The GLES backend keeps one glyph atlas per GL context, split into pages, so a surface that is created again does not rasterise and upload its text again
Every GLES canvas and sub-canvas had a glyph atlas of its own, a 2048×2048 texture created empty with the canvas, so every surface that was torn down and built again, and every scroll viewport inside it, rasterised and uploaded all of its glyphs on its first frame. crustace's app launcher pays this on every opening: the sliding subsurface and its scroll sub-canvas are destroyed when the launcher closes, and the interactive overlay that replaces the subsurface at the top has scroll sub-canvases of its own. With `LTK_PERF_RASTER=1` on a PinePhone Pro (RK3399, Mali-T860, panfrost) the first raster of the subsurface took 175 to 330 ms of CPU and the first full raster of the overlay 175 to 260 ms, on every opening, with the GPU done 3 ms later; the user saw a delay of two or three tenths of a second before the launcher followed the finger and a stall of about one more when it reached the top. On a Librem 5 (i.MX8MQ, GC7000L, etnaviv) the same rasters took 18 to 40 ms. Panfrost makes each glyph upload expensive. The glyphs of a line are written into the atlas with `glTexSubImage2D` after earlier lines were drawn from it, and when a pending batch still samples a texture that is written to, Mesa 25.0 allocates a new buffer for the texture and copies the whole old one into it with the CPU (`panfrost_ptr_map` in `pan_resource.c`), 4 MiB for the old atlas, read from write-combined memory. Etnaviv flushes and waits for the GPU instead (`etna_transfer_map`), whose cost does not depend on the size of the texture. The new `gles_render/glyph_atlas.rs` holds one `GlyphAtlas` per GL context, found through `shared_glyph_atlas` as the image cache is through `shared_image_cache`, and every canvas and sub-canvas keeps an `Rc` to it, so glyphs rasterised by one surface are resident for the next. The context is held as a `Weak`, so the atlas of a context that was dropped is forgotten instead of being found again by a new context allocated at the same address. The atlas is made of 512×512 pages, created as glyphs need them, up to 8 MiB in all; a glyph larger than a page gets a page of its own, up to the 2048 px of the old atlas, and those pages are freed when the atlas is reset, the regular ones kept and rewound. A write into a page that a pending draw samples then costs panfrost a copy of 256 KiB, not of 4 MiB. The glyph cache moves into the atlas with `GlyphEntry`, which records the page of each glyph, and its key; the cap of 8192 glyphs before a reset is now for the context as a whole, not for each canvas. `draw_text` uploads through the atlas and groups the quads of a line by page, one draw call per page instead of one per line, which only differs when the glyphs of a line are split across pages. `GlesCanvas::new` and `sub_canvas` no longer create an atlas texture each, and dropping a canvas no longer deletes one. `docs/architecture.md` says that glyphs are cached per GL context too and how the atlas is paged. Measured with `LTK_PERF_RASTER=1`, opening and closing the launcher a dozen times. On the PinePhone Pro the subsurface raster of the first opening went from 330 to 95 ms and of the later ones from 175–215 ms to 2–10 ms, with peaks of 17 and 35 ms, and the first raster of the overlay from 175–260 ms to under 1.5 ms; the other frames stay at 2 to 13 ms. On the Librem 5 the subsurface raster went from 22.7 ms on average, 85.6 ms on the first opening and over 15 ms in 9 of 14 openings, to 13.2 ms, 69.7 ms and 3 of 14, and the other frames from 7.7 ms on average and 43 ms at most to 6.8 ms and 28.5 ms. Not done. The first raster of a session still uploads its glyphs interleaved with the draws that sample them; uploading all of them before the first draw would need a second pass over the view on every frame. There are no tests for the atlas. The image cache still identifies its context by address only.
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@@ -314,7 +314,7 @@ The cheap things and the expensive things, in rough order:
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- *Lower `poll_interval()` is not free.* Crustace polls every 30 s because the clock only shows HH:MM. If your UI shows seconds, `Some(Duration::from_secs(1))` is fine; if it shows nothing time-sensitive, leave it `None`.
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- *Scroll viewports own a sub-canvas.* They're slightly more expensive to draw than a plain column. Use them when you need clipping or actual scrolling, not as a wrapper. A plain `viewport` without `fade_bottom` is cheaper: it clips with a scissor on the parent canvas and adds no offscreen pass, so it is the right wrapper for a panel whose visible height animates.
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- *Themed surfaces with shadows are pre-rendered on GLES.* A `container.surface(...)` whose slot carries outer or inset shadows (all with `Normal` blend) is drawn once per (size, corners, style) into a texture held by the context's cache and blitted afterwards, so a panel of a dozen glass cards costs a dozen textured quads per frame instead of six shader passes per card. Sliders and surfaces with `PlusLighter` / `Overlay` insets keep the direct path.
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- *Image textures are cached per GL context, not per canvas.* On the GLES backend every canvas and sub-canvas of a process shares one content-keyed texture cache (32 MiB, LRU), so an overlay or subsurface that is destroyed and recreated finds its icons and wallpaper resident; destroyed overlay canvases are pooled and reused too, shaders and glyph atlas included. Keep image buffers stable (`Arc` clones) so the fingerprint hits.
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- *Image textures and glyphs are cached per GL context, not per canvas.* On the GLES backend every canvas and sub-canvas of a process shares one content-keyed texture cache (32 MiB, LRU) and one glyph atlas, so an overlay or subsurface that is destroyed and recreated finds its icons, wallpaper and glyphs resident; destroyed overlay canvases are pooled and reused too, shaders included. The glyph atlas is made of 512×512 pages created on demand (8 MiB in all, a glyph too large for a page gets one of its own), so writing a new glyph into a page that a pending draw samples costs the driver at most a copy of that page. Keep image buffers stable (`Arc` clones) so the fingerprint hits.
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- *GPU vs software*: the GLES path is selected automatically when EGL is available, with no API-level difference for the application. The two backends are not yet pixel-identical — gradients and the shadow / backdrop pipeline degrade under software; the authoritative list of gaps is the README's *Backend Differences* section.
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When a redraw feels sluggish: add a one-line print at the top of `view()` and confirm it's not being called more often than expected. The single most common mistake is leaving `is_animating()` returning `true` after the animation finished.
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