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WebGLUniforms: Assign compareFunction
lazily to retain tree-shaking.
#28670
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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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src/renderers/webgl/WebGLUniforms.js
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@@ -569,6 +568,13 @@ function setValueT1( gl, v, textures ) { | |||
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} | |||
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if ( this.type === gl.SAMPLER_2D_SHADOW && emptyShadowTexture === null ) { |
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Would it also fix the tree shaking issue if we do the following?
let emptyTexture2D;
if ( this.type === gl.SAMPLER_2D_SHADOW ) {
emptyShadowTexture.compareFunction = LessEqualCompare;
emptyTexture2D = emptyShadowTexture;
} else {
emptyTexture2D = emptyTexture;
}
I suspect tree-shaking breaks since the code accesses compareFunction
right away. If we just move this bit to setValueT1()
, we don't need an additional if
check.
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Yes, anything were we don't do a mutation in the top-level scope.
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compareFunction
lazily to retain tree-shaking.
So this PR allows |
Yes, effectively. I'm seeing unreasonable effectiveness in Vite (importing from |
How come this PR made the tree shaking number bigger and not smaller? 🤔 |
That doesn't measure tree-shaking actually, but the output of one configuration of one tool. The untreeshaken size increases since we're adding a branch to the source. It's like saying something affected device performance, but only accounting for one device/driver at one version. |
Oh, what should we do to measure tree shaking then...? |
Either a matrix of tools and configuration, or be okay with measuring the lowest common denominator. That might mean testing tree-shaking in three as a whole rather than the practical case of rendering a scene with a WebGLRenderer, where this has no effect. I test a bunch here for instance. https://github.com/CodyJasonBennett/treeshaking |
Related issue: #24199
Description
Did a quick test for tree-shaking in core (importing a constant), and found the usual expected culprits (mutations from setting static properties in
Texture
,Euler
,Object3D
, and devtools), but also a seemingly low hanging fruit in WebGL source. Everything else is both annoying to fix and expected to be present in user-land code for rendering.