@ifc-lite/renderer 1.38.0 → 1.39.0

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.
Files changed (35) hide show
  1. package/dist/device.d.ts +10 -0
  2. package/dist/device.d.ts.map +1 -1
  3. package/dist/device.js +27 -0
  4. package/dist/device.js.map +1 -1
  5. package/dist/index.d.ts +34 -0
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +207 -57
  8. package/dist/index.js.map +1 -1
  9. package/dist/pointcloud/point-cloud-renderer.d.ts +15 -6
  10. package/dist/pointcloud/point-cloud-renderer.d.ts.map +1 -1
  11. package/dist/pointcloud/point-cloud-renderer.js +7 -4
  12. package/dist/pointcloud/point-cloud-renderer.js.map +1 -1
  13. package/dist/pointcloud/point-cloud-uniforms.d.ts +14 -2
  14. package/dist/pointcloud/point-cloud-uniforms.d.ts.map +1 -1
  15. package/dist/pointcloud/point-cloud-uniforms.js +35 -2
  16. package/dist/pointcloud/point-cloud-uniforms.js.map +1 -1
  17. package/dist/pointcloud/point-pipeline.d.ts +3 -2
  18. package/dist/pointcloud/point-pipeline.d.ts.map +1 -1
  19. package/dist/pointcloud/point-pipeline.js +8 -5
  20. package/dist/pointcloud/point-pipeline.js.map +1 -1
  21. package/dist/pointcloud/point-shader.wgsl.d.ts +1 -1
  22. package/dist/pointcloud/point-shader.wgsl.d.ts.map +1 -1
  23. package/dist/pointcloud/point-shader.wgsl.js +20 -17
  24. package/dist/pointcloud/point-shader.wgsl.js.map +1 -1
  25. package/dist/scene.d.ts +47 -3
  26. package/dist/scene.d.ts.map +1 -1
  27. package/dist/scene.js +206 -52
  28. package/dist/scene.js.map +1 -1
  29. package/dist/types.d.ts +19 -0
  30. package/dist/types.d.ts.map +1 -1
  31. package/dist/visibility-epoch.d.ts +30 -0
  32. package/dist/visibility-epoch.d.ts.map +1 -0
  33. package/dist/visibility-epoch.js +64 -0
  34. package/dist/visibility-epoch.js.map +1 -0
  35. package/package.json +2 -2
package/dist/device.d.ts CHANGED
@@ -73,5 +73,15 @@ export declare class WebGPUDevice {
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  getContext(): GPUCanvasContext;
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  getFormat(): GPUTextureFormat;
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  isInitialized(): boolean;
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+ /**
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+ * Intentionally tear down the GPU device, freeing the device, its queue, and
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+ * the canvas-context configuration. An app that recreates a renderer per model
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+ * otherwise leaks one live GPUDevice (and its VRAM) per reload. The device's
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+ * `lost` promise resolves with reason `'destroyed'`, which the loss handler
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+ * above deliberately ignores (intentional teardown, not a fault). After this
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+ * `isInitialized()` reports false, so the renderer's per-frame guard skips
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+ * rendering until a fresh `init()`. Idempotent — safe to call more than once.
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+ */
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+ destroy(): void;
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  }
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  //# sourceMappingURL=device.d.ts.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"device.d.ts","sourceRoot":"","sources":["../src/device.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,qBAAa,YAAY;IACvB,OAAO,CAAC,OAAO,CAA2B;IAC1C,OAAO,CAAC,MAAM,CAA0B;IACxC,OAAO,CAAC,OAAO,CAAiC;IAChD,OAAO,CAAC,MAAM,CAAkC;IAChD,OAAO,CAAC,MAAM,CAAkC;IAChD,OAAO,CAAC,SAAS,CAAa;IAC9B,OAAO,CAAC,UAAU,CAAa;IAC/B,OAAO,CAAC,iBAAiB,CAAkB;IAC3C,OAAO,CAAC,UAAU,CAAa;IAC/B,4DAA4D;IAC5D,qBAAqB,EAAE,MAAM,CAAK;IAClC,oBAAoB,EAAE,MAAM,CAAM;IAElC;;;;;;;;OAQG;IACH,OAAO,CAAC,iBAAiB,CAAsE;IAC/F,4EAA4E;IAC5E,OAAO,CAAC,eAAe,CAAkB;IAEzC;;OAEG;IACG,IAAI,CAAC,MAAM,EAAE,iBAAiB,GAAG,OAAO,CAAC,IAAI,CAAC;IA6EpD;;;OAGG;IACH,gBAAgB,IAAI,IAAI;IAoBxB;;OAEG;IACH,gBAAgB,IAAI,OAAO;IAM3B;;OAEG;IACH,iBAAiB,IAAI,IAAI;IAIzB;;;OAGG;IACH,aAAa,IAAI,OAAO;IAWxB;;;OAGG;IACH,iBAAiB,IAAI,UAAU,GAAG,IAAI;IAgBtC,SAAS,IAAI,SAAS;IAOtB;;;;;OAKG;IACH,YAAY,CAAC,OAAO,EAAE,CAAC,IAAI,EAAE;QAAE,OAAO,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,KAAK,IAAI,GAAG,IAAI;IAIhF;;;;OAIG;IACH,sBAAsB,IAAI,MAAM;IAIhC,UAAU,IAAI,gBAAgB;IAO9B,SAAS,IAAI,gBAAgB;IAI7B,aAAa,IAAI,OAAO;IAIxB;;;;;;;;OAQG;IACH,OAAO,IAAI,IAAI;CAiBhB"}
package/dist/device.js CHANGED
@@ -206,5 +206,32 @@ export class WebGPUDevice {
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  isInitialized() {
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  return this.device !== null && this.context !== null;
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  }
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+ /**
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+ * Intentionally tear down the GPU device, freeing the device, its queue, and
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+ * the canvas-context configuration. An app that recreates a renderer per model
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+ * otherwise leaks one live GPUDevice (and its VRAM) per reload. The device's
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+ * `lost` promise resolves with reason `'destroyed'`, which the loss handler
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+ * above deliberately ignores (intentional teardown, not a fault). After this
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+ * `isInitialized()` reports false, so the renderer's per-frame guard skips
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+ * rendering until a fresh `init()`. Idempotent — safe to call more than once.
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+ */
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+ destroy() {
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+ if (this.device) {
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+ try {
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+ this.device.destroy();
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+ }
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+ catch (e) {
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+ // A backend can throw if the device is already lost — the goal (freeing
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+ // the device) is met either way, so swallow it rather than break teardown.
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+ console.warn('[WebGPU] device.destroy() threw during teardown:', e);
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+ }
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+ }
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+ // Drop our references so nothing re-binds a dead device. The canvas context
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+ // stays on the element; a later init() reconfigures it against a new device.
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+ this.device = null;
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+ this.context = null;
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+ this.adapter = null;
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+ this.contextConfigured = false;
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+ }
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  }
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  //# sourceMappingURL=device.js.map
@@ -1 +1 @@
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1
+ 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package/dist/index.d.ts CHANGED
@@ -116,6 +116,15 @@ export declare class Renderer {
116
116
  private _renderErrorCount;
117
117
  private _lastRenderError;
118
118
  private _renderRequested;
119
+ private readonly _visibilityEpochs;
120
+ private _visibilityVersion;
121
+ private _partialBatchEpoch;
122
+ private _lastColorOverrideGen;
123
+ private _lastHadVisibilityFiltering;
124
+ private _batchVisibilityEpoch;
125
+ private _batchVisibilityCache;
126
+ private _prevHydratedSelection;
127
+ private _prevHydratedSelectionModelIndex;
119
128
  private _loggedSectionBounds;
120
129
  private readonly uniformScratch;
121
130
  private readonly uniformScratchU32;
@@ -324,6 +333,31 @@ export declare class Renderer {
324
333
  * This is called on-demand when a mesh is selected, avoiding 2x buffer creation during streaming
325
334
  */
326
335
  createMeshFromData(meshData: MeshData): void;
336
+ /**
337
+ * On a selection change, free the hydrated (pick/selection-highlight)
338
+ * individual meshes whose entity is no longer selected. These duplicate
339
+ * geometry already drawn by a batch; without this they accumulate in
340
+ * scene.meshes (VRAM grows with selection history) and — for transparent
341
+ * entities — re-draw every frame on top of their still-drawn batch copy
342
+ * (double alpha-blend darkens glass). Currently-selected entities keep their
343
+ * hydrated meshes so the highlight pass doesn't rebuild them each change.
344
+ * No-op when the selection set is unchanged to avoid per-frame buffer churn.
345
+ * Selection identity is the (modelIndex, expressId) PAIR: federated models
346
+ * can share express ids, so re-selecting the same id in a different model
347
+ * must still free the previous model's hydrated mesh (it would otherwise
348
+ * stay resident and keep drawing unhighlighted).
349
+ */
350
+ private syncHydratedSelectionMeshes;
351
+ /**
352
+ * Pop the frame's validation error scope, recording any captured validation
353
+ * error into the device diagnostics (getDiagnostics().gpuErrors). The pop
354
+ * itself REJECTS when the GPU device is lost while the scope is pending —
355
+ * often the only evidence of the loss — so the rejection is logged
356
+ * (throttled) and the context invalidated, never swallowed silently. Used
357
+ * by every render() exit path that pushed a scope, so push/pop stay
358
+ * balanced even on skipped or throwing frames.
359
+ */
360
+ private drainErrorScope;
327
361
  private resolveVisualEnhancement;
328
362
  /**
329
363
  * Render frame
@@ -1 +1 @@
1
- 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package/dist/index.js CHANGED
@@ -59,6 +59,7 @@ import { PickingManager } from './picking-manager.js';
59
59
  import { RaycastEngine } from './raycast-engine.js';
60
60
  import { PostProcessor } from './post-processor.js';
61
61
  import { InteractionEffectsGovernor } from './interaction-effects-governor.js';
62
+ import { VisibilityEpochTracker } from './visibility-epoch.js';
62
63
  import { resolveContributionThresholdPx, projectedAabbRadiusPx, projectedInstancedRadiusPx } from './contribution-cull.js';
63
64
  import { EdlPass } from './edl-pass.js';
64
65
  import { SkyPass } from './sky-pass.js';
@@ -154,8 +155,11 @@ export class Renderer {
154
155
  // Composition: delegate to extracted managers
155
156
  pickingManager;
156
157
  raycastEngine;
157
- // Error rate limiting (log at most once per second)
158
- lastRenderErrorTime = 0;
158
+ // Error rate limiting (log at most once per second). -Infinity, not 0:
159
+ // performance.now() is below 1000 during the first second of page life, so
160
+ // a 0 start would silently suppress the FIRST render/device-loss error —
161
+ // exactly the evidence worth keeping.
162
+ lastRenderErrorTime = -Infinity;
159
163
  RENDER_ERROR_THROTTLE_MS = 1000;
160
164
  // Diagnostic counters for mobile debugging
161
165
  _renderCallCount = 0;
@@ -167,6 +171,35 @@ export class Renderer {
167
171
  // Dirty flag: set by requestRender(), consumed by the animation loop.
168
172
  // Centralises all render scheduling — callers never call render() directly.
169
173
  _renderRequested = false;
174
+ // ─── Visibility-change bookkeeping (per-frame perf + leak fixes) ─────────
175
+ // Hide/isolate changes are detected by CONTENT (snapshot compare in the
176
+ // tracker), so callers may either mutate the same Set in place or pass a
177
+ // fresh Set per frame — see the RenderOptions.hiddenIds contract.
178
+ // `_visibilityVersion` drives the per-batch visibility cache;
179
+ // `_partialBatchEpoch` additionally folds colour-override changes so the
180
+ // partial sub-batch cache fast path stays correct.
181
+ _visibilityEpochs = new VisibilityEpochTracker();
182
+ _visibilityVersion = 0;
183
+ _partialBatchEpoch = 0;
184
+ _lastColorOverrideGen = -1;
185
+ _lastHadVisibilityFiltering = false;
186
+ // Cached per-batch visibility, valid only while `_batchVisibilityEpoch`
187
+ // matches `_visibilityVersion`. Avoids the O(total element count) recompute
188
+ // (+ per-batch visible-id Set allocation) every frame while hide/isolate
189
+ // holds. Keyed by batch object (immutable expressIds per instance); a
190
+ // rebuilt batch is a new object → recomputed lazily. WeakMap, not Map:
191
+ // residency eviction/restore churn while ONE filter epoch holds (e.g. a
192
+ // schedule animation) would otherwise pin every dead batch object until
193
+ // the next visibility change.
194
+ _batchVisibilityEpoch = -1;
195
+ _batchVisibilityCache = new WeakMap();
196
+ // Selection snapshot from the previous frame — a change triggers disposal of
197
+ // now-unselected hydrated meshes (leak + double-draw fix). The model index
198
+ // is part of the snapshot: federated models can share express ids, so a
199
+ // same-id selection in ANOTHER model is still a change that must free the
200
+ // old model's hydrated mesh.
201
+ _prevHydratedSelection = new Set();
202
+ _prevHydratedSelectionModelIndex = undefined;
170
203
  // One-shot log guard — prints Y-up clip bounds on first section-enable so
171
204
  // users can confirm the slider is operating on the intended range.
172
205
  _loggedSectionBounds = false;
@@ -846,7 +879,10 @@ export class Renderer {
846
879
  usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
847
880
  });
848
881
  device.queue.writeBuffer(indexBuffer, 0, meshData.indices);
849
- // Add to scene with identity transform (positions already in world space)
882
+ // Add to scene with identity transform (positions already in world space).
883
+ // Flagged `hydrated` so it can be freed when its entity leaves the
884
+ // selection — these duplicate geometry already drawn by a batch and would
885
+ // otherwise accumulate + double-draw (see Scene.disposeHydratedMeshesExcept).
850
886
  this.scene.addMesh({
851
887
  expressId: meshData.expressId,
852
888
  modelIndex: meshData.modelIndex, // Preserve modelIndex for multi-model selection
@@ -855,6 +891,70 @@ export class Renderer {
855
891
  indexCount: meshData.indices.length,
856
892
  transform: MathUtils.identity(),
857
893
  color: meshData.color,
894
+ hydrated: true,
895
+ });
896
+ }
897
+ /**
898
+ * On a selection change, free the hydrated (pick/selection-highlight)
899
+ * individual meshes whose entity is no longer selected. These duplicate
900
+ * geometry already drawn by a batch; without this they accumulate in
901
+ * scene.meshes (VRAM grows with selection history) and — for transparent
902
+ * entities — re-draw every frame on top of their still-drawn batch copy
903
+ * (double alpha-blend darkens glass). Currently-selected entities keep their
904
+ * hydrated meshes so the highlight pass doesn't rebuild them each change.
905
+ * No-op when the selection set is unchanged to avoid per-frame buffer churn.
906
+ * Selection identity is the (modelIndex, expressId) PAIR: federated models
907
+ * can share express ids, so re-selecting the same id in a different model
908
+ * must still free the previous model's hydrated mesh (it would otherwise
909
+ * stay resident and keep drawing unhighlighted).
910
+ */
911
+ syncHydratedSelectionMeshes(selected, selectedModelIndex) {
912
+ const prev = this._prevHydratedSelection;
913
+ let changed = selected.size !== prev.size
914
+ || selectedModelIndex !== this._prevHydratedSelectionModelIndex;
915
+ if (!changed) {
916
+ for (const id of selected) {
917
+ if (!prev.has(id)) {
918
+ changed = true;
919
+ break;
920
+ }
921
+ }
922
+ }
923
+ if (!changed)
924
+ return;
925
+ this._prevHydratedSelection = new Set(selected);
926
+ this._prevHydratedSelectionModelIndex = selectedModelIndex;
927
+ this.scene.disposeHydratedMeshesExcept(selected, selectedModelIndex);
928
+ }
929
+ /**
930
+ * Pop the frame's validation error scope, recording any captured validation
931
+ * error into the device diagnostics (getDiagnostics().gpuErrors). The pop
932
+ * itself REJECTS when the GPU device is lost while the scope is pending —
933
+ * often the only evidence of the loss — so the rejection is logged
934
+ * (throttled) and the context invalidated, never swallowed silently. Used
935
+ * by every render() exit path that pushed a scope, so push/pop stay
936
+ * balanced even on skipped or throwing frames.
937
+ */
938
+ drainErrorScope(device) {
939
+ device.popErrorScope().then((error) => {
940
+ if (error) {
941
+ const msg = error.message || String(error);
942
+ console.error('[WebGPU] Validation error in render pass:', msg);
943
+ this.device._lastUncapturedError = `VALIDATION: ${msg}`;
944
+ this.device._uncapturedErrorCount++;
945
+ }
946
+ }).catch((error) => {
947
+ // popErrorScope() rejects (e.g. "Instance dropped in popErrorScope")
948
+ // when the GPU device is lost while the scope is still pending. This
949
+ // escapes the surrounding synchronous try/catch and would otherwise
950
+ // surface as an unhandled rejection. Treat it like any other device
951
+ // loss: invalidate the context so it reconfigures next frame.
952
+ this.device.invalidateContext();
953
+ const now = performance.now();
954
+ if (now - this.lastRenderErrorTime > this.RENDER_ERROR_THROTTLE_MS) {
955
+ this.lastRenderErrorTime = now;
956
+ console.warn('[WebGPU] popErrorScope rejected (device likely lost):', error);
957
+ }
858
958
  });
859
959
  }
860
960
  resolveVisualEnhancement(options) {
@@ -1024,11 +1124,35 @@ export class Renderer {
1024
1124
  && visualEnhancement.separationLines.enabled
1025
1125
  && visualEnhancement.separationLines.quality !== 'off';
1026
1126
  const needsObjectIdPass = contactEnabled || separationEnabled;
1027
- let meshes = this.scene.getMeshes();
1028
1127
  // Check if visibility filtering is active
1029
1128
  const hasHiddenFilter = options.hiddenIds && options.hiddenIds.size > 0;
1030
1129
  const hasIsolatedFilter = options.isolatedIds !== null && options.isolatedIds !== undefined;
1031
1130
  const hasVisibilityFiltering = hasHiddenFilter || hasIsolatedFilter;
1131
+ // ─── Visibility / override epoch bookkeeping ────────────────────────
1132
+ // The tracker compares hide/isolate CONTENT against a snapshot, so both
1133
+ // in-place mutation of the caller's Set and a fresh identical Set per
1134
+ // frame behave correctly (see RenderOptions.hiddenIds). Bumping
1135
+ // `_visibilityVersion` invalidates the per-batch visibility cache; the
1136
+ // partial sub-batch cache additionally depends on colour-override
1137
+ // promotion, so its epoch bumps on either.
1138
+ const newVisibilityVersion = this._visibilityEpochs.update(options.hiddenIds, options.isolatedIds);
1139
+ const visibilityChanged = newVisibilityVersion !== this._visibilityVersion;
1140
+ this._visibilityVersion = newVisibilityVersion;
1141
+ const colorOverrideGen = this.scene.getColorOverrideGeneration();
1142
+ if (visibilityChanged || colorOverrideGen !== this._lastColorOverrideGen) {
1143
+ this._lastColorOverrideGen = colorOverrideGen;
1144
+ this._partialBatchEpoch++;
1145
+ }
1146
+ // When hide/isolate turns fully OFF (back to all-visible), release the
1147
+ // partial sub-batch clones built while filtering. They are excluded from
1148
+ // the GPU residency budget and are otherwise only freed on clear()/
1149
+ // finalize/evict — never here — so ~model-sized clone VRAM would stay
1150
+ // pinned until the next model reload. Any override-promotion sub-batches
1151
+ // dropped alongside are rebuilt on demand next frame (cache miss).
1152
+ if (this._lastHadVisibilityFiltering && !hasVisibilityFiltering) {
1153
+ this.scene.dropAllPartialCaches();
1154
+ }
1155
+ this._lastHadVisibilityFiltering = hasVisibilityFiltering;
1032
1156
  // Build the selected-id set once per frame so the X-Ray override paths
1033
1157
  // can keep highlighted entities at full alpha without per-site checks.
1034
1158
  const selectedId = options.selectedId;
@@ -1044,6 +1168,13 @@ export class Renderer {
1044
1168
  }
1045
1169
  }
1046
1170
  const hasSelected = selectedExpressIds.size > 0;
1171
+ // Free hydrated (pick/selection) individual meshes whose entity is no
1172
+ // longer selected BEFORE we snapshot the mesh list, so stale glass
1173
+ // doesn't double-draw over its batch copy or accumulate until clear().
1174
+ // Only acts on a selection change (avoids per-frame buffer churn) and
1175
+ // never touches authored (non-hydrated) or batch geometry.
1176
+ this.syncHydratedSelectionMeshes(selectedExpressIds, selectedModelIndex);
1177
+ let meshes = this.scene.getMeshes();
1047
1178
  // Keep the GPU-instanced occurrences' per-instance selected flag in sync.
1048
1179
  // The Scene diff makes this a no-op (no writeBuffer) when the set is
1049
1180
  // unchanged, so calling it every frame is cheap; it no-ops entirely when
@@ -1158,14 +1289,26 @@ export class Renderer {
1158
1289
  this.pipeline.resize(this.canvas.width, this.canvas.height);
1159
1290
  }
1160
1291
  // Push a validation error scope to capture the EXACT error (for mobile debugging)
1161
- // Only do this for the first few renders to avoid performance overhead
1292
+ // Only do this for the first few renders to avoid performance overhead.
1293
+ // Tracked with a flag (not just captureGpuError) so EVERY exit path below
1294
+ // pops it exactly once — an unpopped scope silently swallows all later
1295
+ // validation errors and blinds getDiagnostics().gpuErrors.
1162
1296
  const captureGpuError = this._renderCallCount <= 5;
1297
+ let errorScopePushed = false;
1163
1298
  if (captureGpuError) {
1164
1299
  device.pushErrorScope('validation');
1300
+ errorScopePushed = true;
1165
1301
  }
1166
1302
  // Get current texture safely - may return null if context needs reconfiguration
1167
1303
  const currentTexture = this.device.getCurrentTexture();
1168
1304
  if (!currentTexture) {
1305
+ // Balance the pushed scope before bailing so it doesn't leak into
1306
+ // the next frame; drainErrorScope logs a rejection (device loss)
1307
+ // instead of swallowing the evidence.
1308
+ if (errorScopePushed) {
1309
+ errorScopePushed = false;
1310
+ this.drainErrorScope(device);
1311
+ }
1169
1312
  return; // Skip this frame, context will be reconfigured next frame
1170
1313
  }
1171
1314
  try {
@@ -1593,27 +1736,41 @@ export class Renderer {
1593
1736
  viewportHeightPx: this.canvas.height,
1594
1737
  };
1595
1738
  }
1596
- // Pre-compute visibility for each batch (only when filtering is active)
1597
- // A batch is visible if ANY of its elements are visible
1598
- // A batch is fully visible if ALL of its elements are visible
1599
- const batchVisibility = new Map();
1600
- if (hasVisibilityFiltering) {
1601
- for (const batch of allBatchedMeshes) {
1602
- let visibleCount = 0;
1603
- const total = batch.expressIds.length;
1604
- for (const expressId of batch.expressIds) {
1605
- const isHidden = options.hiddenIds?.has(expressId) ?? false;
1606
- const isIsolated = !hasIsolatedFilter || options.isolatedIds.has(expressId);
1607
- if (!isHidden && isIsolated) {
1608
- visibleCount++;
1609
- }
1610
- }
1611
- batchVisibility.set(batch, {
1612
- visible: visibleCount > 0,
1613
- fullyVisible: visibleCount === total,
1614
- });
1615
- }
1739
+ // Per-batch visibility (only meaningful while filtering is active).
1740
+ // A batch is visible if ANY of its elements are visible, fully
1741
+ // visible if ALL are. Cached across frames keyed by the visibility
1742
+ // version so the O(total element count) scan + per-batch visible-id
1743
+ // Set allocation happens once per visibility change, not per frame.
1744
+ // The cache map is keyed by batch object (immutable expressIds per
1745
+ // instance); a rebuilt batch is a new object → recomputed lazily.
1746
+ if (this._batchVisibilityEpoch !== this._visibilityVersion) {
1747
+ this._batchVisibilityCache = new WeakMap();
1748
+ this._batchVisibilityEpoch = this._visibilityVersion;
1616
1749
  }
1750
+ const batchVisibilityCache = this._batchVisibilityCache;
1751
+ const getBatchVisibility = (batch) => {
1752
+ let vis = batchVisibilityCache.get(batch);
1753
+ if (vis)
1754
+ return vis;
1755
+ const total = batch.expressIds.length;
1756
+ // Build the visible-id set in one pass; drop it for fully-visible
1757
+ // batches (they draw from their own buffers, no subset needed).
1758
+ const visibleIds = new Set();
1759
+ for (const expressId of batch.expressIds) {
1760
+ const isHidden = options.hiddenIds?.has(expressId) ?? false;
1761
+ const isIsolated = !hasIsolatedFilter || options.isolatedIds.has(expressId);
1762
+ if (!isHidden && isIsolated)
1763
+ visibleIds.add(expressId);
1764
+ }
1765
+ const fullyVisible = visibleIds.size === total;
1766
+ vis = {
1767
+ visible: visibleIds.size > 0,
1768
+ fullyVisible,
1769
+ visibleIds: fullyVisible ? undefined : visibleIds,
1770
+ };
1771
+ batchVisibilityCache.set(batch, vis);
1772
+ return vis;
1773
+ };
1617
1774
  // Separate batches into opaque and transparent, filtering by visibility
1618
1775
  // IMPORTANT: Only render FULLY visible batches - partially visible batches
1619
1776
  // need individual mesh rendering to show only the visible elements
@@ -1695,19 +1852,15 @@ export class Renderer {
1695
1852
  const nativelyTransparent = alpha < 0.99;
1696
1853
  // Check visibility
1697
1854
  if (hasVisibilityFiltering) {
1698
- const vis = batchVisibility.get(batch);
1699
- if (!vis || !vis.visible)
1855
+ const vis = getBatchVisibility(batch);
1856
+ if (!vis.visible)
1700
1857
  continue; // Skip completely hidden batches
1701
1858
  // Handle partially visible batches - create sub-batches instead of individual meshes
1702
1859
  if (!vis.fullyVisible) {
1703
- const visibleIds = new Set();
1704
- for (const expressId of batch.expressIds) {
1705
- const isHidden = options.hiddenIds?.has(expressId) ?? false;
1706
- const isIsolated = !hasIsolatedFilter || options.isolatedIds.has(expressId);
1707
- if (!isHidden && isIsolated)
1708
- visibleIds.add(expressId);
1709
- }
1710
- if (visibleIds.size > 0) {
1860
+ // The visible subset was computed once for this
1861
+ // visibility epoch (cached) reuse it, don't rebuild.
1862
+ const visibleIds = vis.visibleIds;
1863
+ if (visibleIds && visibleIds.size > 0) {
1711
1864
  pushVisibleAsPartial(batch, visibleIds, nativelyTransparent);
1712
1865
  }
1713
1866
  // A COLD parent has no CPU meshData, so the partial
@@ -2004,7 +2157,7 @@ export class Renderer {
2004
2157
  if (partiallyVisibleBatches.length > 0) {
2005
2158
  for (const { sourceBatchKey, colorKey, visibleIds, color } of partiallyVisibleBatches) {
2006
2159
  // Get or create a cached sub-batch for this visibility state
2007
- const subBatch = this.scene.getOrCreatePartialBatch(sourceBatchKey, colorKey, visibleIds, device, this.pipeline);
2160
+ const subBatch = this.scene.getOrCreatePartialBatch(sourceBatchKey, colorKey, visibleIds, device, this.pipeline, this._partialBatchEpoch);
2008
2161
  if (subBatch) {
2009
2162
  // Use opaque or transparent pipeline based on resolved alpha
2010
2163
  // (not the parent batch's color[3] — that ignores transparencyOverrides).
@@ -2459,30 +2612,20 @@ export class Renderer {
2459
2612
  // buffers is deferred past in-flight work by WebGPU.
2460
2613
  this.scene.enforceGpuBudget();
2461
2614
  // Pop validation error scope and capture the exact error
2462
- if (captureGpuError) {
2463
- device.popErrorScope().then((error) => {
2464
- if (error) {
2465
- const msg = error.message || String(error);
2466
- console.error('[WebGPU] Validation error in render pass:', msg);
2467
- this.device._lastUncapturedError = `VALIDATION: ${msg}`;
2468
- this.device._uncapturedErrorCount++;
2469
- }
2470
- }).catch((error) => {
2471
- // popErrorScope() rejects (e.g. "Instance dropped in popErrorScope")
2472
- // when the GPU device is lost while the scope is still pending. This
2473
- // escapes the surrounding synchronous try/catch and would otherwise
2474
- // surface as an unhandled rejection. Treat it like any other device
2475
- // loss: invalidate the context so it reconfigures next frame.
2476
- this.device.invalidateContext();
2477
- const now = performance.now();
2478
- if (now - this.lastRenderErrorTime > this.RENDER_ERROR_THROTTLE_MS) {
2479
- this.lastRenderErrorTime = now;
2480
- console.warn('[WebGPU] popErrorScope rejected (device likely lost):', error);
2481
- }
2482
- });
2615
+ if (errorScopePushed) {
2616
+ errorScopePushed = false;
2617
+ this.drainErrorScope(device);
2483
2618
  }
2484
2619
  }
2485
2620
  catch (error) {
2621
+ // Balance the validation scope if we threw before popping it above —
2622
+ // an unpopped scope would capture every later frame's errors silently.
2623
+ // drainErrorScope logs a pop rejection (device loss) rather than
2624
+ // swallowing it.
2625
+ if (errorScopePushed) {
2626
+ errorScopePushed = false;
2627
+ this.drainErrorScope(device);
2628
+ }
2486
2629
  this._renderErrorCount++;
2487
2630
  this._lastRenderError = error instanceof Error ? error.message : String(error);
2488
2631
  // Handle WebGPU errors (e.g., device lost, invalid state)
@@ -2998,6 +3141,13 @@ export class Renderer {
2998
3141
  this.deviationBvhFingerprint = null;
2999
3142
  // Snap detector geometry cache
3000
3143
  this.raycastEngine.clearCaches();
3144
+ // Finally, release the GPU device itself. Every buffer/pipeline/texture
3145
+ // above was created from it and has already been destroyed, so nothing
3146
+ // will touch the device after this. Without it, an app that spins up a
3147
+ // renderer per model keeps N live devices (and their VRAM) alive. The
3148
+ // lost-handler special-cases reason 'destroyed' so this is not reported
3149
+ // as a fault. render() early-returns while the device is uninitialised.
3150
+ this.device.destroy();
3001
3151
  }
3002
3152
  /**
3003
3153
  * Get the canvas element