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pixijs-performancepixijs 性能

Agent Skill

pixijs-performance 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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7,491

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:pixijs-performance(pixijs 性能)
来源仓库:https://github.com/pixijs/pixijs-skills
仓库路径:skills/pixijs-performance
安装命令:
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-performance
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-performance

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合围绕仓库状态、代码变更或协作事项进行整理和分析。
  • 通过 npx skills add 命令安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。
  • pixijs-performance 属于待分类类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Profile before optimizing. PixiJS handles a lot of content well out of the box; browser DevTools Performance + GPU profiling should be your first move. Once you've found the bottleneck, apply the targeted pattern below (destroy, pool, batch, cache, or cull).

Quick Start

container.cacheAsTexture(true);
container.updateCacheTexture();
container.cacheAsTexture(false);
container.destroy({ children: true });

import { CullerPlugin, extensions } from "pixi.js";
extensions.add(CullerPlugin);

offscreenContainer.cullable = true;
offscreenContainer.cullArea = new Rectangle(0, 0, 256, 256);

// Tune GC via init options (ms). The `textureGC.*` properties are
// deprecated since 8.15.0 — use these on the Application init instead.
await app.init({ gcMaxUnusedTime: 60_000, gcFrequency: 30_000 });

Related skills: pixijs-scene-container (destroy options), pixijs-scene-core-concepts (render groups, layers, culling), pixijs-scene-text (BitmapText for dynamic content), pixijs-assets (atlasing), pixijs-custom-rendering (custom batchers).

Core Patterns

Proper destroy with cleanup

import { Sprite, Assets } from "pixi.js";

const texture = await Assets.load("character.png");
const sprite = new Sprite(texture);

// Destroy sprite only (preserve texture for reuse)
sprite.destroy();

// Destroy sprite AND its texture
sprite.destroy({ children: true, texture: true, textureSource: true });

When done with a loaded asset entirely:

Assets.unload("character.png");

This removes it from the cache and unloads the GPU resource.

Application destroy/recreate cycle

import { Application } from "pixi.js";

// Correct destroy that cleans global pools
app.destroy({ releaseGlobalResources: true });

const newApp = new Application();
await newApp.init({ width: 800, height: 600 });

Without releaseGlobalResources: true, pooled objects (batches, textures) from the old app leak into the new one, causing flickering and corruption.

Texture garbage collection

PixiJS auto-collects unused textures and GPU resources via GCSystem. Defaults: checks every 30 seconds, removes resources idle for 60 seconds. These are time-based (milliseconds).

import { Application } from "pixi.js";

const app = new Application();

await app.init({
  gcActive: true,
  gcMaxUnusedTime: 120000, // idle time before cleanup in ms (default: 60000)
  gcFrequency: 60000, // check interval in ms (default: 30000)
});

For manual control:

texture.source.unload(); // immediate GPU memory release

PrepareSystem for GPU upload

Upload textures and graphics to GPU before rendering to avoid first-frame hitches:

import "pixi.js/prepare";
import { Application, Assets } from "pixi.js";

const app = new Application();
await app.init();

// Don't render until assets are uploaded
app.stop();

const texture = await Assets.load("large-scene.png");

// Upload to GPU ahead of time
await app.renderer.prepare.upload(app.stage);

// Now rendering won't hitch on first frame
app.start();

prepare.upload() accepts a Container (uploads all textures, text, and graphics in the subtree) or individual resources.

cacheAsTexture for performance

cacheAsTexture() renders a container's subtree to a single texture, reducing draw calls for complex static content. Internally it creates a render group and caches the result.

When to use:

  • Many static children (UI panels, decorative backgrounds, complex Graphics)
  • Containers with expensive filters (cache the filter result)
  • Large subtrees that rarely change

Tradeoffs:

  • Uses GPU memory for the cached texture (larger containers = more memory)
  • Max texture size is GPU-dependent (typically 4096x4096; check renderer.texture.maxTextureSize)
  • Must call updateCacheTexture() after modifying children
  • Combining with masks is fragile (see the masking skill)
import { Container, Sprite } from "pixi.js";

const panel = new Container();
// ... add many static children ...

panel.cacheAsTexture(true);

// With options
panel.cacheAsTexture({ resolution: 2, antialias: true });

// Refresh after changes
panel.updateCacheTexture();

// MUST disable before destroying (see Common Mistakes below)
panel.cacheAsTexture(false);
panel.destroy();

Avoid: toggling on/off repeatedly (constant re-caching negates benefits), caching sparse containers (negligible gain), caching containers larger than 4096x4096.

Object recycling

Reuse objects by changing their properties instead of destroy/recreate:

import { Sprite, Container, Texture } from "pixi.js";

class BulletPool {
  private _pool: Sprite[] = [];
  private _container: Container;

  constructor(container: Container) {
    this._container = container;
  }

  public get(texture: Texture): Sprite {
    let bullet = this._pool.pop();

    if (!bullet) {
      bullet = new Sprite(texture);
      this._container.addChild(bullet);
    }

    bullet.texture = texture;
    bullet.position.set(0, 0);
    bullet.rotation = 0;
    bullet.scale.set(1);
    bullet.alpha = 1;
    bullet.tint = 0xffffff;
    bullet.blendMode = "normal";
    bullet.visible = true;
    return bullet;
  }

  public release(bullet: Sprite): void {
    bullet.visible = false;
    this._pool.push(bullet);
  }
}

Destroying and recreating is significantly more expensive than toggling visible and updating properties. GPU resources stay allocated; only scene graph visibility changes.

Batching optimization

PixiJS batches similar consecutive objects into single draw calls. Batch breaks occur on:

  • Object type change (Sprite vs Graphics)
  • Texture source change (beyond the per-batch texture limit, typically 16)
  • Blend mode change
  • Topology change

Optimize draw order:

import { Sprite, Graphics, Container } from "pixi.js";

// 4 draw calls: type alternates
const bad = new Container();
bad.addChild(new Sprite(t1));
bad.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
bad.addChild(new Sprite(t2));
bad.addChild(new Graphics().rect(0, 0, 10, 10).fill(0x00ff00));

// 2 draw calls: types grouped
const good = new Container();
good.addChild(new Sprite(t1));
good.addChild(new Sprite(t2));
good.addChild(new Graphics().rect(0, 0, 10, 10).fill(0xff0000));
good.addChild(new Graphics().rect(0, 0, 10, 10).fill(0x00ff00));

Same principle applies to blend modes: screen/normal/screen/normal = 4 draws; screen/screen/normal/normal = 2 draws.

Spritesheets over individual textures

import { Assets, Sprite } from "pixi.js";

// Load a spritesheet (single texture atlas)
const sheet = await Assets.load("game-atlas.json");

// All frames share one GPU texture; enables batching
const hero = new Sprite(sheet.textures["hero.png"]);
const enemy = new Sprite(sheet.textures["enemy.png"]);
const coin = new Sprite(sheet.textures["coin.png"]);

Individual textures each require their own GPU upload and break batches when the texture limit is exceeded. Spritesheets consolidate many frames into one atlas texture.

Use @0.5x filename suffix on half-resolution sheets so PixiJS auto-scales them.

Text performance

Text and HTMLText re-render to a canvas and re-upload to the GPU on every change. Never update them per frame unconditionally:

import { BitmapText, Text } from "pixi.js";

// Wrong: re-renders canvas + GPU upload every frame
app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

// Correct: use BitmapText for frequently changing content
const scoreText = new BitmapText({
  text: "Score: 0",
  style: { fontFamily: "Arial", fontSize: 24, fill: 0xffffff },
});

app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

BitmapText renders from a pre-generated glyph atlas. Updates only reposition quads; no canvas re-render or GPU upload. Use it for scores, timers, counters, and anything that changes frequently.

If you must use canvas Text, guard updates so they only happen when the value changes:

app.ticker.add(() => {
  const next = `Score: ${score}`;
  if (scoreText.text !== next) {
    scoreText.text = next;
  }
});

Text resolution matches the renderer resolution by default. Lower it independently via text.resolution = 1 to reduce GPU memory on high-DPI displays.

Graphics performance

Graphics objects are fastest when their shape doesn't change (transforms, alpha, and tint are fine). Small Graphics (under ~100 points) are batched like Sprites. Complex Graphics with hundreds of shapes are slow; convert them to textures instead:

import { Graphics, Sprite } from "pixi.js";

const complex = new Graphics();
// ... draw complex shape ...

// Render once to texture, use as Sprite
const texture = app.renderer.generateTexture(complex);
const sprite = new Sprite(texture);

Culling

PixiJS skips rendering objects outside the visible area when cullable is set. Disabled by default because it trades CPU cost (bounds checking) for GPU savings. Culling only runs when the CullerPlugin is registered:

import { extensions, CullerPlugin, Culler, Rectangle } from "pixi.js";

extensions.add(CullerPlugin); // before Application.init

// Enable on objects that may be off-screen
sprite.cullable = true;

// Optional: a pre-computed cull rectangle avoids per-frame bounds calculation.
// Without cullArea, the Culler uses the object's global bounds instead.
sprite.cullArea = new Rectangle(0, 0, 800, 600);

// Skip culling an entire subtree (static UI, always visible)
uiRoot.cullableChildren = false;

// Or cull manually without the plugin:
Culler.shared.cull(app.stage, app.renderer.screen);

cullableChildren on a container stops the culler from recursing into its descendants; a large win for static UI panels with many children. Culler.shared.cull(container, rect) runs the same logic manually for custom render pipelines. Use culling when you're GPU-bound; avoid it when CPU-bound, since the per-object bounds check adds overhead.

Resolution and antialias tradeoffs

import { Application } from "pixi.js";

const app = new Application();

// Mobile-friendly: lower resolution, no antialias
await app.init({
  resolution: 1,
  antialias: false,
  backgroundAlpha: 1, // opaque background is faster
});

resolution: 2 quadruples the pixel count. On mobile, this can halve frame rate. Profile to find the right balance.

Stagger bulk texture destruction

function staggerDestroy(textures: Texture[], perFrame: number = 5): void {
  let index = 0;
  const ticker = app.ticker;

  const destroy = () => {
    const end = Math.min(index + perFrame, textures.length);

    for (let i = index; i < end; i++) {
      textures[i].destroy(true);
    }
    index = end;

    if (index >= textures.length) {
      ticker.remove(destroy);
    }
  };

  ticker.add(destroy);
}

Destroying many textures in one frame causes a freeze. Spread the cost across frames.

Filters and masks cost

  • Set container.filterArea = new Rectangle(x, y, w, h) when you know the bounds. Without it, PixiJS measures bounds every frame.
  • Release filter memory: container.filters = null.
  • Mask cost (cheapest to most expensive): axis-aligned Rectangle masks (scissor rect) < Graphics masks (stencil buffer) < Sprite/alpha masks (filter pipeline). Hundreds of masks will slow things down regardless of type; prefer rectangle masks when bounds are axis-aligned.
  • Set interactiveChildren = false on containers with no interactive children.
  • Set hitArea on large containers to skip recursive child hit testing.

Safe destroy order

Remove from scene before destroying:

parent.removeChild(sprite);
sprite.destroy();

Destroying while the render pipeline still holds a reference causes null-pointer crashes. If destruction must happen mid-frame, defer it:

app.ticker.addOnce(() => {
  parent.removeChild(sprite);
  sprite.destroy();
});

Common Mistakes

[CRITICAL] App destroy without releaseGlobalResources

Wrong:

app.destroy();
const newApp = new Application();

Correct:

app.destroy({ releaseGlobalResources: true });
const newApp = new Application();

Without this flag, stale pooled batches and textures from the old app persist in global pools and get reused by the new app, causing flickering and visual corruption.

[HIGH] Interleaving object types in scene graph

sprite / graphic / sprite / graphic = 4 draw calls. sprite / sprite / graphic / graphic = 2 draw calls.

Group same object types together in the child order to minimize batch breaks. Same applies to blend mode ordering.

[HIGH] Destroying and recreating objects instead of recycling

Destroy/recreate is expensive: it deallocates GPU resources, triggers garbage collection, and requires fresh GPU uploads. Reuse objects by updating texture, position, visible, and other properties. Use an object pool pattern for frequently spawned/despawned entities.

[HIGH] Loading many individual textures instead of spritesheets

Each separate texture consumes its own GPU memory slot and breaks batching when the per-batch texture limit is reached. Spritesheets consolidate textures into atlases. Also avoid textures exceeding 4096px on either axis, as they fail on some mobile GPUs.

[HIGH] Updating Text or HTMLText every frame

Each update re-renders the full string to a canvas and uploads to the GPU. At 60fps this creates massive overhead. Use BitmapText for dynamic content (scores, timers, counters). If canvas Text is required, only update when the value actually changes. Source: src/docs/concepts/performance-tips.md

[HIGH] Using complex Graphics instead of textures

Hundreds of complex Graphics objects are slow to render. Small Graphics (under ~100 points) batch efficiently like Sprites, but complex ones do not. Render complex static shapes to a texture with renderer.generateTexture() and display as a Sprite. Source: src/docs/concepts/performance-tips.md

[MEDIUM] Not staggering bulk texture destruction

Destroying dozens of textures in a single frame causes a visible freeze. Spread destruction across multiple frames (e.g., 5 per frame via a ticker callback). Source: src/docs/concepts/garbage-collection.md

[MEDIUM] Not using PrepareSystem for large scenes

Without renderer.prepare.upload(), textures upload to the GPU on first render, causing frame hitches. For loading screens or scene transitions, upload before displaying. Requires import 'pixi.js/prepare' (not included even in the default bundle; always import it explicitly). Source: src/prepare/PrepareSystem.ts

[MEDIUM] Using high resolution or antialias without profiling

resolution: 2 quadruples the pixel count. antialias: true adds GPU cost. Both degrade performance on mobile devices. Always profile on target hardware before enabling. Source: performance-tips.md

API Reference

适合场景

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02

需要根据任务场景推荐可安装能力包时

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需要对比不同来源的安装命令和来源信息时

能力概览

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能力 2

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.24%
按下载量换算903

Claude

31.67%
按下载量换算768

Cursor

17.01%
按下载量换算412

Gemini CLI

9.15%
按下载量换算222

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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