Files
2nd/10_Wiki/Topics/Frontend/OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
10_Wiki/Topics 대규모 정리:
- 오류 캡처/미완성 stub 문서 227개 제거
- 교차폴더 중복 43클러스터 병합 (63파일 → redirect)
- 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건
- 카테고리 MOC 6개 신규 생성
- Graph 섹션 미해결 related-keyword 링크 10,058건 제거

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

205 lines
6.3 KiB
Markdown

---
id: wiki-2026-0508-offscreencanvas와-web-worker를-활용한
title: OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [OffscreenCanvas, Web Worker rendering, off-main-thread canvas]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [web-worker, offscreencanvas, performance, frontend, rendering]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: JavaScript
framework: Web API
---
# OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결
## 매 한 줄
> **"매 main thread 의 60fps budget (16.6ms) 안에서 heavy rendering 가 main 을 block — OffscreenCanvas 를 worker 로 transfer 하면 main UI freeze 없이 GPU draw 가능"**. 2026 모든 주요 브라우저 (Chrome, Firefox 105+, Safari 16.4+) 가 지원. 매 game, data viz, image editor 의 핵심 패턴.
## 매 핵심
### 매 메인 스레드 병목 원인
- **Heavy raster** (10k+ shapes, particle).
- **Image processing** (filter, decode).
- **Layout thrash**: 매 read-write 반복.
- **Synchronous JS work**: 매 long task (>50ms).
### 매 OffscreenCanvas 가 해결
- **Canvas → Worker transfer**: 매 `transferControlToOffscreen()`.
- **GPU context (WebGL/WebGPU) 도 worker 가능**.
- **Main thread 는 input + DOM 만**: 매 항상 responsive.
- **`requestAnimationFrame` 가 worker 에도 존재**.
### 매 응용
1. Game canvas (Three.js worker rendering).
2. Real-time data viz (D3 or visx in worker).
3. Image editor (Photoshop-like filter).
4. PDF / video frame extraction.
## 💻 패턴
### Basic transfer + worker render loop
```javascript
// main.js
const canvas = document.querySelector("canvas");
const offscreen = canvas.transferControlToOffscreen();
const worker = new Worker("./renderer.js", { type: "module" });
worker.postMessage({ canvas: offscreen }, [offscreen]);
// renderer.js (worker)
let canvas, ctx;
self.onmessage = (e) => {
if (e.data.canvas) {
canvas = e.data.canvas;
ctx = canvas.getContext("2d");
loop();
}
};
function loop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = `hsl(${(performance.now() / 10) % 360}, 80%, 50%)`;
ctx.fillRect(50, 50, 200, 200);
requestAnimationFrame(loop);
}
```
### Three.js in worker
```javascript
// main.js
const canvas = document.getElementById("c");
const off = canvas.transferControlToOffscreen();
const w = new Worker(new URL("./three-worker.js", import.meta.url), { type: "module" });
w.postMessage({ canvas: off, dpr: devicePixelRatio }, [off]);
// three-worker.js
import * as THREE from "three";
self.onmessage = ({ data }) => {
const { canvas, dpr } = data;
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(dpr);
const scene = new THREE.Scene();
const cam = new THREE.PerspectiveCamera(75, canvas.width / canvas.height);
cam.position.z = 5;
const cube = new THREE.Mesh(
new THREE.BoxGeometry(),
new THREE.MeshNormalMaterial(),
);
scene.add(cube);
function tick() {
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, cam);
requestAnimationFrame(tick);
}
tick();
};
```
### Input forwarding (main → worker)
```javascript
// main.js — 매 worker 는 DOM 접근 X → input event 의 forward 필요
canvas.addEventListener("pointermove", (e) => {
worker.postMessage({
type: "pointer",
x: e.offsetX,
y: e.offsetY,
});
});
window.addEventListener("resize", () => {
worker.postMessage({ type: "resize", w: canvas.clientWidth, h: canvas.clientHeight });
});
```
### Resize handling in worker
```javascript
// worker
self.onmessage = ({ data }) => {
if (data.type === "resize") {
canvas.width = data.w * devicePixelRatio;
canvas.height = data.h * devicePixelRatio;
cam.aspect = data.w / data.h;
cam.updateProjectionMatrix();
}
};
```
### Image processing pipeline (heavy filter)
```javascript
// main
const bmp = await createImageBitmap(file);
worker.postMessage({ bmp }, [bmp]); // 매 transfer ownership
// worker
self.onmessage = ({ data }) => {
const { bmp } = data;
const off = new OffscreenCanvas(bmp.width, bmp.height);
const ctx = off.getContext("2d");
ctx.drawImage(bmp, 0, 0);
const img = ctx.getImageData(0, 0, bmp.width, bmp.height);
// 매 heavy pixel loop — 매 main 안 막음
for (let i = 0; i < img.data.length; i += 4) {
img.data[i] = 255 - img.data[i];
img.data[i+1] = 255 - img.data[i+1];
img.data[i+2] = 255 - img.data[i+2];
}
ctx.putImageData(img, 0, 0);
off.convertToBlob().then((blob) => self.postMessage({ blob }));
};
```
### SharedArrayBuffer for shared state (with COOP/COEP)
```javascript
// main — game state shared
const sab = new SharedArrayBuffer(1024);
const state = new Float32Array(sab);
worker.postMessage({ state: sab });
// 매 worker 가 state 읽고 — 매 lock-free update
// 매 require: Cross-Origin-Opener-Policy: same-origin
// Cross-Origin-Embedder-Policy: require-corp
```
## 매 결정 기준
| 작업 | 위치 |
|---|---|
| DOM update | main thread (only) |
| Canvas 2D / WebGL / WebGPU draw | worker (OffscreenCanvas) |
| Image filter / encode | worker |
| Layout / scroll | main |
| Heavy compute (parsing, ML) | worker |
**기본값**: rendering loop + heavy compute → worker, DOM/input → main.
## 🔗 Graph
- 부모: [[Web Worker]] · [[Performance Optimization]]
- 변형: [[SharedWorker]] · [[Service Worker]] · [[WebGPU Compute]]
- 응용: [[Three.js]]
- Adjacent: [[SharedArrayBuffer]]
## 🤖 LLM 활용
**언제**: canvas-heavy app 설계, main thread jank 진단, worker 통신 설계.
**언제 X**: 매 simple static page — 매 overhead 정당화 X.
## ❌ 안티패턴
- **PostMessage with large object (no transfer)**: 매 structured clone copy → 매 GC pressure. 매 transfer list 사용.
- **DOM access in worker**: 매 불가능 — 매 main 으로 forward.
- **Forget resize / DPR**: 매 blurry canvas.
- **No COOP/COEP for SAB**: 매 SharedArrayBuffer 사용 X.
## 🧪 검증 / 중복
- Verified (MDN OffscreenCanvas, Three.js examples, Chrome Developers blog).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — OffscreenCanvas + worker 패턴 7개 |