perf(ShaderView): pause render loop while app is backgrounded - #25
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The requestAnimationFrame render loop kept running after the app was backgrounded, churning frames against an offscreen (and often transiently invalid) surface — wasting battery/GPU and, since PR #22, silently swallowing per-frame errors. Track AppState in ShaderView and gate the render-loop effect on it. On a 'background' transition the effect's existing cleanup (the `cancelled` token) tears the loop down; on return to the foreground the effect re-runs and starts a fresh loop. We pause only on a true 'background' state — iOS 'inactive' (app-switcher peek, notification pulldown) keeps running to avoid flicker on brief foreground interruptions. Verified on iOS: Banners screen animates, home-button background stops the loop, and re-foregrounding resumes smooth animation with no freeze or blank canvas.
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What
The
requestAnimationFramerender loop kept running after the app was backgrounded, churning frames against an offscreen (and often transiently invalid) surface — wasting battery/GPU and, since #22, silently swallowing per-frame errors.This tracks
AppStateinShaderViewand gates the render-loop effect on it:backgroundtransition,appActiveflips false → the effect's existing cleanup (thecancelledtoken) tears the loop down.We pause only on a true
backgroundstate — iOSinactive(app-switcher peek, notification pulldown) keeps running to avoid flicker on brief foreground interruptions.Why this approach
It reuses the loop's existing teardown machinery (the per-run
cancelledsynchronizable) instead of adding a separate cross-runtime pause/resume channel, so there's no new state to keep in sync.Verification (argent, iOS — iPhone 17)
Files
src/components/ShaderView/index.tsx