From what I recall they generally avoid caching anything and just try to repaint the whole UI really, really fast on every frame so I think that's the design.
It's like how a video game renders, which is their stated goal from the beginning.
I always thought their stated design goals were a bit... wonky.
If you look into strace of something like IMGUI demo on say sdl2+opengl backend, you'll see about same syscall/sec number at 60 fps, but it'll all be sequences of writev, recvmsg, poll, clock_gettime and DRM_IOCTL_SYNCOBJ_ ioctls. Which is basically just polling for input and submitting gpu command buffers, nothing expensive, and nothing a cache can help with.