@displayxr/inline3d 1.47.4 → 1.47.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +75 -0
- package/README.md +7 -1
- package/dist/call.js +5 -5
- package/docs/content-lifecycle-rules.md +270 -0
- package/js/camera/capture.js +31 -13
- package/js/inline3d-model-entry.js +3 -0
- package/js/inline3d-model-playcanvas.js +36 -2
- package/js/inline3d-pc-auto-release.js +191 -0
- package/js/inline3d-pc-release.js +107 -0
- package/js/inline3d-pc-shader-cache.js +172 -0
- package/js/inline3d-playcanvas-engine.js +2 -1
- package/js/inline3d-splat-deferred.js +2 -0
- package/js/inline3d-splat-diag.js +125 -4
- package/js/inline3d-splat-playcanvas.js +40 -3
- package/js/inline3d-splat.js +2 -0
- package/llms.txt +1 -0
- package/model.d.ts +12 -0
- package/package.json +5 -1
- package/splat.d.ts +12 -0
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# Content lifecycle rules: release what a swap replaces
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Companion to [`authoring-inline-3d.md`](authoring-inline-3d.md) and
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[`woven-canvas-rules.md`](woven-canvas-rules.md). Those pages keep a woven canvas alive and
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joined. This one covers what happens to the GPU over the life of that canvas, when the page swaps
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content in and out of it: a product carousel, a catalogue, a gallery that loads glTF after glTF.
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The symptom is slow and silent. Nothing on the page looks wrong. The browser's **GPU process**
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grows by a few megabytes a minute for as long as the page is open, until the machine runs short
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of memory. The rules below come from a production page that grew about **8 MB/min** this way on a
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Linux laptop. They were then checked against the PlayCanvas 2.22.3 and three.js 0.180 sources, and
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measured against this SDK's own swap paths (§5).
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---
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## 1. What leaks, and why it costs so much
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Every distinct material set a page draws makes the engine **link a WebGL program**: one per
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material variant (lighting, skinning, maps, pass). A linked program is not just a handle. The
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driver keeps its compiled form for as long as the program exists. On one Linux driver (Mesa, integrated
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graphics) that was **about 5 MB per live program**, measured with an allocation tracer on the
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browser's GPU process: the outstanding allocations were the linked program's IR, freed only by
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`glDeleteProgram`. The production page linked about four new programs per product and deleted
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none, so each product it showed left 15–25 MB behind for the life of the page.
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What the page saw as "swapping a product" was, to the GPU, *adding* one. The page destroyed the
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entity and its materials, and the engine kept every program those materials had linked.
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## 2. Engine facts
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### PlayCanvas (2.22.3)
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- **`ProgramLibrary` caches every program for the device's life.** Its cache is keyed by the
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variant's options. An entry leaves only when that `Shader` is destroyed (`Shader.destroy()`),
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or when the device is.
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- **`Material.destroy()` destroys no program.** It empties `material.variants` and clears each
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mesh instance's per-pass cache (its bind groups and uniform buffers), and that is all. Once it
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has run, the material no longer even says which programs it had.
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- **`Asset.unload()` on a glTF container** destroys the container's textures, meshes and
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materials (each material through `Material.destroy()`, so no program again). **The registry
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shares one container per URL** between every caller that loads it.
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- **One `Shader` per key, shared.** Two materials with the same options get the same `Shader`
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object from the library. Destroying it under one of them breaks the other.
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- **The compiled shaders outlive their program.** `WebglShader.destroy()` deletes the program and
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nothing else. The vertex and fragment shaders it was linked from stay in a module-private
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`CompiledShaderCache` (keyed by source) until the device is destroyed. So even a page that
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destroys its programs keeps two compiled shaders per program it ever linked.
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- **`app.destroy()` frees everything.** It unloads every asset, clears the program library
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(destroying each program) and destroys the device, which deletes the cached shaders.
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### three.js (0.180)
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- **Programs are reference-counted per material.** The renderer listens for each material's
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`dispose` event. `material.dispose()` releases that material's programs
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(`WebGLPrograms.releaseProgram`), and the last material out deletes the program
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(`gl.deleteProgram`). Materials that compile to the same program share it.
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- **There is no compiled-shader cache to leak.** `WebGLProgram` deletes its two shaders right
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after linking.
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- **Nothing is freed by taking an object out of the scene,** or by dropping the last reference to
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it. Call `geometry.dispose()`, `material.dispose()` and `texture.dispose()` for each texture.
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`material.dispose()` does not dispose the textures it uses.
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- **`renderer.info.programs.length`** is the live program count: the pass test of §4, for free.
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## 3. The rules
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### 1. Release everything a swap replaces, not just the entity
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A swap replaces five things: the **entity**, its **materials**, the **programs** those materials
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linked, their **textures**, and the **container** they came from. Destroying the entity releases
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the first. Unloading the container releases the textures, meshes and materials. The engine
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releases the programs for nobody.
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**On a PlayCanvas tile the SDK created, it releases the programs for you** (from the release
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after 1.47.5): when the page destroys a material, directly or through the container's
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`asset.unload()`, the SDK destroys the programs that material linked one frame later, when
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nothing still in the app uses them (rules 2 and 3, done automatically; see §6). So the page's
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part is the engine's own teardown: **destroy the entity, and destroy or unload what it drew
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with.** `entity.destroy()` alone is not enough. A container that stays loaded keeps its
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materials alive, and a live material keeps its programs on purpose, because the page may show it
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again.
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On a PlayCanvas tile, content you add under `handle.engine.root` is released in one call:
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```js
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const prev = shown; // { entity, asset } of the outgoing product
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const { programs, container } = handle.releaseEntity(prev.entity, { asset: prev.asset });
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```
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`releaseEntity` (on `addSplat(…, { engine: 'playcanvas' })` and PlayCanvas `addModel`
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handles) does rules 2 to 4 in that call, including the container's last-user check of rule 4,
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and the SDK does rule 5 on its own devices. Without it, the page unloads the container itself
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(rule 4) and the automatic release above covers the programs. On a three.js scene, traverse and dispose (§2, three.js).
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### 2. Collect the programs before you destroy anything
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`Material.destroy()` empties `material.variants`, and the container's unload destroys its
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materials. Read `variants` of every material the entity's mesh instances use (and each mesh
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instance's own shader cache), and of the container's materials, **first**. Then destroy the entity,
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then unload the container, then destroy the programs.
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### 3. Destroy only a program nothing else still draws with
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Because the library hands one `Shader` to every material with the same key, a program you collected
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may also belong to content that stays. Before `shader.destroy()`, look at what is still in the app:
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every mesh instance under `app.root` (enabled or not), every layer's mesh instances, and every
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material asset still in the registry. Destroy only what none of them holds. `Shader.destroy()` is
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the engine's own release: it deletes the program and takes it out of the library, so the next ask
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for that variant compiles it again rather than returning a dead one.
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### 4. Unload a container with its last user
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The registry shares one container per URL, so two products loaded from the same file share
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textures and materials. Unload it (`app.assets.remove(asset); asset.unload()`) only when nothing
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left in the scene draws from it: refcount your holders, or check that no remaining mesh instance
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uses one of its meshes or materials (what `releaseEntity` does: it reports `container: 'in-use'`
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and leaves it loaded).
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### 5. Let the engine give compiled shaders back
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Rule 3 deletes the programs. The compiled shaders behind them stay in the engine's
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`CompiledShaderCache` (§2), so a page that follows rules 1–4 still keeps two compiled shaders for
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every program it ever linked (measured in §5: shaders 10 → 91 over 24 swaps, programs bounded).
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The fix counts, per cached shader, the programs that use it, and deletes the shader when the last
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one is destroyed. **The SDK applies it to every PlayCanvas device it creates** (see §6). A page that
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runs its own PlayCanvas app outside the SDK has to patch the engine itself: the change is about 20
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lines in `src/platform/graphics/webgl/webgl-shader.js` (a count in `_compileShaderSource`, a
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release in `WebglShader.destroy`, cleared on context loss). `js/inline3d-pc-shader-cache.js` is the
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reference.
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### 6. On three.js, dispose explicitly, and textures separately
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Removing a mesh from the scene frees nothing on the GPU. For each object a swap replaces, call
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`geometry.dispose()`, `material.dispose()`, and `dispose()` on every texture the material uses
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(`map`, `normalMap`, …). The renderer then deletes a program when its last material is disposed.
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Do not dispose a geometry, material or texture that content which stays still uses.
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### 7. Fewer variants is cheaper than releasing them
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Each distinct option set is a program. A catalogue whose items share one material set (the same
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maps, the same lighting) links once and swaps meshes and textures. A catalogue of hand-made
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materials links per item. Releasing keeps the second kind bounded, but every swap then compiles
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again, which costs a frame or more of main-thread time on first draw: warm the incoming content
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before you show it (`handle.warmEntity`, [PlayCanvas adapter § warmEntity](playcanvas-adapter.md#warmentity--a-gltfs-first-draw-without-the-freeze)).
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### 8. Removing the tile is not a content swap
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`handle.remove()` on a PlayCanvas tile destroys the app, and with it every program, shader,
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texture and asset (measured in §5: nothing left). But a new tile is a new canvas for the browser's
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compositor to join, with the raw side-by-side window that brings
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([woven-canvas rules 2 and 3](woven-canvas-rules.md#2-never-remount-a-woven-canvas-inside-a-screen)).
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Keep the tile and swap what is in it, with rules 1–5.
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## 4. The pass test: hook, swap, plateau
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Count program and shader creation on the context, swap content about ten times, and check that the
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live count (`created − deleted`) **plateaus**. A page that leaks climbs with every new item. A page
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that releases goes up and down around what is on screen.
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```js
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// Run before the page creates its WebGL context (inject at document start, e.g. with the
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// DevTools protocol's Page.addScriptToEvaluateOnNewDocument, then reload).
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const live = (globalThis.__glLive = { programs: 0, shaders: 0 });
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for (const Ctx of [WebGLRenderingContext, WebGL2RenderingContext]) {
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const p = Ctx.prototype;
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const count = (name, key, step) => {
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const orig = p[name];
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p[name] = function (...args) {
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const r = orig.apply(this, args);
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if (step > 0 ? r : args[0]) live[key] += step; // a create that returned an object; a delete of one
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return r;
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};
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};
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count('createProgram', 'programs', +1);
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count('deleteProgram', 'programs', -1);
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count('createShader', 'shaders', +1);
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count('deleteShader', 'shaders', -1);
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}
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// Swap content ten times, reading __glLive after each swap: it must level off.
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```
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Two things to know when reading it:
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- **Content that repeats plateaus anyway.** The engine reuses a cached program for a variant it has
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already linked, so a carousel of eight products stops growing after the eighth even without a
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release. Test with more distinct items than the page will show at once, or with real catalogue
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data.
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- **The SDK's own transitions compile once.** The first `setSource` with each transition kind
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links its programs, and later swaps reuse them: a few rises, then flat.
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**`?dxrdiag` does this for you on a PlayCanvas tile.** The diagnostics overlay shows
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`gl programs N live (+created −deleted) shaders N live (…) cache patched`, and the dump
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(`copy(__dxrDiag.dump())`) carries the same under `glObjects`. At every content swap the SDK can
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see (a `setSource`, a glTF container loaded into the tile's registry, a `releaseEntity`), it samples
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the live program count. When the count has not dropped across the last 10 swaps of one kind and
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rose at more than 60% of them, it warns once in the console. It costs nothing when diag is off.
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`?dxrdiag=keepshaders` turns rule 5 off for an A/B (page-wide; set it on the URL before the first
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tile loads). The overlay also shows `release patched (−N)`: programs the automatic release of
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rule 1 destroyed. `?dxrdiag=keepprograms` turns that off for an A/B (per tile). Details: [PlayCanvas adapter § Diagnosing transition stalls](playcanvas-adapter.md#diagnosing-transition-stalls-diag--dxrdiag-36).
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## 5. Measured: the SDK's own paths
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DisplayXR Browser on Linux (Chromium 156, Mesa, integrated graphics), PlayCanvas 2.22.3, the hook of §4,
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Khronos glTF sample models. "Live" is `created − deleted` after each step.
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| path | before this release | with this release |
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| `addModel` → `remove()` → `addModel` on the same canvas, 10–12 times over 4 models | live 0 programs / 0 shaders after every `remove()` (60 created, 60 deleted) | same: nothing leaks |
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| glTF swapped under `handle.engine.root`, page destroys the entity and unloads the container (rule 1 without the programs), 24 distinct models | programs 5 → 47, shaders 10 → 91; `deleteProgram` never called | same: the page never destroys a program, so nothing the SDK does can free it. `?dxrdiag` warns at the 10th swap |
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| the same swaps with `handle.releaseEntity(entity, { asset })` | n/a | programs between 5 and 16 (the model on screen), shaders exactly twice that; back to 5 / 10 after the last release |
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| the same, `?dxrdiag=keepshaders` (rule 5 off) | n/a | programs bounded (5–16), shaders 10 → 91: the engine's compiled-shader cache alone |
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| `setSource` × 12–16 on one splat (cut, crossfade, wavefront, flip in turn) | +6 programs over the first pass of the four transitions, then flat | same |
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| `setVideo(src)` / `setVideo(null)` × 6 | +1 program on the first, then flat | same |
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**The automatic program release (rule 1), measured.** DisplayXR Browser on macOS (Chromium 156,
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Apple silicon), PlayCanvas 2.22.3, the hook of §4. A PlayCanvas `addModel` tile; each swap adds a
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product with its own material options (a distinct program) under `handle.engine.root`, and
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destroys the outgoing entity and its material: the engine's own teardown, no `releaseEntity`.
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| 24 swaps | live programs (created) | live shaders |
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| automatic release (default) | 2 (25 created, 23 deleted) | 4 |
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| `?dxrdiag=keepprograms` (the engine as it ships) | 25 (25 created, 0 deleted) | 50 |
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The same pattern in a production kiosk app (one persistent PlayCanvas stage, content swapped per
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screen, entities, materials and textures destroyed, no program ever released) went from 0 to 170
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live programs over 28 screen changes before this release.
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So the SDK's own swaps (`setSource`, `setVideo`, `prepareSource().dispose()`, `remove()`) release
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what they replace, and content a page adds under `handle.engine.root` is the page's, with
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`releaseEntity` to do it. On the production page, releasing the outgoing product's programs and
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container plus the shader-cache fix took the GPU process from **+9.1 MB/min to flat** over a soak,
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with live programs and shaders steady and every product still rendering when it came round again.
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## 6. What the SDK does for you, and what the page still owns
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| | SDK | page |
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| `handle.remove()` (PlayCanvas `./splat`, `./model`) | destroys the app: every entity, asset, program, shader and texture on the tile | nothing |
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| `handle.remove()` (three.js `./model`) | disposes the model's geometries, materials and textures | anything the page added to the scene |
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| `setSource` | the outgoing asset (entity destroyed, asset unloaded a few frames later); its own transition programs are compiled once and reused | nothing |
|
|
240
|
+
| `setVideo(null)`, `prepareSource().dispose()` | the plane / the prepared asset | nothing |
|
|
241
|
+
| compiled shaders (rule 5) | on every PlayCanvas device the SDK creates | a PlayCanvas app the page creates itself |
|
|
242
|
+
| programs of a material the page destroys (rule 1) | on every PlayCanvas app the SDK creates, a frame after the destroy, when nothing else uses them | a PlayCanvas app the page creates itself (rules 2–3 by hand) |
|
|
243
|
+
| content under `handle.engine.root` | `handle.releaseEntity(entity, { asset })` when the page calls it | destroying the entity and destroying or unloading what it drew with (or calling `releaseEntity`) |
|
|
244
|
+
| `addScene` (three.js or raw WebGL) | nothing: the renderer is the page's | rule 6 |
|
|
245
|
+
|
|
246
|
+
**How the shader-cache fix rides along with the engine.** PlayCanvas is the page's own peer
|
|
247
|
+
dependency (an import map, a bundler, a CDN build), never a file this package ships, so the SDK
|
|
248
|
+
cannot patch it on disk. `js/inline3d-pc-shader-cache.js` replaces two methods on the engine's
|
|
249
|
+
`WebglShader` prototype at run time, once, through the first shader the device creates. It
|
|
250
|
+
installs only on the 2.22.x shape (an `_compileShaderSource(device, src, isVertexShader)` reading a
|
|
251
|
+
cache keyed by source, and a `destroy` that does not delete shaders), and otherwise steps aside and
|
|
252
|
+
reports why in `?dxrdiag` (`cache skipped: …`). On an engine bump: re-read `webgl-shader.js`; if it
|
|
253
|
+
still never deletes a compiled shader before device destroy, keep the fix and update its shape
|
|
254
|
+
check and `test/pc-shader-cache.test.mjs` (a copy of the 2.22.3 class shape). If upstream releases
|
|
255
|
+
shaders itself, the check makes the fix a no-op, and it can be deleted.
|
|
256
|
+
|
|
257
|
+
**How the program release rides along with the engine.** `js/inline3d-pc-auto-release.js` wraps
|
|
258
|
+
two methods on the engine's `Material` prototype, once: `getShaderVariant` (the one place a
|
|
259
|
+
material links a program) records the material weakly on its device, and `destroy` collects the
|
|
260
|
+
material's programs before the engine empties `variants`. Both act only on devices the SDK
|
|
261
|
+
created; a PlayCanvas app the page runs itself is untouched. At the app's next `frameend` (a
|
|
262
|
+
timer backs that up for a stopped app) it destroys each collected program that no mesh instance
|
|
263
|
+
in the app, no material asset in the registry and **no still-alive material** holds. The last
|
|
264
|
+
condition is what makes it safe: the library hands one `Shader` to every material with the same
|
|
265
|
+
key, and a material the page keeps off-scene to show again still has it in its `variants`.
|
|
266
|
+
`Shader.destroy()` also drops the program from the library, so content shown again recompiles on
|
|
267
|
+
its first draw (`handle.warmEntity` hides that). It installs only on the 2.22.x shape (a
|
|
268
|
+
`getShaderVariant` and a `destroy` that clears `variants`) and otherwise reports
|
|
269
|
+
`release skipped: …` in `?dxrdiag`. On an engine bump: re-read `material.js` and
|
|
270
|
+
`mesh-instance.js`'s `getShaderInstance`; keep `test/pc-auto-release.test.mjs` in step.
|
package/js/camera/capture.js
CHANGED
|
@@ -10,10 +10,11 @@
|
|
|
10
10
|
// fails with NotReadableError ("Device in use"). That device is skipped silently — a call must
|
|
11
11
|
// never fail because an optional camera is busy.
|
|
12
12
|
// - Labels are empty until one getUserMedia has succeeded. Without them, permission is primed on
|
|
13
|
-
//
|
|
14
|
-
//
|
|
15
|
-
//
|
|
16
|
-
//
|
|
13
|
+
// the DEFAULT camera with no constraints: in the DisplayXR Browser the runtime's 3D camera is
|
|
14
|
+
// listed first, so the prime opens the pair itself and no phone lens is opened at all (a plain
|
|
15
|
+
// open of one lens of the pair, or its teardown, crashes some phones' camera HAL; any facing or
|
|
16
|
+
// size constraint lets the engine pick a lens instead). Then the list is read again and a
|
|
17
|
+
// stereo device is opened by id BEFORE falling back. The primed default is the fallback.
|
|
17
18
|
//
|
|
18
19
|
// RECTIFICATION is not done here (P2): it needs the camera's calibration (intrinsics/extrinsics
|
|
19
20
|
// for the ACTIVE device), which comes from a plug-in or the runtime. P1 sends the raw pair with
|
|
@@ -104,6 +105,17 @@ export async function openCamera(want = 'auto', o = {}) {
|
|
|
104
105
|
log('camera-skip', { label, error: err.name });
|
|
105
106
|
};
|
|
106
107
|
const stop = (r) => r && r.stream.getTracks().forEach((t) => t.stop());
|
|
108
|
+
// Ask an open camera for another mode without a second start; keep it as it is if it refuses.
|
|
109
|
+
const withMode = async (r, constraints) => {
|
|
110
|
+
try {
|
|
111
|
+
await r.track.applyConstraints(constraints);
|
|
112
|
+
const st = r.track.getSettings();
|
|
113
|
+
if (st.width > 0 && st.height > 0) return { ...r, width: st.width, height: st.height };
|
|
114
|
+
} catch {
|
|
115
|
+
/* keep the mode it opened in */
|
|
116
|
+
}
|
|
117
|
+
return r;
|
|
118
|
+
};
|
|
107
119
|
// A track that declares itself a side-by-side pair IS one, whatever its aspect (a phone's portrait
|
|
108
120
|
// eyes make a 1440x1280 pair). Shape is only the guess for an unknown device, e.g. a USB pair.
|
|
109
121
|
const isPair = (r) => !!r && (!!r.stereo || looksSbs(r.width, r.height));
|
|
@@ -170,15 +182,23 @@ export async function openCamera(want = 'auto', o = {}) {
|
|
|
170
182
|
};
|
|
171
183
|
let mono = null;
|
|
172
184
|
if (want !== 'mono') {
|
|
173
|
-
|
|
174
|
-
|
|
185
|
+
let listed = await listCameras();
|
|
186
|
+
let pair = await tryNamedPairs(listed);
|
|
175
187
|
if (pair) return result(pair, 'sbs');
|
|
176
|
-
//
|
|
177
|
-
//
|
|
188
|
+
// Labels visible but no stereo-named device: a runtime 3D camera can join the list late (after
|
|
189
|
+
// a runtime restart), so read it once more before falling back.
|
|
190
|
+
if (listed.some((d) => d.label) && !listed.some((d) => stereoLabelHint(d.label))) {
|
|
191
|
+
listed = await listCameras();
|
|
192
|
+
pair = await tryNamedPairs(listed);
|
|
193
|
+
if (pair) return result(pair, 'sbs');
|
|
194
|
+
}
|
|
195
|
+
// No labels yet (no permission). Prime it on the default camera with NO constraints: in the
|
|
196
|
+
// DisplayXR Browser that is the 3D camera (listed first), so no phone lens is opened; a facing
|
|
197
|
+
// or size constraint would let the engine pick a lens instead. Then open a pair by id.
|
|
178
198
|
if (listed.length && listed.every((d) => !d.label)) {
|
|
179
199
|
let primed = null;
|
|
180
200
|
try {
|
|
181
|
-
primed = await open(
|
|
201
|
+
primed = await open(true);
|
|
182
202
|
} catch (err) {
|
|
183
203
|
skip('default', err);
|
|
184
204
|
}
|
|
@@ -188,10 +208,8 @@ export async function openCamera(want = 'auto', o = {}) {
|
|
|
188
208
|
stop(primed);
|
|
189
209
|
return result(named, 'sbs');
|
|
190
210
|
}
|
|
191
|
-
//
|
|
192
|
-
|
|
193
|
-
if (primed && primed.track?.getSettings?.().facingMode !== 'environment') mono = primed;
|
|
194
|
-
else stop(primed);
|
|
211
|
+
// The primed default is the fallback as is (one camera start); ask it for the usual mode.
|
|
212
|
+
if (primed) mono = await withMode(primed, MONO_CONSTRAINTS);
|
|
195
213
|
}
|
|
196
214
|
}
|
|
197
215
|
|
|
@@ -153,6 +153,9 @@ function addModelUnguarded(wall, canvas, src, opts = {}) {
|
|
|
153
153
|
depthFactor: 1,
|
|
154
154
|
// Before the backend lands: once it has, the backend's own (PlayCanvas); three has none (0).
|
|
155
155
|
warmEntity: (entity, o) => out.ready.then(() => (out.warmEntity !== stubWarm && typeof out.warmEntity === 'function' ? out.warmEntity(entity, o) : 0)),
|
|
156
|
+
// PlayCanvas replaces this once it has loaded; before that (and on three) there is nothing of
|
|
157
|
+
// the engine's to release.
|
|
158
|
+
releaseEntity: () => ({ programs: 0, container: null }),
|
|
156
159
|
};
|
|
157
160
|
const stubWarm = out.warmEntity;
|
|
158
161
|
out.firstWoven = new Promise((resolve) => {
|
|
@@ -40,6 +40,7 @@
|
|
|
40
40
|
import { PlayCanvasSplatViewer, pageRigTRS, pageViewAxis, pageViewRig } from './inline3d-splat-playcanvas.js';
|
|
41
41
|
import { resolveControls, normalizeCameraPose, now, MAX_DT_S, declareViewRig, attachModelStereo, attachComfortDepth, resolveDepthOption, framedSubjectBounds } from './inline3d-splat-shared.js';
|
|
42
42
|
import { displayRig } from './inline3d-three.js';
|
|
43
|
+
import { resolveDiag, DiagRecorder, startDiagLoop, registerDiag, watchContent } from './inline3d-splat-diag.js';
|
|
43
44
|
import {
|
|
44
45
|
NEUTRAL_STUDIO,
|
|
45
46
|
neutralStudioRadiance,
|
|
@@ -479,6 +480,11 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
479
480
|
let handle = null;
|
|
480
481
|
let removed = false;
|
|
481
482
|
let lastPagePose = null;
|
|
483
|
+
// `?dxrdiag` (or `diag`): the splat handle's recorder, for what a model tile can show — frame
|
|
484
|
+
// cadence, and the live GL objects + content-swap leak watch (./inline3d-splat-diag.js).
|
|
485
|
+
const diagCfg = resolveDiag(opts.diag);
|
|
486
|
+
const diag = diagCfg.on ? new DiagRecorder({ switches: diagCfg.switches, label: 'model' }) : null;
|
|
487
|
+
let diagLoop = null;
|
|
482
488
|
|
|
483
489
|
Object.assign(out, {
|
|
484
490
|
backend: 'playcanvas',
|
|
@@ -514,6 +520,8 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
514
520
|
},
|
|
515
521
|
remove() {
|
|
516
522
|
removed = true;
|
|
523
|
+
diagLoop?.remove();
|
|
524
|
+
diag?.dispose();
|
|
517
525
|
depth.dispose();
|
|
518
526
|
handle?.remove();
|
|
519
527
|
viewer.dispose(); // app.destroy(): the model, its textures and any page entities go with it
|
|
@@ -528,6 +536,14 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
528
536
|
await out.ready?.catch?.(() => null);
|
|
529
537
|
return removed ? 0 : viewer.warmEntity(entity ?? out.model, o);
|
|
530
538
|
},
|
|
539
|
+
/**
|
|
540
|
+
* Destroy `entity` (content a page added under handle.engine.root) and release the programs
|
|
541
|
+
* its materials linked, and its container `asset` when nothing else draws from it —
|
|
542
|
+
* PlayCanvasSplatViewer.releaseEntity. Returns { programs, container }.
|
|
543
|
+
*/
|
|
544
|
+
releaseEntity(entity, o) {
|
|
545
|
+
return removed ? { programs: 0, container: null } : viewer.releaseEntity(entity, o);
|
|
546
|
+
},
|
|
531
547
|
});
|
|
532
548
|
|
|
533
549
|
// The per-eye buffer scale in force (the request times the device-limit clamp,
|
|
@@ -550,8 +566,15 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
550
566
|
});
|
|
551
567
|
if (pageMode) depth.ignore("controls:'page' (the page's camera rig)");
|
|
552
568
|
|
|
569
|
+
const onFrame = diag
|
|
570
|
+
? (views, layer, frame) => {
|
|
571
|
+
const t = performance.now();
|
|
572
|
+
viewer.onFrame(views, layer, frame);
|
|
573
|
+
diag.frame(views, t);
|
|
574
|
+
}
|
|
575
|
+
: viewer.onFrame;
|
|
553
576
|
if (wall && wall.supported) {
|
|
554
|
-
handle = wall.addScene(canvas,
|
|
577
|
+
handle = wall.addScene(canvas, onFrame, {
|
|
555
578
|
...(pageMode
|
|
556
579
|
? { viewRig: pageViewRig({ verticalFovDeg: viewer.page.fov, convergence: 2, comfortDepth: ctl.comfortDepth }) }
|
|
557
580
|
: { virtualDisplayHeight }),
|
|
@@ -575,6 +598,12 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
575
598
|
delete out._resolveFirstWoven;
|
|
576
599
|
}
|
|
577
600
|
|
|
601
|
+
if (diag) {
|
|
602
|
+
diagLoop = startDiagLoop(diag, { overlay: !diag.has('nooverlay') && !!handle });
|
|
603
|
+
if (diagLoop?.el) handle?.exclude?.(diagLoop.el);
|
|
604
|
+
registerDiag(diag);
|
|
605
|
+
}
|
|
606
|
+
|
|
578
607
|
for (const [name, args] of pending) {
|
|
579
608
|
if (name === 'remove') {
|
|
580
609
|
out.remove();
|
|
@@ -637,8 +666,13 @@ export function attachPlayCanvasModel(out, wall, canvas, src, opts, pending = []
|
|
|
637
666
|
}
|
|
638
667
|
const wanted = PC_DECODER_KINDS.filter((k) => (k === 'meshopt' && meshoptDecoder) || (declared ? declared.has(PC_DECODERS[k].ext) : false));
|
|
639
668
|
|
|
640
|
-
|
|
669
|
+
// `?dxrdiag=keepshaders`: the engine's shader cache as it ships (A/B; see ./inline3d-pc-shader-cache.js).
|
|
670
|
+
const shaderCacheRelease = !diag?.has('keepshaders');
|
|
671
|
+
// `?dxrdiag=keepprograms`: destroyed materials keep their programs (A/B; ./inline3d-pc-auto-release.js).
|
|
672
|
+
const programRelease = !diag?.has('keepprograms');
|
|
673
|
+
const app = await viewer.attachEngine(pc, { preserveDrawingBuffer, antialias, patchSplats: false, shaderCacheRelease, programRelease });
|
|
641
674
|
if (!app || removed) return out;
|
|
675
|
+
if (diag) watchContent(diag, app, viewer);
|
|
642
676
|
out.engine = Object.freeze({ app, root: viewer.content, camera: viewer.eye || null });
|
|
643
677
|
|
|
644
678
|
// Lighting before the model, so the first frame the model is in is lit.
|
|
@@ -0,0 +1,191 @@
|
|
|
1
|
+
// inline3d-pc-auto-release.js — when a page destroys a material on one of the SDK's PlayCanvas
|
|
2
|
+
// devices, release the programs it linked, without the page asking.
|
|
3
|
+
//
|
|
4
|
+
// Internal. PlayCanvasSplatViewer.attachEngine (./inline3d-splat-playcanvas.js) installs it on
|
|
5
|
+
// every app it creates, for ./splat (engine: 'playcanvas') and ./model. docs/content-lifecycle-rules.md
|
|
6
|
+
// § rule 1 has the why; `?dxrdiag=keepprograms` turns it off (A/B).
|
|
7
|
+
//
|
|
8
|
+
// WHY. `Material.destroy()` empties `material.variants` and destroys no program, and the engine's
|
|
9
|
+
// ProgramLibrary keeps every program it linked for the device's life. A page that swaps content
|
|
10
|
+
// under one live app (`entity.destroy()`, `asset.unload()`, which destroys the container's
|
|
11
|
+
// materials) therefore keeps every program it ever linked: measured 0 → 170 live programs over 28
|
|
12
|
+
// screen changes on a kiosk app, none deleted. `handle.releaseEntity` releases them on request;
|
|
13
|
+
// this does the same for every material the page destroys, so a page that follows the engine's
|
|
14
|
+
// own teardown is bounded too.
|
|
15
|
+
//
|
|
16
|
+
// HOW. Two methods on the engine's Material prototype, wrapped once (the prototype is shared by
|
|
17
|
+
// every app on the page, so both wrappers act only on devices registered here):
|
|
18
|
+
// - getShaderVariant: the one place a material links a program. Records the material (weakly)
|
|
19
|
+
// on its device, so a live material that holds a program keeps it (step 3);
|
|
20
|
+
// - destroy: BEFORE the engine empties `variants`, collects the programs the material and its
|
|
21
|
+
// mesh instances hold, and marks the material destroyed.
|
|
22
|
+
// The sweep runs once per frame that had a destroy, at the app's `frameend` (after render, so
|
|
23
|
+
// content added in the same frame has drawn and holds its programs), with a timer as backup for a
|
|
24
|
+
// stopped app. It destroys each collected program that nothing still uses:
|
|
25
|
+
// 1. no mesh instance under `app.root` or in a layer, and no material asset in the registry
|
|
26
|
+
// (the keep set of ./inline3d-pc-release.js);
|
|
27
|
+
// 2. still registered on the device (not already destroyed, e.g. by releaseEntity);
|
|
28
|
+
// 3. no material that linked it is still alive. ProgramLibrary hands one Shader to every material
|
|
29
|
+
// with the same key, and a material a page keeps off-scene to show again still has it in its
|
|
30
|
+
// `variants`; destroying it under that material would leave a dead program there.
|
|
31
|
+
// `Shader.destroy()` also takes the program out of the library, so a later ask for that variant
|
|
32
|
+
// compiles it again. Cost: content shown again after release recompiles on its first draw
|
|
33
|
+
// (`handle.warmEntity` hides that).
|
|
34
|
+
|
|
35
|
+
import { liveShaders } from './inline3d-pc-release.js';
|
|
36
|
+
|
|
37
|
+
const states = new WeakMap(); // device -> { app, materials:Set<WeakRef>, pending:Set, scheduled, stats }
|
|
38
|
+
let patchedProto = null;
|
|
39
|
+
|
|
40
|
+
const deref = (r) => (typeof r?.deref === 'function' ? r.deref() : r);
|
|
41
|
+
const weak = (x) => (typeof WeakRef === 'function' ? new WeakRef(x) : x);
|
|
42
|
+
|
|
43
|
+
function collect(material) {
|
|
44
|
+
const into = (s) => {
|
|
45
|
+
const st = s && states.get(s.device);
|
|
46
|
+
if (!st) return;
|
|
47
|
+
st.pending.add(s);
|
|
48
|
+
schedule(st);
|
|
49
|
+
};
|
|
50
|
+
material.variants?.forEach?.(into);
|
|
51
|
+
material.meshInstances?.forEach?.((mi) => mi?._shaderCache?.forEach?.((si) => into(si?.shader)));
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
/** Programs some still-alive material on `st`'s device has linked. Prunes dead entries. */
|
|
55
|
+
function heldByLiveMaterials(st) {
|
|
56
|
+
const held = new Set();
|
|
57
|
+
for (const r of st.materials) {
|
|
58
|
+
const m = deref(r);
|
|
59
|
+
if (!m || m.__dxrDestroyed) {
|
|
60
|
+
st.materials.delete(r);
|
|
61
|
+
continue;
|
|
62
|
+
}
|
|
63
|
+
m.variants?.forEach?.((s) => s && held.add(s));
|
|
64
|
+
}
|
|
65
|
+
return held;
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
function schedule(st) {
|
|
69
|
+
if (st.scheduled) return;
|
|
70
|
+
st.scheduled = true;
|
|
71
|
+
const run = (st.run ||= () => sweep(st));
|
|
72
|
+
try {
|
|
73
|
+
st.app.once?.('frameend', run);
|
|
74
|
+
} catch {
|
|
75
|
+
/* no event system: the timer below */
|
|
76
|
+
}
|
|
77
|
+
st.timer = setTimeout(run, 1000);
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
/** Destroy every collected program nothing still uses. Returns how many. Exported for tests. */
|
|
81
|
+
export function sweep(st) {
|
|
82
|
+
if (!st || !st.scheduled) return 0;
|
|
83
|
+
st.scheduled = false;
|
|
84
|
+
clearTimeout(st.timer);
|
|
85
|
+
if (st.run) st.app.off?.('frameend', st.run); // only ours: the page may listen to frameend too
|
|
86
|
+
if (!st.pending.size || st.off) {
|
|
87
|
+
st.pending.clear();
|
|
88
|
+
return 0;
|
|
89
|
+
}
|
|
90
|
+
let keep;
|
|
91
|
+
try {
|
|
92
|
+
keep = liveShaders(st.app);
|
|
93
|
+
} catch {
|
|
94
|
+
st.pending.clear(); // an app mid-teardown: it frees everything itself
|
|
95
|
+
return 0;
|
|
96
|
+
}
|
|
97
|
+
const held = heldByLiveMaterials(st);
|
|
98
|
+
let n = 0;
|
|
99
|
+
for (const s of st.pending) {
|
|
100
|
+
if (keep.has(s) || held.has(s) || typeof s.destroy !== 'function') continue;
|
|
101
|
+
const registered = s.device?.shaders;
|
|
102
|
+
if (Array.isArray(registered) && !registered.includes(s)) continue; // already destroyed
|
|
103
|
+
try {
|
|
104
|
+
s.destroy();
|
|
105
|
+
n++;
|
|
106
|
+
} catch {
|
|
107
|
+
/* a program the engine already tore down */
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
st.pending.clear();
|
|
111
|
+
st.stats.released += n;
|
|
112
|
+
st.stats.sweeps++;
|
|
113
|
+
st.onSweep?.(n);
|
|
114
|
+
return n;
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
/**
|
|
118
|
+
* The prototype has the shape this relies on (2.22.x): `getShaderVariant(params)` with
|
|
119
|
+
* `params.device`, and a `destroy()` that clears `variants`. Returns a reason string, or null.
|
|
120
|
+
*/
|
|
121
|
+
export function materialShapeProblem(proto) {
|
|
122
|
+
if (!proto || typeof proto.getShaderVariant !== 'function' || typeof proto.destroy !== 'function') return 'no Material.getShaderVariant/destroy';
|
|
123
|
+
const d = Function.prototype.toString.call(proto.destroy);
|
|
124
|
+
if (!/variants/.test(d)) return 'Material.destroy no longer clears variants';
|
|
125
|
+
return null;
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
/** Wrap the engine's Material prototype once. Returns 'patched' | 'already' | 'skipped: …'. */
|
|
129
|
+
export function patchMaterialPrototype(proto) {
|
|
130
|
+
if (patchedProto === proto || proto?.__dxrAutoRelease) return 'already';
|
|
131
|
+
const problem = materialShapeProblem(proto);
|
|
132
|
+
if (problem) return `skipped: ${problem}`;
|
|
133
|
+
const getShaderVariant = proto.getShaderVariant;
|
|
134
|
+
const destroy = proto.destroy;
|
|
135
|
+
proto.getShaderVariant = function (params) {
|
|
136
|
+
const s = getShaderVariant.apply(this, arguments);
|
|
137
|
+
const st = states.get(params?.device ?? s?.device);
|
|
138
|
+
if (st && !this.__dxrTracked) {
|
|
139
|
+
this.__dxrTracked = true;
|
|
140
|
+
st.materials.add(weak(this));
|
|
141
|
+
}
|
|
142
|
+
return s;
|
|
143
|
+
};
|
|
144
|
+
proto.destroy = function () {
|
|
145
|
+
try {
|
|
146
|
+
collect(this);
|
|
147
|
+
} catch {
|
|
148
|
+
/* never let the release break the engine's own teardown */
|
|
149
|
+
}
|
|
150
|
+
this.__dxrDestroyed = true;
|
|
151
|
+
return destroy.apply(this, arguments);
|
|
152
|
+
};
|
|
153
|
+
proto.__dxrAutoRelease = true;
|
|
154
|
+
patchedProto = proto;
|
|
155
|
+
return 'patched';
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
/**
|
|
159
|
+
* Release the programs of destroyed materials on `app`'s device. `Material` is the engine's
|
|
160
|
+
* Material class (the one the page's own `import … from 'playcanvas'` also resolves to).
|
|
161
|
+
* The result is kept on `device.__dxrAutoRelease`.
|
|
162
|
+
*/
|
|
163
|
+
export function installAutoProgramRelease(app, Material) {
|
|
164
|
+
const device = app?.graphicsDevice;
|
|
165
|
+
if (!device) return null;
|
|
166
|
+
if (states.has(device)) return device.__dxrAutoRelease;
|
|
167
|
+
const patched = patchMaterialPrototype(Material?.prototype);
|
|
168
|
+
const result = patched === 'already' ? 'patched' : patched; // one prototype for every app on the page
|
|
169
|
+
device.__dxrAutoRelease = result;
|
|
170
|
+
if (result.startsWith('skipped')) return result;
|
|
171
|
+
const st = { app, materials: new Set(), pending: new Set(), scheduled: false, timer: 0, off: false, stats: { released: 0, sweeps: 0 } };
|
|
172
|
+
states.set(device, st);
|
|
173
|
+
app.once?.('destroy', () => {
|
|
174
|
+
st.off = true;
|
|
175
|
+
clearTimeout(st.timer);
|
|
176
|
+
st.pending.clear();
|
|
177
|
+
st.materials.clear();
|
|
178
|
+
});
|
|
179
|
+
return result;
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
/** Programs released on `app`'s device so far (diagnostics), or null. */
|
|
183
|
+
export function autoReleaseStats(app) {
|
|
184
|
+
const st = app?.graphicsDevice && states.get(app.graphicsDevice);
|
|
185
|
+
return st ? { ...st.stats, pending: st.pending.size, materials: st.materials.size } : null;
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
/** The state for `app` (tests, and diag's per-sweep hook). */
|
|
189
|
+
export function autoReleaseState(app) {
|
|
190
|
+
return (app?.graphicsDevice && states.get(app.graphicsDevice)) || null;
|
|
191
|
+
}
|