fix(refboard): revert image size cap, keep Assets.unload() cleanup

Remove server-side Sharp resize and texture dimension cap — PixiJS
handles large textures natively. Keep the proper Assets.unload() fix
to prevent "TextureSource destroyed instead of unloaded" warnings.
This commit is contained in:
Hiren Kangad
2026-03-10 10:36:07 +05:30
parent 03727cc014
commit 2b708f50c6
2 changed files with 7 additions and 34 deletions
+2 -13
View File
@@ -1,10 +1,5 @@
import { Texture, Assets } from "pixi.js";
// Max texture dimension — avoids WebGL INVALID_VALUE on large images.
// Most GPUs support 4096 or 8192; we cap at 2048 for memory efficiency
// since display sizes are typically 300-600px anyway.
const MAX_TEXTURE_DIM = 2048;
interface TextureEntry {
texture: Texture;
url: string; // needed for Assets.unload()
@@ -14,12 +9,11 @@ interface TextureEntry {
/**
* TextureManager — GPU texture cache with LRU eviction and memory budget.
* Caps texture dimensions at MAX_TEXTURE_DIM to prevent WebGL OOM.
* Uses Assets.unload() instead of texture.destroy() for proper cleanup.
*/
export class TextureManager {
private cache = new Map<string, TextureEntry>();
private budget = 256 * 1024 * 1024; // 256 MB (conservative for 90+ items)
private budget = 512 * 1024 * 1024; // 512 MB
private currentUsage = 0;
/** Build the URL for a given asset. */
@@ -33,7 +27,6 @@ export class TextureManager {
/**
* Load a texture for the given asset.
* Returns cached texture if available, otherwise fetches and caches.
* Large images are downscaled server-side via width param to stay within GPU limits.
*/
async load(assetKey: string): Promise<Texture> {
const existing = this.cache.get(assetKey);
@@ -42,11 +35,7 @@ export class TextureManager {
return existing.texture;
}
// Request capped size from server to avoid loading huge textures into GPU
let url = this.urlForAsset(assetKey);
if (!url.includes('?')) {
url += `?w=${MAX_TEXTURE_DIM}`;
}
const url = this.urlForAsset(assetKey);
let texture: Texture;
try {