Release Navara overlay targets and sprite images on repeated globe switches

This commit is contained in:
German Khokhlov committed 2026-11-03 05:04:38 +04:00
1 parent 160e445677
commit 14f7b32537
4 files changed
+118 -1

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+7
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@@ -217,7 +217,14 @@ function atlasTexture(atlas, encoded, onLoad) {
const texture = cesiumSampling(new Texture(), encoded);
const image = new Image();
image.crossOrigin = 'anonymous';
const release = () => {
image.onload = null;
texture.image = null;
texture.removeEventListener('dispose', release);
};
texture.addEventListener('dispose', release);
image.onload = () => {
image.onload = null;
texture.image = image;
texture.needsUpdate = true;
onLoad();
@@ -23,6 +23,37 @@ const spriteOptions = normalizeMoverSetOptions({
},
});
test('disposing a sprite atlas drops decoded images and detaches pending load callbacks', (t) => {
const previous = globalThis.Image;
let image;
globalThis.Image = class {
constructor() { image = this; }
};
t.after(() => {
if (previous) globalThis.Image = previous;
else delete globalThis.Image;
});
const options = normalizeMoverSetOptions({
...spriteOptions, sprite: {
sizePx: 24, atlas: { url: '/bracket.svg', cells: { a: [0, 0, 1, 1] } },
},
});
for (const loaded of [false, true]) {
let frames = 0;
const mover = createMoverMesh(options, createMoverStore(options), {
onTextureLoad: () => frames++,
});
if (loaded) {
image.onload();
assert.equal(mover.mesh.material.map.image, image);
}
mover.dispose();
assert.equal(image.onload, null);
assert.equal(mover.mesh.material.map.image, null);
assert.equal(frames, Number(loaded));
}
});
const basicShader = () => ({
uniforms: UniformsUtils.clone(ShaderLib.basic.uniforms),
vertexShader: ShaderLib.basic.vertexShader,
+11
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@@ -43,6 +43,17 @@ class GevOverlayEffectDesc extends EffectDesc {
);
}
onDestroy() {
// Navara removes the pass from its composer; our pass owns its GPU target
// and context event handlers until it is explicitly disposed.
const pass = this.raw?.rawPass;
try {
super.onDestroy();
} finally {
pass?.dispose();
}
}
// Each drawn frame: the scene depth the overlays test against, then each
// overlay's own per-frame work (pixel footprint, origin, viewport).
update(time) {