning __enableCompressedTextures__ on is only half of what a .ktx/.pvr build needs. Neither extension is in Vite's default asset list, so a bare string path is never seen by the bundler and the file is not emitted. Register the extensions and import the asset so you get a real emitted URL back:

// vite.config.js
assetsInclude: ['**/*.pvr', '**/*.ktx'],
import textureSrc from './assets/texture.ktx';

The loader keys off the .ktx/.pvr extension, so keep these above your bundler's inline-asset threshold; a data URI is not recognized as a container.

See examples/vite.config.ts for the values the example harness uses. Those are dev-build values and are not what you want in production.

What it saves

Measured against dist/ with Rollup, minified with esbuild, for a typical app entry point:

| Bundle | Undefined flags | All flags defined | Saving | | ------------------------------------------------------------------------- | --------------------- | --------------------- | --------------------------------- | | WebGL (RendererMain + WebGlRenderer + SdfTextRenderer + one shader) | 161.9 kB / 46.7 kB gz | 150.3 kB / 43.0 kB gz | -11.6 kB (-7.2%) / -3.7 kB gz | | Canvas (RendererMain + CanvasRenderer + CanvasTextRenderer) | 120.3 kB / 35.5 kB gz | 112.1 kB / 32.7 kB gz | -8.2 kB (-6.8%) / -2.7 kB gz |

__enableCompressedTextures__ accounts for most of it on its own (-8.3 kB / -2.6 kB gz on WebGL) because it drops textureCompression.js entirely.

Note for esbuild users: esbuild does not do the cross-module constant propagation this relies on, so defining the flags folds the constant but leaves the dead branch and its imports in place. Rollup, and therefore Vite, does strip them. Bundle with Rollup/Vite if these savings matter to you.

Example Tests

The Example Tests sub-project define a set of tests for various Renderer features. This is NOT an automated test. The command below will launch a web server which can be accessed by a web browser for manual testing. However, many of the Example Tests define Snapshots for the Visual Regression Test Runner (see below).

The Example Tests can be launched with:

pnpm start

This supports modern browsers as well as Chrome 38 and above through a legacy build.

See examples/README.md for more info.

Visual Regression Tests

In order to prevent bugs on existing Renderer features when new features or bug fixes are added, the Renderer includes a Visual Regression Test Runner along with a set of certified snapshot files that are checked into the repository.

These tests can be launched with:

pnpm test:visual

The captured Snapshots of these tests are optionally defined in the individual Example Tests.

See visual-regression/README.md for more info.

Manual Regression Tests

See [docs/ManualRegressionTests.md].

On-Device Performance Comparison

To A/B renderer branches on the reference TV using the solid-demo-app benchmark, see docs/TvBenchmarkComparison.md. It covers the multi-arm deploy, driving the device over the inspector socket with the measurement detached, and the noise floor you have to clear before a difference is real.

Field Telemetry

To collect frame-rate and smoothness statistics from real devices in production, see the Telemetry Guide. It covers enabling fpsUpdateInterval, labelling segments, reading the animated frame-time percentiles, and pooling samples correctly.

Release Procedure

See RELEASE.md

Installing Fonts

Fonts can be installed into the Font Manager exposed by the Renderer's Stage. There are two types of fonts that you can install, Web/Canvas2D fonts (WebTrFontFace) and SDF fonts (SdfTrFontFace). Install that fonts that your applications needs at start up so they are ready when your application is rendered.

import { RendererMain } from '@solidtv/renderer';

import { WebGlCoreRenderer, SdfTextRenderer } from '@solidtv/renderer/webgl';
import { CanvasTextRenderer } from '@solidtv/renderer/canvas';

const renderer = new RendererMain(
  {
    appWidth: 1920,
    appHeight: 1080,
    renderEngine: WebGlCoreRenderer,
    fontEngines: [SdfTextRenderer, CanvasTextRenderer],
    // ...Other Renderer Config
  },
  'app', // id of div to insert Canvas.
);

// Load fonts by explicitly specifying the renderer type
await stage.loadFont('canvas', {
  fontFamily: 'myWebFont',
  fontUrl: '/fonts/my-font.ttf',
});

await stage.loadFont('sdf', {
  fontFamily: 'mySdfFont',
  atlasUrl: '/fonts/my-font-atlas.png',
  atlasDataUrl: '/fonts/my-font-data.json',
});

For more information see Font Loading

Migration Guide

Upgrading from Lightning 3 v2.x? See the Migration Guide for detailed information about breaking changes and how to update your code.