mirror of
https://github.com/bilawalsidhu/gods-eye-view.git
synced 2026-11-04 10:24:02 +00:00
Release stale Cesium command references after disabling a layer while preserving current-frame commands. Contribution by @quanticsoul4772.
75 lines
3.1 KiB
JavaScript
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;
|
|
};
|
|
}
|