rayzee 7.4.0 → 7.4.1

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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "rayzee",
3
- "version": "7.4.0",
3
+ "version": "7.4.1",
4
4
  "type": "module",
5
5
  "description": "Real-time WebGPU path tracing engine built on Three.js",
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  "main": "dist/rayzee.umd.js",
@@ -137,6 +137,8 @@ export class OIDNDenoiser extends EventDispatcher {
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138
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  // Track in-flight tile staging buffers so they can be destroyed on abort
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  this._pendingStagingBuffers = new Set();
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+ // Per-run tile-blit promises; done() awaits these so capture waits for every tile to paint.
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+ this._pendingTileBlits = [];
140
142
 
141
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  this.currentTZAUrl = null;
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  this.unet = null;
@@ -629,6 +631,9 @@ export class OIDNDenoiser extends EventDispatcher {
629
631
 
630
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  let abortDenoise = null;
631
633
 
634
+ // Fresh per-run list of tile-blit promises (the progress callback appends to it).
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+ this._pendingTileBlits = [];
636
+
632
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  const abortHandler = () => {
633
638
 
634
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  if ( abortDenoise ) {
@@ -653,7 +658,23 @@ export class OIDNDenoiser extends EventDispatcher {
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658
 
654
659
  try {
655
660
 
656
- await this._displayGPUOutput( output );
661
+ if ( this._pendingTileBlits.length > 0 ) {
662
+
663
+ // Normal path: the progress callback already painted every tile progressively, with
664
+ // the same exposure/saturation/tonemap/sRGB math the full-frame readback uses (verified:
665
+ // tiles tile the image exactly, no overlap). Just wait for those blits — no redundant
666
+ // full-frame re-read + re-tonemap.
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+ await Promise.allSettled( this._pendingTileBlits );
668
+
669
+ } else {
670
+
671
+ // Degenerate fallback (no per-tile progress was emitted): one authoritative full paint.
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+ await this._displayGPUOutput( output );
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+
674
+ }
675
+
676
+ // DENOISING_END (which gates screenshot/video capture) fires only after this resolves,
677
+ // so the captured canvas is always complete.
657
678
  resolve();
658
679
 
659
680
  } catch ( err ) {
@@ -703,8 +724,9 @@ export class OIDNDenoiser extends EventDispatcher {
703
724
 
704
725
  device.queue.submit( [ enc.finish() ] );
705
726
 
706
- // Map and blit asynchronously — GPU copy is already queued
707
- staging.mapAsync( GPUMapMode.READ ).then( () => {
727
+ // Map and blit asynchronously — GPU copy is already queued. Track the whole chain so
728
+ // done() can await every tile paint before resolving (replaces the full-frame readback).
729
+ const tileBlit = staging.mapAsync( GPUMapMode.READ ).then( () => {
708
730
 
709
731
  const f32 = new Float32Array( staging.getMappedRange() );
710
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  const tileImageData = new ImageData( clampedW, clampedH );
@@ -766,6 +788,8 @@ export class OIDNDenoiser extends EventDispatcher {
766
788
 
767
789
  } );
768
790
 
791
+ this._pendingTileBlits.push( tileBlit );
792
+
769
793
  }
770
794
  } );
771
795
 
@@ -11,13 +11,12 @@ import { StorageInstancedBufferAttribute } from 'three/webgpu';
11
11
 
12
12
  export const RAY_STRIDE = 7;
13
13
  export const HIT_STRIDE = 2;
14
- // Per-pixel G-buffer (first-hit MRT staging): 2 uvec4/pixel (AoS, element p*GBUFFER_STRIDE + lane).
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- // lane 0 — half-packed normal/depth/albedo (pack2x16, no f32 bitcast); read by FinalWrite:
16
- // .x=packSnorm2x16(normal.xy) .y=packSnorm2x16(normal.z, depth) .z=packUnorm2x16(albedo.rg) .w=packUnorm2x16(albedo.b, 0)
17
- // lane 1 — primary-hit surface ID for A-SVGF correlated-gradient re-projection (Tier 1); written at the
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- // bounce-0 hit, valid=0 on miss (Generate inits): .x=triIndex .y=meshIndex .z=packUnorm2x16(bary.u,bary.v) .w=valid
14
+ // Per-pixel G-buffer (first-hit MRT staging): 1 uvec4/pixel half-packed normal/depth/albedo
15
+ // (pack2x16, no f32 bitcast); read by FinalWrite:
16
+ // .x=packSnorm2x16(normal.xy) .y=packSnorm2x16(normal.z, depth) .z=packUnorm2x16(albedo.rg) .w=packUnorm2x16(albedo.b, 0)
19
17
  // Separate buffer from RAY (per-pixel, not per-ray×S) — written by Generate/Shade bounce-0.
20
- export const GBUFFER_STRIDE = 2;
18
+ // (A second lane reserved for an A-SVGF Tier-1 surface ID was removed — write-only, never read.)
19
+ export const GBUFFER_STRIDE = 1;
21
20
 
22
21
  export const RAY = {
23
22
  ORIGIN_META: 0, // vec4(origin.xyz, uintBitsToFloat(perRayBounces | sssSteps<<8)); pixelIndex == rayID
@@ -152,36 +151,17 @@ export const readRayRadiance = ( buf, id ) =>
152
151
  // ── Per-pixel G-buffer (first-hit MRT). 2 uvec4/pixel (AoS), pack2x16 lanes. ──
153
152
  // normal: raw unit vec3; depth: linear [0,1]; albedo: vec3 [0,1]. Packed values live in u32 lanes
154
153
  // verbatim (no f32 bitcast) so NaN-range bit patterns (snorm ±1 → 0x7FFF) survive store/load intact.
155
- // gbLane resolves the AoS slot for a pixel (lane 0 = MRT, lane 1 = surface ID).
156
- const gbLane = ( pixelIndex, lane ) => {
157
-
158
- const base = uint( pixelIndex ).mul( GBUFFER_STRIDE );
159
- return lane === 0 ? base : base.add( lane );
160
-
161
- };
154
+ // One uvec4 per pixel (stride 1); AoS base = pixelIndex * GBUFFER_STRIDE.
155
+ const gbLane = ( pixelIndex ) => uint( pixelIndex ).mul( GBUFFER_STRIDE );
162
156
 
163
157
  export const writeGBuffer = ( buf, pixelIndex, normal, depth, albedo ) =>
164
- buf.element( gbLane( pixelIndex, 0 ) ).assign( uvec4(
158
+ buf.element( gbLane( pixelIndex ) ).assign( uvec4(
165
159
  packSnorm2x16( vec2( normal.x, normal.y ) ),
166
160
  packSnorm2x16( vec2( normal.z, depth ) ),
167
161
  packUnorm2x16( vec2( albedo.x, albedo.y ) ),
168
162
  packUnorm2x16( vec2( albedo.z, 0.0 ) ),
169
163
  ) );
170
- export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex, 0 ) );
171
-
172
- // Lane 1 — primary-hit surface ID for A-SVGF correlated gradient re-projection (Tier 1).
173
- // valid=0 marks a miss (no primary surface); bary packed unorm (both in [0,1]).
174
- export const writeGBufferSurfaceID = ( buf, pixelIndex, triIndex, meshIndex, baryU, baryV, valid ) =>
175
- buf.element( gbLane( pixelIndex, 1 ) ).assign( uvec4(
176
- uint( triIndex ), uint( meshIndex ), packUnorm2x16( vec2( baryU, baryV ) ), uint( valid ),
177
- ) );
178
- export const readGBufferSurfaceID = ( buf, pixelIndex ) => {
179
-
180
- const p = buf.element( gbLane( pixelIndex, 1 ) );
181
- const bary = unpackUnorm2x16( p.z );
182
- return { triIndex: p.x, meshIndex: p.y, baryU: bary.x, baryV: bary.y, valid: p.w };
183
-
184
- };
164
+ export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex ) );
185
165
 
186
166
  // Decode for FinalWrite. normalDepth.xyz matches the prior path (normal*0.5+0.5), .w = raw depth.
187
167
  export const gbDecodeNormalDepth = ( packed ) => {
@@ -141,16 +141,24 @@ export class StorageTexturePool {
141
141
  * Copy StorageTextures → RenderTarget textures via GPU copy.
142
142
  * Must be called after each compute dispatch.
143
143
  * @param {WebGPURenderer} renderer
144
+ * @param {boolean} [includeAux=true] Copy the normalDepth + albedo attachments too. When no
145
+ * denoiser/OIDN consumes the aux MRT (default interactive), the wavefront doesn't write those
146
+ * StorageTextures, so skipping their copies saves two full-res GPU copies/frame. Color is always copied.
144
147
  */
145
- copyToReadTargets( renderer ) {
148
+ copyToReadTargets( renderer, includeAux = true ) {
146
149
 
147
150
  // Source write StorageTextures are over-allocated at the max size; the Box2 region
148
151
  // restricts the copy to the active render size so source and destination extents match.
149
152
  this._srcRegion.max.set( this.renderWidth, this.renderHeight );
150
153
 
151
154
  renderer.copyTextureToTexture( this.writeColor, this.readTarget.textures[ 0 ], this._srcRegion );
152
- renderer.copyTextureToTexture( this.writeNormalDepth, this.readTarget.textures[ 1 ], this._srcRegion );
153
- renderer.copyTextureToTexture( this.writeAlbedo, this.readTarget.textures[ 2 ], this._srcRegion );
155
+
156
+ if ( includeAux ) {
157
+
158
+ renderer.copyTextureToTexture( this.writeNormalDepth, this.readTarget.textures[ 1 ], this._srcRegion );
159
+ renderer.copyTextureToTexture( this.writeAlbedo, this.readTarget.textures[ 2 ], this._srcRegion );
160
+
161
+ }
154
162
 
155
163
  }
156
164
 
@@ -1,11 +1,15 @@
1
1
  /**
2
2
  * VRAMTracker.js — current/peak GPU memory accounting.
3
3
  *
4
- * Measures ACTUAL live bytes (attribute.array.byteLength, texture dims × format/type)
5
- * rather than re-deriving allocation formulas, so it never drifts when strides,
6
- * capacity rounding, or layouts change. Providers are thunks that read current state,
7
- * so they survive reallocation (resize, scene/material/env reload). A per-pass WeakSet
8
- * dedupes by resource identity, so overlapping registrations never double-count.
4
+ * Measures live GPU bytes: buffer attributes by backing-array byteLength, textures by
5
+ * dims × format/type but ONLY when the backend actually holds a GPUTexture. three.js
6
+ * allocates a texture's GPUTexture lazily on first use, so a constructed-but-never-dispatched
7
+ * StorageTexture (e.g. a disabled stage's render targets) costs 0 here even though its JS
8
+ * `image` dimensions are set. Residency probing needs a renderer (constructor arg or
9
+ * setRenderer); without one it falls back to counting by dimensions (legacy behavior).
10
+ * Providers are thunks that read current state, so they survive reallocation (resize,
11
+ * scene/material/env reload). A per-pass WeakSet dedupes by resource identity, so
12
+ * overlapping registrations never double-count.
9
13
  */
10
14
 
11
15
  import {
@@ -60,15 +64,23 @@ export function textureBytes( tex ) {
60
64
 
61
65
  export class VRAMTracker {
62
66
 
63
- constructor() {
67
+ constructor( renderer = null ) {
64
68
 
65
69
  this._providers = [];
70
+ this._renderer = renderer;
66
71
  this.current = 0;
67
72
  this.peak = 0;
68
73
  this.byCategory = {};
69
74
 
70
75
  }
71
76
 
77
+ /** Late-bind the renderer so texture accounting can probe actual GPU residency. */
78
+ setRenderer( renderer ) {
79
+
80
+ this._renderer = renderer;
81
+
82
+ }
83
+
72
84
  /**
73
85
  * @param {string} category - grouping label in the report
74
86
  * @param {Function} fn - returns a resource or array of resources: buffer
@@ -138,12 +150,12 @@ export class VRAMTracker {
138
150
 
139
151
  }
140
152
 
141
- // texture / render target — dedupe by object identity
153
+ // texture / render target — dedupe by object identity; count only GPU-resident bytes
142
154
  if ( r.isRenderTarget || r.isTexture ) {
143
155
 
144
156
  if ( seen.has( r ) ) return 0;
145
157
  seen.add( r );
146
- return textureBytes( r );
158
+ return this._residentTextureBytes( r );
147
159
 
148
160
  }
149
161
 
@@ -151,6 +163,36 @@ export class VRAMTracker {
151
163
 
152
164
  }
153
165
 
166
+ // three.js allocates a texture's GPUTexture lazily on first dispatch; a never-used StorageTexture
167
+ // (disabled stage) has none. Count only when the backend holds a real GPUTexture so the report is
168
+ // resident VRAM, not JS-declared dimensions. No renderer bound → assume resident (legacy behavior).
169
+ _isResident( tex ) {
170
+
171
+ const backend = this._renderer?.backend;
172
+ if ( ! backend || typeof backend.get !== 'function' ) return true;
173
+ if ( typeof backend.has === 'function' && ! backend.has( tex ) ) return false;
174
+ const data = backend.get( tex );
175
+ return !! ( data && ( data.texture || data.gpuTexture ) );
176
+
177
+ }
178
+
179
+ // RenderTarget bytes are attributed to its underlying texture(s); count each only if resident.
180
+ _residentTextureBytes( tex ) {
181
+
182
+ if ( tex.isRenderTarget ) {
183
+
184
+ const list = tex.textures?.length ? tex.textures : [ tex.texture ];
185
+ const w = tex.width || 0, h = tex.height || 0, d = tex.depth || 1;
186
+ let sum = 0;
187
+ for ( const t of list ) if ( t && this._isResident( t ) ) sum += w * h * d * texelBytes( t );
188
+ return sum;
189
+
190
+ }
191
+
192
+ return this._isResident( tex ) ? textureBytes( tex ) : 0;
193
+
194
+ }
195
+
154
196
  /** Drop the high-water mark to the current value (call when a new render begins). */
155
197
  resetPeak() {
156
198
 
@@ -832,6 +832,33 @@ export class ASVGF extends RenderStage {
832
832
 
833
833
  }
834
834
 
835
+ // Free the over-allocated 2048² StorageTextures' GPU memory when the stage is disabled, so toggling
836
+ // the denoiser off reclaims VRAM. The JS texture objects + compiled compute nodes are kept; three.js
837
+ // lazily re-creates each GPUTexture on the next dispatch after re-enable. History re-anchors via the
838
+ // warm reset (the RTs are render-res, not 2048² — left alone).
839
+ releaseGPUMemory() {
840
+
841
+ this._temporalTexA?.dispose();
842
+ this._temporalTexB?.dispose();
843
+ this._outputModulatedTex?.dispose();
844
+ this._gradientStorageTex?.dispose();
845
+ this._heatmapStorageTex?.dispose();
846
+ // Render-res RT textures (sized to render resolution → meaningful VRAM at high res). Dispose the
847
+ // .texture, not the RenderTarget (RT.dispose() doesn't free the backing GPUTexture here); these RTs
848
+ // are copyTextureToTexture targets, so three.js reallocates on the next dispatch after re-enable.
849
+ // Drop the published context outputs first so the Compositor fallback (reads asvgf:output) can't
850
+ // sample a freed texture; render() re-publishes on re-enable.
851
+ this.context?.removeTexture( 'asvgf:demodulated' );
852
+ this.context?.removeTexture( 'asvgf:output' );
853
+ this.context?.removeTexture( 'asvgf:gradient' );
854
+ this._demodulatedRT?.texture?.dispose();
855
+ this._outputRT?.texture?.dispose();
856
+ this._gradientRT?.texture?.dispose();
857
+ this.heatmapTarget?.texture?.dispose();
858
+ this.resetTemporalData();
859
+
860
+ }
861
+
835
862
  dispose() {
836
863
 
837
864
  this._gradientNode?.dispose();
@@ -367,6 +367,18 @@ export class BilateralFilter extends RenderStage {
367
367
 
368
368
  }
369
369
 
370
+ // Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
371
+ // after re-enable (no temporal state to re-anchor). See ASVGF.releaseGPUMemory.
372
+ releaseGPUMemory() {
373
+
374
+ this._storageTexA?.dispose();
375
+ this._storageTexB?.dispose();
376
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
377
+ this.context?.removeTexture( 'bilateralFiltering:output' );
378
+ this._outputTarget?.texture?.dispose();
379
+
380
+ }
381
+
370
382
  reset() {
371
383
 
372
384
  // No temporal state to reset
@@ -267,6 +267,18 @@ export class EdgeFilter extends RenderStage {
267
267
 
268
268
  }
269
269
 
270
+ // Free the 2048² StorageTexture when disabled; three.js re-creates it on the next dispatch
271
+ // after re-enable, and reset() clears the iteration history. See ASVGF.releaseGPUMemory.
272
+ releaseGPUMemory() {
273
+
274
+ this._outputStorageTex?.dispose();
275
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
276
+ this.context?.removeTexture( 'edgeFiltering:output' );
277
+ this.outputTarget?.texture?.dispose();
278
+ this.reset();
279
+
280
+ }
281
+
270
282
  reset() {
271
283
 
272
284
  this._iterations = 0;
@@ -495,6 +495,16 @@ export class MotionVector extends RenderStage {
495
495
  * Reset — intentionally does NOT reset matricesInitialized.
496
496
  * Motion vectors must track camera motion across pipeline resets.
497
497
  */
498
+ // Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
499
+ // dispatch after re-enable. _syncGBufferStages additionally reseeds camera history on re-enable.
500
+ releaseGPUMemory() {
501
+
502
+ this._screenSpaceStorageTex?.dispose();
503
+ this._worldSpaceStorageTex?.dispose();
504
+ this.reset();
505
+
506
+ }
507
+
498
508
  reset() {
499
509
 
500
510
  if ( ! this.matricesInitialized ) {
@@ -367,6 +367,16 @@ export class NormalDepth extends RenderStage {
367
367
 
368
368
  }
369
369
 
370
+ // Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
371
+ // dispatch after re-enable, and reset() re-arms the dirty/history fast-path. See ASVGF.releaseGPUMemory.
372
+ releaseGPUMemory() {
373
+
374
+ this._outputStorageTex?.dispose();
375
+ this._shadingStorageTex?.dispose();
376
+ this.reset();
377
+
378
+ }
379
+
370
380
  reset() {
371
381
 
372
382
  this._dirty = true;
@@ -64,7 +64,7 @@ export class PathTracer extends PathTracerStage {
64
64
 
65
65
  // VRAM accounting — providers are thunks reading CURRENT live resources,
66
66
  // so they survive buffer/texture reallocation (resize, scene/material reload).
67
- this.vramTracker = new VRAMTracker();
67
+ this.vramTracker = new VRAMTracker( this.renderer );
68
68
  this._registerVRAMProviders();
69
69
 
70
70
  console.log( 'PathTracer: initialized (wavefront)' );
@@ -322,7 +322,9 @@ export class PathTracer extends PathTracerStage {
322
322
 
323
323
  this._maybeReadbackCounters();
324
324
 
325
- this.storageTextures.copyToReadTargets( this.renderer );
325
+ // Skip the normalDepth/albedo copies when aux is off — the wavefront didn't write them and
326
+ // no stage reads them; saves two full-res GPU copies/frame in the default interactive path.
327
+ this.storageTextures.copyToReadTargets( this.renderer, this._auxGBufferEnabled );
326
328
 
327
329
  const readTex = this.storageTextures.getReadTextures();
328
330
  if ( context ) this._publishTexturesToContext( context, readTex );
@@ -171,6 +171,22 @@ export class SSRC extends RenderStage {
171
171
 
172
172
  }
173
173
 
174
+ // Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
175
+ // after re-enable, and reset() clears the temporal cache. See ASVGF.releaseGPUMemory.
176
+ releaseGPUMemory() {
177
+
178
+ this._cacheTexA?.dispose();
179
+ this._cacheTexB?.dispose();
180
+ this._prevNDTexA?.dispose();
181
+ this._prevNDTexB?.dispose();
182
+ this._outputTex?.dispose();
183
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
184
+ this.context?.removeTexture( 'ssrc:output' );
185
+ this.outputTarget?.texture?.dispose();
186
+ this.reset();
187
+
188
+ }
189
+
174
190
  reset() {
175
191
 
176
192
  this._resetCache();
@@ -363,6 +363,19 @@ export class Variance extends RenderStage {
363
363
 
364
364
  }
365
365
 
366
+ // Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
367
+ // after re-enable, and reset() re-anchors the EMA. See ASVGF.releaseGPUMemory.
368
+ releaseGPUMemory() {
369
+
370
+ this._storageTexA?.dispose();
371
+ this._storageTexB?.dispose();
372
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
373
+ this.context?.removeTexture( 'variance:output' );
374
+ this._outputTarget?.texture?.dispose();
375
+ this.reset();
376
+
377
+ }
378
+
366
379
  reset() {
367
380
 
368
381
  this.currentMoments = 0;
@@ -19,7 +19,7 @@ import { Ray } from './Struct.js';
19
19
  import { RAY_FLAG } from '../Processor/QueueManager.js';
20
20
  import {
21
21
  writeRayOriginMeta, writeRayDirFlags, writeRayThroughputPdf,
22
- writeRayRadiance, writeGBuffer, writeGBufferSurfaceID,
22
+ writeRayRadiance, writeGBuffer,
23
23
  writeMediumStack,
24
24
  } from '../Processor/PackedRayBuffer.js';
25
25
 
@@ -86,8 +86,6 @@ export function buildGenerateKernel( params ) {
86
86
 
87
87
  // default: normal +Z, depth 1 (far), black albedo (background/miss)
88
88
  writeGBuffer( gBufferRW, uint( pixelIndex ), vec3( 0.0, 0.0, 1.0 ), float( 1.0 ), vec3( 0.0 ) );
89
- // surface-ID lane defaults to invalid (valid=0); Shade overwrites it at the bounce-0 hit.
90
- writeGBufferSurfaceID( gBufferRW, uint( pixelIndex ), uint( 0 ), uint( 0 ), float( 0.0 ), float( 0.0 ), uint( 0 ) );
91
89
 
92
90
  } );
93
91
 
@@ -51,9 +51,9 @@ import {
51
51
  readMediumStack, writeMediumStack, readMediumSigmaA, writeMediumSigmaA,
52
52
  readPathBounces, readSssSteps, readSSSMedium, writeSSSMedium,
53
53
  readHitDistance, readHitBarycentrics, readHitNormal,
54
- readHitMaterialIndex, readHitTriangleIndex, readHitMeshIndex,
54
+ readHitMaterialIndex, readHitTriangleIndex,
55
55
  writeRayOriginMeta, writeRayDirFlags, writeRayThroughputPdf, writeRayRadiance,
56
- writeGBuffer, writeGBufferSurfaceID, readGBuffer, gbDecodeNormalDepth,
56
+ writeGBuffer, readGBuffer, gbDecodeNormalDepth,
57
57
  readRayRadiance,
58
58
  } from '../Processor/PackedRayBuffer.js';
59
59
 
@@ -64,9 +64,6 @@ const MISS_DIST = 1e19;
64
64
  const CATCHER_T_MIN = 1e-4; // min ray-t for the analytic plane hit (skip behind/at the camera)
65
65
  const CATCHER_LUMA_FLOOR = 1e-4; // denominator floor for the shadow ratio
66
66
  const CATCHER_COVERAGE_MIN = 1e-3; // below this incident luma there is no shadow to catch
67
- // Reserved G-buffer surface ID for catcher pixels (no real triangle); stable across frames so the
68
- // denoiser treats the analytic plane as one coherent surface, not a background miss.
69
- const CATCHER_SURFACE_ID = 0xFFFFFFFE;
70
67
 
71
68
  export function buildShadeKernel( params ) {
72
69
 
@@ -297,7 +294,6 @@ export function buildShadeKernel( params ) {
297
294
 
298
295
  const planeDepth = computeNDCDepth( { worldPos: planePoint, cameraProjectionMatrix, cameraViewMatrix } );
299
296
  writeGBuffer( gBufferRW, pixelIndex, planeN, planeDepth, vec3( 1.0 ) );
300
- writeGBufferSurfaceID( gBufferRW, pixelIndex, uint( CATCHER_SURFACE_ID ), uint( CATCHER_SURFACE_ID ), 0.5, 0.5, uint( 1 ) );
301
297
 
302
298
  } );
303
299
 
@@ -587,9 +583,6 @@ export function buildShadeKernel( params ) {
587
583
  // block before that capture, so a glass-then-escape pixel keeps this default aux — megakernel parity
588
584
  // (objectNormal/objectColor stay at their init for transmissive-then-miss).
589
585
  writeGBuffer( gBufferRW, pixelIndex, vec3( 0.0, 0.0, 1.0 ), linearDepth, vec3( 0.0 ) );
590
- // Persist the primary-hit surface ID (Tier-1 A-SVGF correlated re-projection). Hit-only
591
- // branch (misses Return above), so this marks the pixel valid; bary from the bounce-0 hit.
592
- writeGBufferSurfaceID( gBufferRW, pixelIndex, hitTriIdx, readHitMeshIndex( hitBufferRO, rayID ), hitUV.x, hitUV.y, uint( 1 ) );
593
586
 
594
587
  } );
595
588
 
@@ -370,6 +370,16 @@ export class DenoisingManager extends EventDispatcher {
370
370
  // MRT read-targets directly). When none are active the wavefront skips those writes entirely.
371
371
  s.pathTracer?.setAuxGBufferEnabled?.( normalNeeded || !! this.denoiser?.enabled );
372
372
 
373
+ // Reclaim VRAM: free the big 2048² StorageTextures of any denoiser/G-buffer stage that ended up
374
+ // disabled (lazily re-created on the next dispatch after re-enable). Every strategy/denoiser
375
+ // toggle funnels through here after the enabled flags above are settled, so this is the one
376
+ // choke point. dispose() is idempotent, so re-running it for an already-released stage is a no-op.
377
+ for ( const stage of [ s.asvgf, s.variance, s.bilateralFilter, s.ssrc, s.edgeFilter, nd, mv ] ) {
378
+
379
+ if ( stage && ! stage.enabled ) stage.releaseGPUMemory?.();
380
+
381
+ }
382
+
373
383
  }
374
384
 
375
385
  // ── Render Completion Chain ───────────────────────────────────