@solidtv/renderer 1.3.0 → 1.3.1

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Files changed (30) hide show
  1. package/dist/src/core/TextureMemoryManager.d.ts +16 -0
  2. package/dist/src/core/TextureMemoryManager.js +26 -2
  3. package/dist/src/core/TextureMemoryManager.js.map +1 -1
  4. package/dist/src/core/platforms/web/WebPlatform.js +8 -0
  5. package/dist/src/core/platforms/web/WebPlatform.js.map +1 -1
  6. package/dist/src/core/renderers/CoreRenderer.d.ts +11 -0
  7. package/dist/src/core/renderers/CoreRenderer.js.map +1 -1
  8. package/dist/src/core/renderers/canvas/CanvasRenderer.d.ts +1 -0
  9. package/dist/src/core/renderers/canvas/CanvasRenderer.js +4 -0
  10. package/dist/src/core/renderers/canvas/CanvasRenderer.js.map +1 -1
  11. package/dist/src/core/renderers/webgl/WebGlRenderer.d.ts +13 -0
  12. package/dist/src/core/renderers/webgl/WebGlRenderer.js +33 -0
  13. package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -1
  14. package/dist/src/core/text-rendering/SdfFontHandler.js +5 -1
  15. package/dist/src/core/text-rendering/SdfFontHandler.js.map +1 -1
  16. package/dist/src/main-api/Renderer.d.ts +92 -7
  17. package/dist/src/main-api/Renderer.js +8 -5
  18. package/dist/src/main-api/Renderer.js.map +1 -1
  19. package/dist/tsconfig.dist.tsbuildinfo +1 -1
  20. package/package.json +1 -1
  21. package/src/core/TextureMemoryManager.test.ts +98 -0
  22. package/src/core/TextureMemoryManager.ts +28 -2
  23. package/src/core/platforms/web/WebPlatform.outOfMemory.test.ts +78 -0
  24. package/src/core/platforms/web/WebPlatform.ts +8 -0
  25. package/src/core/renderers/CoreRenderer.ts +12 -0
  26. package/src/core/renderers/canvas/CanvasRenderer.ts +5 -0
  27. package/src/core/renderers/webgl/WebGlRenderer.ts +36 -0
  28. package/src/core/text-rendering/SdfFontHandler.ts +6 -1
  29. package/src/core/text-rendering/tests/SdfFontHandler.test.ts +112 -0
  30. package/src/main-api/Renderer.ts +99 -11
@@ -342,10 +342,36 @@ export class TextureMemoryManager {
342
342
  }, 1000);
343
343
  }
344
344
 
345
- // If the threshold is 0, we disable the memory manager by replacing the
346
- // setTextureMemUse method with a no-op function.
345
+ // If the threshold is 0, we disable memory tracking/cleanup by replacing the
346
+ // setTextureMemUse method with a no-op function. Note this only disables LRU
347
+ // tracking — GPU out-of-memory detection still runs (see handleOutOfMemory).
347
348
  if (criticalThreshold === 0) {
348
349
  this.setTextureMemUse = () => {};
349
350
  }
350
351
  }
352
+
353
+ /**
354
+ * React to a real GPU out-of-memory reported by the renderer.
355
+ *
356
+ * @remarks
357
+ * WebGL never exposes the VRAM budget up front, so the only certain signal is
358
+ * a `GL_OUT_OF_MEMORY` after the fact. When it fires we queue an `outOfMemory`
359
+ * frame event carrying the estimated memory in use and the critical threshold
360
+ * in effect — the estimate is a *measured ceiling* (the real budget is at or
361
+ * below it). What to do about it (lower the threshold, persist, reload) is
362
+ * application policy, not the renderer's; see the `outOfMemory` event docs on
363
+ * the public Renderer for the recommended integration.
364
+ *
365
+ * The engine also requests an immediate cleanup as a best-effort mitigation
366
+ * to free non-renderable textures before the app reacts.
367
+ */
368
+ handleOutOfMemory(): void {
369
+ this.stage.queueFrameEvent('outOfMemory', {
370
+ memUsed: this.memUsed,
371
+ criticalThreshold: this.criticalThreshold,
372
+ });
373
+
374
+ // Free whatever non-renderable textures we can right now.
375
+ this.criticalCleanupRequested = true;
376
+ }
351
377
  }
@@ -0,0 +1,78 @@
1
+ /**
2
+ * Tests that the GPU out-of-memory probe runs at the idle transition (end of a
3
+ * render burst), not on every active frame.
4
+ */
5
+ import { afterEach, describe, expect, it, vi } from 'vitest';
6
+ import { WebPlatform } from './WebPlatform.js';
7
+ import type { Stage } from '../../Stage.js';
8
+
9
+ function makeIdleStage(outOfMemory: boolean) {
10
+ const checkForOutOfMemory = vi.fn(() => outOfMemory);
11
+ const handleOutOfMemory = vi.fn();
12
+ const stage = {
13
+ isContextLost: false,
14
+ targetFrameTime: 0,
15
+ updateFrameTime: vi.fn(),
16
+ updateAnimations: vi.fn(() => false),
17
+ hasSceneUpdates: vi.fn(() => false), // idle
18
+ calculateFps: vi.fn(),
19
+ drawFrame: vi.fn(),
20
+ flushFrameEvents: vi.fn(),
21
+ shManager: { cleanup: vi.fn() },
22
+ eventBus: { emit: vi.fn() },
23
+ txMemManager: {
24
+ checkCleanup: vi.fn(() => false),
25
+ cleanup: vi.fn(),
26
+ handleOutOfMemory,
27
+ },
28
+ renderer: { checkForOutOfMemory },
29
+ } as unknown as Stage;
30
+ return { stage, checkForOutOfMemory, handleOutOfMemory };
31
+ }
32
+
33
+ describe('WebPlatform render loop — out-of-memory probe at idle', () => {
34
+ afterEach(() => {
35
+ vi.unstubAllGlobals();
36
+ });
37
+
38
+ function runOneIdleFrame(stage: Stage) {
39
+ let capturedLoop: ((t?: number) => void) | null = null;
40
+ const raf = vi.fn((cb: (t?: number) => void) => {
41
+ capturedLoop = cb;
42
+ return 1;
43
+ });
44
+ vi.stubGlobal('requestAnimationFrame', raf);
45
+ vi.stubGlobal(
46
+ 'setTimeout',
47
+ vi.fn(() => 1 as unknown as ReturnType<typeof setTimeout>),
48
+ );
49
+
50
+ new WebPlatform().startLoop(stage);
51
+ capturedLoop!(0);
52
+ }
53
+
54
+ it('probes the renderer once when the scene goes idle', () => {
55
+ const { stage, checkForOutOfMemory } = makeIdleStage(false);
56
+ runOneIdleFrame(stage);
57
+ expect(checkForOutOfMemory).toHaveBeenCalledTimes(1);
58
+ });
59
+
60
+ it('handles OOM when the probe reports it at idle', () => {
61
+ const { stage, handleOutOfMemory } = makeIdleStage(true);
62
+ runOneIdleFrame(stage);
63
+ expect(handleOutOfMemory).toHaveBeenCalledTimes(1);
64
+ });
65
+
66
+ it('does not handle OOM when the probe reports none', () => {
67
+ const { stage, handleOutOfMemory } = makeIdleStage(false);
68
+ runOneIdleFrame(stage);
69
+ expect(handleOutOfMemory).not.toHaveBeenCalled();
70
+ });
71
+
72
+ it('does not probe on an active (non-idle) frame', () => {
73
+ const { stage, checkForOutOfMemory } = makeIdleStage(false);
74
+ (stage.hasSceneUpdates as ReturnType<typeof vi.fn>).mockReturnValue(true);
75
+ runOneIdleFrame(stage);
76
+ expect(checkForOutOfMemory).not.toHaveBeenCalled();
77
+ });
78
+ });
@@ -77,6 +77,14 @@ export class WebPlatform extends Platform {
77
77
  setTimeout(requestLoop, Math.max(targetFrameTime, 15));
78
78
 
79
79
  if (isIdle === false) {
80
+ // The render burst has settled. Probe for a GPU out-of-memory now
81
+ // rather than every frame: GL errors accumulate and persist until
82
+ // drained, so a single check here still catches any OOM raised during
83
+ // the active frames, without paying the getError() CPU/GPU sync on
84
+ // every frame. Queues the `outOfMemory` event, flushed below.
85
+ if (stage.renderer.checkForOutOfMemory() === true) {
86
+ stage.txMemManager.handleOutOfMemory();
87
+ }
80
88
  stage.shManager.cleanup();
81
89
  stage.eventBus.emit('idle');
82
90
  isIdle = true;
@@ -67,4 +67,16 @@ export abstract class CoreRenderer {
67
67
  * on the next render call.
68
68
  */
69
69
  invalidateQuadBuffer?(): void;
70
+
71
+ /**
72
+ * Probe the backend for a GPU out-of-memory condition since the last call.
73
+ * Returns `true` when an out-of-memory was seen. Backends that cannot detect
74
+ * this (e.g. Canvas2D) return `false`.
75
+ *
76
+ * @remarks
77
+ * Called once per frame by the Stage. Backends where the probe is expensive
78
+ * (a CPU/GPU sync, e.g. WebGL `gl.getError()`) rely on this once-per-frame
79
+ * cadence rather than checking per draw/upload.
80
+ */
81
+ abstract checkForOutOfMemory(): boolean;
70
82
  }
@@ -264,6 +264,11 @@ export class CanvasRenderer extends CoreRenderer {
264
264
  return null;
265
265
  }
266
266
 
267
+ // Canvas2D has no GPU out-of-memory signal to probe.
268
+ checkForOutOfMemory(): boolean {
269
+ return false;
270
+ }
271
+
267
272
  /**
268
273
  * Updates the clear color of the canvas renderer.
269
274
  *
@@ -42,6 +42,15 @@ import type { Dimensions } from '../../../common/CommonTypes.js';
42
42
 
43
43
  export type WebGlRendererOptions = CoreRendererOptions;
44
44
 
45
+ const GL_OUT_OF_MEMORY = 0x0505;
46
+
47
+ /**
48
+ * Upper bound on how many queued GL errors we drain per frame in
49
+ * {@link WebGlRenderer.checkForOutOfMemory}. Keeps the per-frame `getError()`
50
+ * sync cost fixed even if the error queue is unexpectedly deep.
51
+ */
52
+ const MAX_DRAINED_GL_ERRORS = 8;
53
+
45
54
  interface CoreWebGlSystem {
46
55
  parameters: CoreWebGlParameters;
47
56
  extensions: CoreWebGlExtensions;
@@ -1283,6 +1292,33 @@ export class WebGlRenderer extends CoreRenderer {
1283
1292
  return bufferInfo;
1284
1293
  }
1285
1294
 
1295
+ /**
1296
+ * Drain the GL error queue once and report whether a GL_OUT_OF_MEMORY was
1297
+ * seen since the last call.
1298
+ *
1299
+ * @remarks
1300
+ * `gl.getError()` forces a CPU↔GPU sync, so this is deliberately invoked at
1301
+ * most once per frame by the Stage rather than after each texture upload.
1302
+ * `getError()` returns one error at a time, so we drain a bounded number of
1303
+ * queued errors to ensure a non-OOM error ahead of the OOM doesn't mask it
1304
+ * for this frame. Non-OOM errors are ignored here (the renderer otherwise
1305
+ * only inspects them in development builds).
1306
+ */
1307
+ override checkForOutOfMemory(): boolean {
1308
+ const glw = this.glw;
1309
+ let outOfMemory = false;
1310
+ for (let i = 0; i < MAX_DRAINED_GL_ERRORS; i++) {
1311
+ const error = glw.getError();
1312
+ if (error === 0) {
1313
+ break;
1314
+ }
1315
+ if (error === GL_OUT_OF_MEMORY) {
1316
+ outOfMemory = true;
1317
+ }
1318
+ }
1319
+ return outOfMemory;
1320
+ }
1321
+
1286
1322
  getDefaultShaderNode(): WebGlShaderNode {
1287
1323
  if (this.defaultShaderNode !== null) {
1288
1324
  return this.defaultShaderNode as WebGlShaderNode;
@@ -12,6 +12,7 @@ import { UpdateType } from '../CoreNode.js';
12
12
  import { hasZeroWidthSpace } from './Utils.js';
13
13
  import { normalizeFontMetrics } from './TextLayoutEngine.js';
14
14
  import { isProductionEnvironment } from '../../utils.js';
15
+ import type { TextureError } from '../TextureError.js';
15
16
 
16
17
  /**
17
18
  * SDF Font Data structure matching msdf-bmfont-xml output
@@ -397,7 +398,11 @@ export const loadFont = (
397
398
  resolve();
398
399
  });
399
400
 
400
- atlasTexture.on('failed', (error: Error) => {
401
+ // EventEmitter invokes listeners as (target, data), so the error payload
402
+ // is the SECOND argument. The first arg is the Texture that emitted the
403
+ // event. Reading it as the only param (the previous behavior) rejected
404
+ // and logged the Texture instead of the actual TextureError.
405
+ atlasTexture.on('failed', (_target, error: TextureError) => {
401
406
  // Cleanup on error
402
407
  fontLoadPromises.delete(fontFamily);
403
408
  if (fontCache[fontFamily]) {
@@ -0,0 +1,112 @@
1
+ import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
2
+ import { loadFont } from '../SdfFontHandler.js';
3
+ import { EventEmitter } from '../../../common/EventEmitter.js';
4
+ import { TextureError, TextureErrorCode } from '../../TextureError.js';
5
+ import type { Stage } from '../../Stage.js';
6
+
7
+ // Minimal XHR stand-in: synchronously delivers valid SDF font JSON so loadFont
8
+ // proceeds to create the atlas texture and attach its event listeners.
9
+ class FakeXHR {
10
+ status = 200;
11
+ response: unknown = null;
12
+ responseType = '';
13
+ onload: (() => void) | null = null;
14
+ onerror: (() => void) | null = null;
15
+ open(): void {}
16
+ send(): void {
17
+ this.response = { chars: [{}] };
18
+ if (this.onload !== null) {
19
+ this.onload();
20
+ }
21
+ }
22
+ }
23
+
24
+ // A texture is just an EventEmitter to loadFont; stub the few props it reads.
25
+ function makeFakeTexture() {
26
+ const tex = new EventEmitter() as unknown as EventEmitter & {
27
+ state: string;
28
+ preventCleanup: boolean;
29
+ setRenderableOwner: (owner: string, val: boolean) => void;
30
+ };
31
+ tex.state = 'loading'; // not 'loaded' -> goes through the listener path
32
+ tex.preventCleanup = false;
33
+ tex.setRenderableOwner = () => {};
34
+ return tex;
35
+ }
36
+
37
+ // Drain microtasks + one macrotask so the async loader reaches listener setup.
38
+ const flush = (): Promise<void> => new Promise((r) => setTimeout(r, 0));
39
+
40
+ describe('SdfFontHandler loadFont — failed event argument', () => {
41
+ let errSpy: ReturnType<typeof vi.spyOn>;
42
+ let originalXHR: unknown;
43
+
44
+ beforeEach(() => {
45
+ errSpy = vi.spyOn(console, 'error').mockImplementation(() => {});
46
+ originalXHR = (globalThis as unknown as { XMLHttpRequest: unknown })
47
+ .XMLHttpRequest;
48
+ (globalThis as unknown as { XMLHttpRequest: unknown }).XMLHttpRequest =
49
+ FakeXHR;
50
+ });
51
+
52
+ afterEach(() => {
53
+ errSpy.mockRestore();
54
+ (globalThis as unknown as { XMLHttpRequest: unknown }).XMLHttpRequest =
55
+ originalXHR;
56
+ });
57
+
58
+ it('rejects with the TextureError (second emit arg), not the emitting texture', async () => {
59
+ const tex = makeFakeTexture();
60
+ const stage = {
61
+ txManager: { createTexture: () => tex },
62
+ } as unknown as Stage;
63
+
64
+ const promise = loadFont(stage, {
65
+ fontFamily: 'TestSdfFailFont',
66
+ atlasUrl: 'atlas.png',
67
+ atlasDataUrl: 'atlas.json',
68
+ } as Parameters<typeof loadFont>[1]);
69
+
70
+ await flush();
71
+
72
+ const error = new TextureError(
73
+ TextureErrorCode.TEXTURE_UPLOAD_FAILED,
74
+ 'boom',
75
+ );
76
+
77
+ // Attach the rejection assertion before emitting so the handler is ready.
78
+ const assertion = expect(promise).rejects.toBe(error);
79
+
80
+ // EventEmitter calls listeners as (target, data) -> (tex, error).
81
+ tex.emit('failed', error);
82
+
83
+ await assertion;
84
+ });
85
+
86
+ it('logs the error, not the texture, on failure', async () => {
87
+ const tex = makeFakeTexture();
88
+ const stage = {
89
+ txManager: { createTexture: () => tex },
90
+ } as unknown as Stage;
91
+
92
+ const promise = loadFont(stage, {
93
+ fontFamily: 'TestSdfFailFontLog',
94
+ atlasUrl: 'atlas.png',
95
+ atlasDataUrl: 'atlas.json',
96
+ } as Parameters<typeof loadFont>[1]);
97
+
98
+ await flush();
99
+
100
+ const error = new TextureError(
101
+ TextureErrorCode.TEXTURE_UPLOAD_FAILED,
102
+ 'boom',
103
+ );
104
+ const rejected = promise.catch(() => {});
105
+ tex.emit('failed', error);
106
+ await rejected;
107
+
108
+ const lastCall = errSpy.mock.calls[errSpy.mock.calls.length - 1]!;
109
+ expect(lastCall[1]).toBe(error);
110
+ expect(lastCall[1]).not.toBe(tex);
111
+ });
112
+ });
@@ -28,7 +28,7 @@ import { Platform } from '../core/platforms/Platform.js';
28
28
  * @category Events
29
29
  * @example
30
30
  * ```typescript
31
- * renderer.on('fpsUpdate', (data) => {
31
+ * renderer.on('fpsUpdate', (_target, data) => {
32
32
  * console.log(`Current FPS: ${data.fps}`);
33
33
  * if (data.contextSpyData) {
34
34
  * console.log('WebGL calls:', data.contextSpyData);
@@ -49,7 +49,7 @@ export interface RendererMainFpsUpdateEvent {
49
49
  * @category Events
50
50
  * @example
51
51
  * ```typescript
52
- * renderer.on('frameTick', (data) => {
52
+ * renderer.on('frameTick', (_target, data) => {
53
53
  * console.log(`Frame time: ${data.time}ms, delta: ${data.delta}ms`);
54
54
  * });
55
55
  * ```
@@ -67,7 +67,7 @@ export interface RendererMainFrameTickEvent {
67
67
  * @category Events
68
68
  * @example
69
69
  * ```typescript
70
- * renderer.on('renderUpdate', (data) => {
70
+ * renderer.on('renderUpdate', (_target, data) => {
71
71
  * console.log(`Rendered quads: ${data.quads}, renderOps: ${data.renderOps}`);
72
72
  * });
73
73
  * ```
@@ -110,7 +110,7 @@ export interface RendererMainIdleEvent {
110
110
  * @category Events
111
111
  * @example
112
112
  * ```typescript
113
- * renderer.on('criticalCleanup', (data) => {
113
+ * renderer.on('criticalCleanup', (_target, data) => {
114
114
  * console.log(`Memory cleanup triggered!`);
115
115
  * console.log(`Memory used: ${data.memUsed} bytes`);
116
116
  * console.log(`Critical threshold: ${data.criticalThreshold} bytes`);
@@ -130,7 +130,7 @@ export interface RendererMainCriticalCleanupEvent {
130
130
  * @category Events
131
131
  * @example
132
132
  * ```typescript
133
- * renderer.on('criticalCleanupFailed', (data) => {
133
+ * renderer.on('criticalCleanupFailed', (_target, data) => {
134
134
  * console.warn(`Memory cleanup failed!`);
135
135
  * console.log(`Memory still used: ${data.memUsed} bytes`);
136
136
  * console.log(`Critical threshold: ${data.criticalThreshold} bytes`);
@@ -167,6 +167,90 @@ export interface RendererMainContextLostEvent {
167
167
  readonly __eventHasNoPayload?: never;
168
168
  }
169
169
 
170
+ /**
171
+ * GPU Out Of Memory Event Data
172
+ *
173
+ * @remarks
174
+ * Fired when the renderer detects a real `GL_OUT_OF_MEMORY` from the GPU (probed
175
+ * once per frame). This is the only certain signal that the texture memory
176
+ * estimate has overshot the device's real VRAM budget. At this point a texture
177
+ * upload has already failed and the driver may soon drop the WebGL context, so
178
+ * the supported recovery is for the application to reload with a lower
179
+ * `criticalThreshold`.
180
+ *
181
+ * `memUsed` is the estimated texture memory in use at the moment of the failure.
182
+ * Because the upload failed, the real GPU budget is at or below this value — so
183
+ * it is a good basis for the next `criticalThreshold`.
184
+ *
185
+ * The renderer deliberately does NOT persist, reload, or change the threshold
186
+ * itself — that is application policy. The recommended integration is to lower
187
+ * the threshold, persist it, and reload:
188
+ *
189
+ * @category Events
190
+ * @example
191
+ * ```typescript
192
+ * // --- on startup: read the calibrated threshold before creating the renderer
193
+ * //
194
+ * // Namespace the storage key per app. On TV devices that run from the
195
+ * // filesystem (file://) the origin is null/opaque, so a bare key can collide
196
+ * // across apps — including the path keeps each app's calibration separate.
197
+ * const STORAGE_KEY = `myapp:criticalThreshold:${location.pathname}`;
198
+ *
199
+ * // Never let calibration drive the threshold so low the UX breaks. Pick a
200
+ * // floor that matches your app (here, 70% of the default budget).
201
+ * const DEFAULT_CRITICAL = 200e6;
202
+ * const MIN_THRESHOLD = Math.round(DEFAULT_CRITICAL * 0.7);
203
+ *
204
+ * function readCriticalThreshold(): number {
205
+ * const raw =
206
+ * typeof localStorage !== 'undefined'
207
+ * ? localStorage.getItem(STORAGE_KEY)
208
+ * : null;
209
+ * const stored = raw !== null ? parseInt(raw, 10) : NaN;
210
+ * if (Number.isNaN(stored) === false && stored > 0) {
211
+ * return Math.max(stored, MIN_THRESHOLD);
212
+ * }
213
+ * return DEFAULT_CRITICAL;
214
+ * }
215
+ *
216
+ * const renderer = new RendererMain(
217
+ * { textureMemory: { criticalThreshold: readCriticalThreshold() } },
218
+ * 'app',
219
+ * );
220
+ *
221
+ * // --- at runtime: react to a real GPU out-of-memory
222
+ * let handlingOOM = false;
223
+ * renderer.on('outOfMemory', (_target, { memUsed, criticalThreshold }) => {
224
+ * if (handlingOOM === true) {
225
+ * return; // debounce — several uploads can fail in the same burst
226
+ * }
227
+ * handlingOOM = true;
228
+ *
229
+ * // The OOM proves the real budget is <= memUsed. Drop to 90% of the lower
230
+ * // of (estimate, current threshold), but never below the floor.
231
+ * const ceiling = Math.min(memUsed, criticalThreshold);
232
+ * const next = Math.max(Math.round(ceiling * 0.9), MIN_THRESHOLD);
233
+ *
234
+ * try {
235
+ * localStorage.setItem(STORAGE_KEY, String(next));
236
+ * } catch (e) {
237
+ * // storage may be blocked (e.g. file:// with storage disabled); the new
238
+ * // value just won't survive the reload.
239
+ * }
240
+ *
241
+ * // Reload so the renderer reinitializes with the lower budget. The engine
242
+ * // does not rebuild GPU resources in place, so reload is the clean recovery.
243
+ * location.reload();
244
+ * });
245
+ * ```
246
+ */
247
+ export interface RendererMainOutOfMemoryEvent {
248
+ /** Estimated texture memory in use at the time of the failure (bytes) */
249
+ memUsed: number;
250
+ /** Critical threshold in effect at the time of the failure (bytes) */
251
+ criticalThreshold: number;
252
+ }
253
+
170
254
  /**
171
255
  * Settings for the Renderer that can be updated during runtime.
172
256
  */
@@ -532,11 +616,11 @@ export type RendererMainSettings = RendererRuntimeSettings & {
532
616
  *
533
617
  * Listen to events using the standard EventEmitter API:
534
618
  * ```typescript
535
- * renderer.on('fpsUpdate', (data: RendererMainFpsUpdateEvent) => {
619
+ * renderer.on('fpsUpdate', (_target, data: RendererMainFpsUpdateEvent) => {
536
620
  * console.log(`FPS: ${data.fps}`);
537
621
  * });
538
622
  *
539
- * renderer.on('idle', (data: RendererMainIdleEvent) => {
623
+ * renderer.on('idle', () => {
540
624
  * // Renderer is idle - no scene changes
541
625
  * });
542
626
  * ```
@@ -548,6 +632,7 @@ export type RendererMainSettings = RendererRuntimeSettings & {
548
632
  * @see {@link RendererMainCriticalCleanupEvent}
549
633
  * @see {@link RendererMainCriticalCleanupFailedEvent}
550
634
  * @see {@link RendererMainContextLostEvent}
635
+ * @see {@link RendererMainOutOfMemoryEvent}
551
636
  *
552
637
  * @fires RendererMain#fpsUpdate
553
638
  * @fires RendererMain#frameTick
@@ -556,6 +641,7 @@ export type RendererMainSettings = RendererRuntimeSettings & {
556
641
  * @fires RendererMain#criticalCleanup
557
642
  * @fires RendererMain#criticalCleanupFailed
558
643
  * @fires RendererMain#contextLost
644
+ * @fires RendererMain#outOfMemory
559
645
  */
560
646
  export class RendererMain extends EventEmitter {
561
647
  readonly root: INode;
@@ -717,11 +803,13 @@ export class RendererMain extends EventEmitter {
717
803
  const currentTxSettings =
718
804
  (this.stage && this.stage.options.textureMemory) || {};
719
805
 
806
+ const criticalThreshold =
807
+ textureMemory?.criticalThreshold ??
808
+ currentTxSettings?.criticalThreshold ??
809
+ 200e6;
810
+
720
811
  return {
721
- criticalThreshold:
722
- textureMemory?.criticalThreshold ??
723
- currentTxSettings?.criticalThreshold ??
724
- 200e6,
812
+ criticalThreshold,
725
813
  targetThresholdLevel:
726
814
  textureMemory?.targetThresholdLevel ??
727
815
  currentTxSettings?.targetThresholdLevel ??