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fix: WIP fix for memory leak #273

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@davcri davcri commented Mar 28, 2024

WIP fix for #270

The EffectComposer implementation in this PR still leaks memory, so I marked the PR as a draft. I'm sharing this in order to investigate a better solution.

What I tried is to use refs for the composer, normalPass and downsamplePass. I create/destroy instances whenever there is a change.

useEffect(() => {
const webGL2Available = isWebGL2Available()
// Initialize composer
composer.current = new EffectComposerImpl(gl, {
depthBuffer,
stencilBuffer,
multisampling: multisampling > 0 && webGL2Available ? multisampling : 0,
frameBufferType,
})
// Add render pass
composer.current.addPass(new RenderPass(scene, camera))
// Create normal pass
if (enableNormalPass) {
normalPass.current = new NormalPass(scene, camera)
normalPass.current.enabled = false
composer.current.addPass(normalPass.current)
if (resolutionScale !== undefined && webGL2Available) {
downSamplingPass.current = new DepthDownsamplingPass({
normalBuffer: normalPass.current.texture,
resolutionScale,
})
downSamplingPass.current.enabled = false
composer.current.addPass(downSamplingPass.current)
}
}
const passes: Pass[] = []
if (group.current && instance.current && composer.current) {
const children = instance.current.objects as unknown[]
for (let i = 0; i < children.length; i++) {
const child = children[i]
if (child instanceof Effect) {
const effects: Effect[] = [child]
if (!isConvolution(child)) {
let next: unknown = null
while ((next = children[i + 1]) instanceof Effect) {
if (isConvolution(next)) break
effects.push(next)
i++
}
}
const pass = new EffectPass(camera, ...effects)
passes.push(pass)
} else if (child instanceof Pass) {
passes.push(child)
}
}
for (const pass of passes) composer.current?.addPass(pass)
if (normalPass.current) normalPass.current.enabled = true
if (downSamplingPass.current) downSamplingPass.current.enabled = true
}
return () => {
for (const pass of passes) composer.current?.removePass(pass)
if (normalPass.current) normalPass.current.enabled = false
if (downSamplingPass.current) downSamplingPass.current.enabled = false
normalPass.current?.dispose()
downSamplingPass.current?.dispose()
composer.current?.dispose()
composer.current = undefined
normalPass.current = undefined
downSamplingPass.current = undefined
}
}, [
camera,
gl,
depthBuffer,
stencilBuffer,
multisampling,
frameBufferType,
scene,
enableNormalPass,
resolutionScale,
instance,
])

Probably a better approach would be to instantiate only on mount and dispose them on unmount, handling any effect change by updating the composer instance instead of recreating it.

I also added a couple of stories for easier debugging:

  • In "MemoryLeak With Postprocessing" story you can press the c key and notice how the memory usage grows constantly as the camera switches (as reported in Memory leak when switching cameras #270).
  • In "MemoryLeak Without Postprocessing" story I used the same scene but without postprocessing and the memory leak is not reproducible (this suggests that something related to postprocessing is causing the leak)

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