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Summary:
The current technique we use to draw text uses linear memory, which means that when text is too long the UIView layer is unable to draw it. This causes the issue described [here](#19453). On an iOS simulator the bug happens at around 500 lines which is quite annoying. It can also happen on a real device but requires a lot more text.
To be more specific the amount of text doesn't actually matter, it is the size of the UIView that we use to draw the text. When we use `[drawRect:]` the view creates a bitmap to send to the gpu to render, if that bitmap is too big it cannot render.
To fix this we can use `CATiledLayer` which will split drawing into smaller parts, that gets executed when the content is about to be visible. This drawing is also async which means the text can seem to appear during scroll. See https://developer.apple.com/documentation/quartzcore/calayer?language=objc.
`CATiledLayer` also adds some overhead that we don't want when rendering small amount of text. To fix this we can use either a regular `CALayer` or a `CATiledLayer` depending on the size of the view containing the text. I picked 1024 as the threshold which is about 1 screen and a half, and is still smaller than the height needed for the bug to occur when using a regular `CALayer` on a iOS simulator.
Also found this which addresses the problem in a similar manner and took some inspiration from the code linked there GitHawkApp/StyledTextKit#14 (comment)Fixes#19453
## Changelog
[iOS] [Fixed] - Use CALayers to draw text, fixes rendering for long text
Pull Request resolved: #24387
Test Plan:
- Added the example I was using to verify the fix to RNTester.
- Made sure all other examples are still rendering properly.
- Tested text selection
Reviewed By: shergin
Differential Revision: D15918277
Pulled By: sammy-SC
fbshipit-source-id: c45409a8413e6e3ad272be39ba527a4e8d349e28
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