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Canvas Performance Optimization

High-performance Canvas patterns with RefContext for 60fps+ interactions.

Prerequisites

Required Setup: Before using these Canvas optimization patterns, you need to set up RefContext with Canvas types.

typescript
// Follow the setup guide for Canvas RefContext
import { CanvasRefs, CanvasRefProvider, useCanvasRef } from '../setup/ref-context-setup';

// CanvasRefs interface from setup includes:
// - mainCanvas: HTMLCanvasElement
// - overlayCanvas: HTMLCanvasElement  
// - chartCanvas: HTMLCanvasElement
// - animationCanvas: HTMLCanvasElement

Setup Reference: RefContext Setup Guide - See "Canvas and Graphics Refs" section for complete type definitions and provider setup patterns.

🎨 Live Example

→ Try the Canvas Demo

Experience the optimized Canvas implementation in action. The demo showcases all performance patterns described in this guide:

  • Immediate visual feedback for drawing tools
  • Dual-canvas architecture for smooth interactions
  • Real-time freehand drawing with zero lag
  • 60fps+ performance across all tools

Local Development: http://localhost:4000/refs/canvas

Core Performance Pattern: Immediate Visual Feedback

The fundamental pattern for high-performance Canvas interactions is immediate visual feedback that bypasses React's state update cycle.

✅ Immediate Canvas Update Pattern

tsx
// PERFORMANCE PATTERN: Immediate visual feedback + parallel state update
const handleMouseUp = useCallback((event: React.MouseEvent<HTMLCanvasElement>) => {
  const newShape = createShape(event);
  
  // 1. IMMEDIATE: Direct canvas rendering for instant feedback
  if (mainCanvas.target) {
    const ctx = mainCanvas.target.getContext('2d');
    if (ctx) {
      drawing.drawShape(ctx, newShape); // <-- Instant visual response
    }
  }
  
  // 2. PARALLEL: State update for persistence (non-blocking)
  addShape(newShape); // <-- Async state update
  
  // Result: User sees change immediately, state catches up
}, [addShape, drawing.drawShape, mainCanvas]);

Key Benefits:

  • Zero Lag: <16ms visual response time
  • 🎯 60fps Performance: No frame drops during interactions
  • 🔄 Non-blocking: State updates don't affect visual feedback
  • 📈 Scalable: Performance remains consistent with complex shapes

Essential Performance Patterns

1. Selective Canvas Updates Pattern

Optimize mouse interactions by separating preview updates from persistent rendering:

tsx
// PERFORMANCE PATTERN: Selective canvas updates
const handleMouseMove = useCallback((event: React.MouseEvent<HTMLCanvasElement>) => {
  if (currentTool === 'line' && isDrawing) {
    // Update overlay canvas only for preview
    updateOverlayPreview(event);
    
    // Key: No main canvas redraw during mouse move
    // Main canvas updates only on completion (handleMouseUp)
  }
}, [currentTool, isDrawing, updateOverlayPreview]);

const handleMouseUp = useCallback((event: React.MouseEvent<HTMLCanvasElement>) => {
  if (currentTool === 'line' && isDrawing) {
    const newShape = createLineShape(startPoint, getMousePosition(event));
    
    // Immediate main canvas update
    if (mainCanvas.target) {
      const ctx = mainCanvas.target.getContext('2d');
      if (ctx) {
        drawing.drawShape(ctx, newShape);
      }
    }
    
    // Clear overlay preview
    clearOverlay();
    
    // State persistence
    addShape(newShape);
  }
}, [currentTool, isDrawing, startPoint, mainCanvas, addShape]);

Performance Gain: 50-80% reduction in rendering operations

2. Dual-Canvas Architecture Pattern

Separate persistent content from temporary previews for optimal performance:

tsx
// PERFORMANCE PATTERN: Dual-canvas architecture
// Uses CanvasRefs from setup (mainCanvas, overlayCanvas, chartCanvas, animationCanvas)

const {
  Provider: CanvasRefProvider,
  useRefHandler: useCanvasRef
} = createRefContext<CanvasRefs>('Canvas');

function OptimizedCanvas({ width = 800, height = 600 }: { width?: number; height?: number }) {
  const mainCanvas = useCanvasRef('mainCanvas');
  const overlayCanvas = useCanvasRef('overlayCanvas');
  
  return (
    <div className="relative">
      {/* Main Canvas: Persistent shapes only */}
      <canvas 
        ref={mainCanvas.setRef}
        width={width} 
        height={height}
        className="absolute top-0 left-0 border border-gray-300"
      />
      
      {/* Overlay Canvas: Temporary previews only */}
      <canvas 
        ref={overlayCanvas.setRef}
        width={width} 
        height={height}
        className="absolute top-0 left-0 pointer-events-none"
      />
    </div>
  );
}

Architecture Benefits:

  • Performance Isolation: Main canvas unaffected by preview operations
  • Optimized Rendering: Each canvas serves specific purpose
  • Zero Interference: Layered architecture with no performance penalties

3. Real-Time Freehand Drawing Pattern

For continuous drawing tools, use incremental rendering for real-time feedback:

tsx
// PERFORMANCE PATTERN: Incremental freehand drawing
const handleMouseMove = useCallback((event: React.MouseEvent<HTMLCanvasElement>) => {
  if (currentTool === 'freehand' && isDrawing) {
    const currentPos = getMousePosition(event);
    
    // IMMEDIATE: Draw stroke segment directly to main canvas
    if (mainCanvas.target && lastPoint.current) {
      const ctx = mainCanvas.target.getContext('2d');
      if (ctx) {
        ctx.strokeStyle = strokeColor;
        ctx.lineWidth = strokeWidth;
        ctx.lineCap = 'round';
        ctx.lineJoin = 'round';
        
        ctx.beginPath();
        ctx.moveTo(lastPoint.current.x, lastPoint.current.y);
        ctx.lineTo(currentPos.x, currentPos.y);
        ctx.stroke(); // Instant visual feedback
      }
    }
    
    // PARALLEL: State update for persistence
    addFreehandPoint(currentPos);
    lastPoint.current = currentPos;
  }
}, [currentTool, isDrawing, strokeColor, strokeWidth, mainCanvas, addFreehandPoint]);

const handleMouseDown = useCallback((event: React.MouseEvent<HTMLCanvasElement>) => {
  if (currentTool === 'freehand') {
    const startPos = getMousePosition(event);
    lastPoint.current = startPos;
    setIsDrawing(true);
    
    // Start new freehand shape
    startFreehandShape(startPos);
  }
}, [currentTool, startFreehandShape]);

Real-Time Benefits:

  • Zero Latency: Each stroke segment appears immediately
  • Smooth Curves: Continuous drawing without interruptions
  • Natural Feel: Drawing responds like physical tools

Performance Results

MetricImplementationResult
Mouse ResponseImmediate visual feedback pattern<16ms response time
Interaction PerformanceSelective canvas updates60fps+ sustained
Freehand DrawingIncremental renderingZero-lag real-time drawing
Canvas OperationsDual-canvas architecture50-80% fewer redraws

Unified Performance Pattern

tsx
// CORE PATTERN: Immediate visual feedback with RefContext
function useOptimizedCanvasInteraction() {
  const mainCanvas = useCanvasRef('mainCanvas');
  const overlayCanvas = useCanvasRef('overlayCanvas');
  
  const performCanvasAction = useCallback((
    action: 'draw' | 'preview' | 'clear',
    shape: any, // Use your app's shape type
    options?: any // Use your app's render options
  ) => {
    switch (action) {
      case 'draw':
        // IMMEDIATE: Main canvas rendering
        if (mainCanvas.target) {
          const ctx = mainCanvas.target.getContext('2d');
          if (ctx) {
            drawing.drawShape(ctx, shape, options);
          }
        }
        // PARALLEL: State persistence
        addShape(shape);
        break;
        
      case 'preview':
        // Overlay canvas for previews only
        if (overlayCanvas.target) {
          const ctx = overlayCanvas.target.getContext('2d');
          if (ctx) {
            ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
            drawing.drawShape(ctx, shape, { ...options, isPreview: true });
          }
        }
        break;
        
      case 'clear':
        // Clear overlay without affecting main canvas
        if (overlayCanvas.target) {
          const ctx = overlayCanvas.target.getContext('2d');
          if (ctx) {
            ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
          }
        }
        break;
    }
  }, [mainCanvas, overlayCanvas, addShape, drawing]);
  
  return { performCanvasAction };
}

Advanced Canvas Performance Patterns

1. High-DPI Canvas Optimization

Optimize canvas for retina displays while maintaining performance:

tsx
// PERFORMANCE PATTERN: High-DPI canvas optimization
function useHighDPICanvas(width: number, height: number) {
  const mainCanvas = useCanvasRef('mainCanvas');
  const dpr = window.devicePixelRatio || 1;
  
  useEffect(() => {
    if (!mainCanvas.target) return;
    
    // Optimize for device pixel ratio
    const actualWidth = width * dpr;
    const actualHeight = height * dpr;
    
    // Set canvas memory size (high resolution)
    mainCanvas.target.width = actualWidth;
    mainCanvas.target.height = actualHeight;
    
    // Scale display size back to intended dimensions
    mainCanvas.target.style.width = `${width}px`;
    mainCanvas.target.style.height = `${height}px`;
    
    // Scale drawing context for crisp rendering
    const ctx = mainCanvas.target.getContext('2d');
    if (ctx) {
      ctx.scale(dpr, dpr);
    }
  }, [width, height, dpr, mainCanvas]);
  
  return { mainCanvas, dpr };
}

2. Selective Region Updates

Optimize rendering by updating only changed canvas regions:

tsx
// PERFORMANCE PATTERN: Selective region updates
function useSelectiveCanvasUpdates() {
  const mainCanvas = useCanvasRef('mainCanvas');
  const dirtyRegions = useRef(new Set<{ x: number; y: number; width: number; height: number }>());
  
  const markRegionDirty = useCallback((region: { x: number; y: number; width: number; height: number }) => {
    dirtyRegions.current.add(region);
  }, []);
  
  const updateDirtyRegions = useCallback((shapes: any[]) => {
    if (!mainCanvas.target || dirtyRegions.current.size === 0) return;
    
    const ctx = mainCanvas.target.getContext('2d');
    if (!ctx) return;
    
    // Process each dirty region
    dirtyRegions.current.forEach(region => {
      // Clear specific region only
      ctx.clearRect(region.x, region.y, region.width, region.height);
      
      // Redraw shapes that intersect with this region
      shapes.forEach(shape => {
        if (shapeIntersectsRegion(shape, region)) {
          drawing.drawShape(ctx, shape);
        }
      });
    });
    
    // Clear dirty regions after update
    dirtyRegions.current.clear();
  }, [mainCanvas, drawing]);
  
  const updateFullCanvas = useCallback((shapes: any[]) => {
    if (!mainCanvas.target) return;
    
    const ctx = mainCanvas.target.getContext('2d');
    if (!ctx) return;
    
    // Full canvas update when needed
    ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
    shapes.forEach(shape => drawing.drawShape(ctx, shape));
  }, [mainCanvas, drawing]);
  
  return { 
    markRegionDirty, 
    updateDirtyRegions, 
    updateFullCanvas 
  };
}

3. Performance Monitoring Pattern

Monitor and optimize Canvas performance in real-time:

tsx
// PERFORMANCE PATTERN: Real-time canvas performance monitoring
function useCanvasPerformanceMonitor() {
  const metricsRef = useRef({
    updateTimes: [] as number[],
    frameCount: 0,
    lastFPSCheck: performance.now()
  });
  
  const measureCanvasOperation = useCallback((
    operation: () => void,
    operationType: 'draw' | 'clear' | 'update' = 'draw'
  ) => {
    const start = performance.now();
    operation();
    const end = performance.now();
    
    const operationTime = end - start;
    metricsRef.current.updateTimes.push(operationTime);
    
    // Maintain sliding window of 100 measurements
    if (metricsRef.current.updateTimes.length > 100) {
      metricsRef.current.updateTimes.shift();
    }
    
    // Calculate performance metrics
    const averageTime = metricsRef.current.updateTimes.reduce((a, b) => a + b, 0) / 
                       metricsRef.current.updateTimes.length;
    
    // Performance threshold warnings
    const targetFrameTime = 16.67; // 60fps target
    if (averageTime > targetFrameTime) {
      console.warn(
        `Canvas ${operationType} performance below 60fps: ${averageTime.toFixed(2)}ms average`
      );
    }
    
    return {
      operationTime,
      averageTime,
      isPerformant: averageTime <= targetFrameTime
    };
  }, []);
  
  const getPerformanceStats = useCallback(() => {
    const times = metricsRef.current.updateTimes;
    if (times.length === 0) return null;
    
    const average = times.reduce((a, b) => a + b, 0) / times.length;
    const max = Math.max(...times);
    const min = Math.min(...times);
    
    return {
      averageMs: average,
      maxMs: max,
      minMs: min,
      sampleCount: times.length,
      estimatedFPS: Math.round(1000 / average)
    };
  }, []);
  
  return { 
    measureCanvasOperation, 
    getPerformanceStats 
  };
}

Canvas Optimization Use Cases

Ideal Applications

  • Real-time Drawing Tools: Paint applications, diagram editors, digital whiteboards
  • Interactive Data Visualization: Charts, graphs, real-time data displays
  • Game Development: 2D games, interactive simulations, animations
  • Design Applications: Vector editors, CAD tools, creative software
  • Educational Tools: Interactive learning applications, math visualization

Performance Benefits

  • 60fps+ Interactions: Consistent frame rates for smooth user experience
  • Zero-lag Drawing: Immediate visual feedback for natural drawing feel
  • Scalable Performance: Performance remains consistent with complex content
  • Memory Efficient: Optimized canvas usage prevents memory bloat
  • Battery Friendly: Reduced CPU usage on mobile devices

Canvas Performance Best Practices

Essential Patterns

  1. Immediate Visual Feedback: Direct canvas updates bypass React re-renders
  2. Dual-Canvas Architecture: Separate layers for persistent and temporary content
  3. Selective Updates: Update only changed regions instead of full redraws
  4. RefContext Integration: Use createRefContext for type-safe canvas access
  5. Performance Monitoring: Track metrics to identify bottlenecks early

Implementation Guidelines

  • Hardware Acceleration: Leverage GPU acceleration where available
  • Memory Management: Clear unused canvas regions and optimize object creation
  • Event Optimization: Throttle high-frequency events like mouse moves
  • High-DPI Support: Scale canvas appropriately for retina displays
  • Graceful Degradation: Fallback strategies for performance-constrained devices

💻 Source Code

The complete implementation of these optimization patterns is available in the codebase:

Key Implementation Files

Before vs After Implementation

Study the git history to see the exact changes that achieved 80-90% performance improvement:

  • Before: State-dependent rendering with visible lag
  • After: Immediate visual feedback with parallel state updates

Local Development

bash
# Run the example locally
cd example
npm run dev
# Visit: http://localhost:4000/refs/canvas

Released under the Apache-2.0 License.