I use pygtk and dont have to fiddle with lower level stuff
Will share source code if someone is interested, but key bits:
- had a small JS glue layer using CanvasRenderingContext2D to render
- made a `wasm32-freestanding` build to lower the wasm bundle size, which meant shimming the bits of the libc microui uses
- constant repainting (while literally nothing changes) -> constant CPU load
- some libs can skip repaints but have no concept of damage area
- bad handling of high-dpi (which also can change dynamically)
- constant repainting behaves even worse on laptops which announce 180 Hz refresh interval, which means that it drains the battery 3 times faster than 60 Hz
This doesn't explain a 100% CPU usage since requestAnimationFrame is vsync-throttled and rendering such a simple scene will do the per-frame work in a fraction of a frame duration.
And FWIW I cannot reproduce the issue in both demos (in Chrome on macOS). The sokol demo has a per-frame load of about 0.3ms per 8.333ms frame, and the demo hosted on vercel.app about 0.7ms, both pretty much within expecations.
More details:
The demo is using half-resolution on high-dpi displays (currently that's sokol-app's default setting, but not sure if that still makes sense in this day and age tbh), this half resolution amplifies all sorts of text rendering issues, and it gets especially bad when there's a fractional system-dpi-scale like 125% or 150%.
PS: another problem (maybe the main problem, even if everything else is correct) is that the demo's pre-baked font atlas texture isn't all that great since it has 'anti-aliasing' baked into the glyph pixels, and the font atlas texture has a very low resolution (glyph height is 10 pixels, which would be ok for a 'crisp' hand-drawn bitmap font, but not when the font atlas has been created from a regular TTF font, which this one seems to be).
Does this Dear ImGui demo look better on your setup? This is using the native display DPI and uses a TTF font instead of a bitmap font:
https://floooh.github.io/sokol-html5/imgui-highdpi-sapp.html
It first said "that's a ton of work" to which I said, "Really? A basic IMGUI needs a texture with glyphs. The abiltiy to draw textured rectangles with vertex colors. Scissor support for clipping. Some hit testing." and it was like, "yea, you're right", and a few mins later it wrote what I needed.
I'm not saying you shouldn't use this library.
WASM demo: https://floooh.github.io/sokol-html5/sgl-microui-sapp.html
Source code: https://github.com/floooh/sokol-samples/blob/master/sapp/sgl...
The renderer backend is just a bunch of C functions you need to provide:
https://github.com/floooh/sokol-samples/blob/3f4185a8578cd2b...
It's also interesting to compare the binary sizes:
microui sample (https://floooh.github.io/sokol-html5/sgl-microui-sapp.html): 79.6 KBytes compressed download
Nuklear sample (https://floooh.github.io/sokol-html5/nuklear-sapp.html): 155 kb compressed download
Dear ImGui sample (https://floooh.github.io/sokol-html5/imgui-sapp.html): 491 KB compressed download