Files
gods-eye-view/src/sceneCommandRelease.js
T
quanticsoul4772 69fba2ebbe fix(perf): free a turned-off layer's entities that Cesium keeps (#1367)
Release stale Cesium command references after disabling a layer while preserving current-frame commands.

Contribution by @quanticsoul4772.
2026-10-25 12:36:50 -07:00

75 lines
3.1 KiB
JavaScript

/**
* Let a turned-off layer's memory go.
*
* Cesium (engine 22.3, `Scene/View.js`) reuses each view's per-pass command
* arrays: every frame resets `frustumCommands.indices[pass]` to 0 and
* overwrites `commands[pass][i]` from the start. `Scene.js` truncates the
* voxel, Gaussian-splat and translucent passes to their counts; the opaque
* and other passes keep the slots past the new count. When a layer is turned
* off the next frame has fewer commands, so that tail keeps the destroyed
* primitives' DrawCommands, and through `_owner` → primitive → entity →
* EntityCollection the whole data source stays reachable. The offscreen view
* `scene.sampleHeight` / `pickFromRay` render into keeps its last list the
* same way, until the next height sample.
*
* Measured (production build, heap after GC, Data Centers on → off): 116 MiB
* kept on main, 13 MiB with this module; heap snapshots traced the entities
* through `View.frustumCommandsList` and `Picking._pickOffscreenView`.
*
* After a layer finishes turning off, this renders one frame, trims the main
* view's arrays to that frame's counts, and empties the offscreen pick view's
* lists (it rebuilds them in full on every pick). It reads private Cesium
* fields: `src/sceneCommandRelease.test.mjs` fails if any of them is renamed
* or if Cesium changes which passes it truncates, and once Cesium clears the
* tail itself this module can go.
*/
/** Drop command references a view no longer draws. */
function trimView(view, { keepCurrent }) {
for (const frustum of view?.frustumCommandsList || []) {
const { commands, indices } = frustum;
for (let pass = 0; pass < commands.length; pass += 1) {
const keep = keepCurrent ? indices[pass] : 0;
if (commands[pass].length > keep) commands[pass].length = keep;
if (!keepCurrent) indices[pass] = 0;
}
}
if (!keepCurrent)
for (const extent of view?._commandExtents || [])
extent.command = undefined;
}
/**
* Release stale command references in the scene's main view (keeping what
* the last frame drew) and in its offscreen pick view (all of it).
* @param {object} scene Cesium Scene, right after a render.
*/
export function trimStaleSceneCommands(scene) {
trimView(scene._defaultView, { keepCurrent: true });
trimView(scene._picking?._pickOffscreenView, { keepCurrent: false });
}
/**
* After every layer disable, render one frame and trim once it is drawn.
* @param {{scene: object, dataManager: object, requestRender: (reason: string) => void}} deps
* @returns {() => void} uninstall
*/
export function installLayerReleaseTrim({ scene, dataManager, requestRender }) {
let removeOneShot = null;
const unsubscribe = dataManager.subscribe((change) => {
if (change?.type !== 'visibility' || change.enabled !== false) return;
if (removeOneShot) return; // a trim is already waiting for its frame
removeOneShot = scene.postRender.addEventListener(() => {
removeOneShot();
removeOneShot = null;
trimStaleSceneCommands(scene);
});
requestRender('layer-release-trim');
});
return () => {
unsubscribe();
removeOneShot?.();
removeOneShot = null;
};
}