Prevents WebGL OOM errors when loading 90+ items by: - Capping texture requests to 2048px via ?w= query param - Adding Sharp-based server-side resize in image proxy endpoint - Using Assets.unload() instead of texture.destroy() for proper cleanup - Reducing GPU memory budget from 512MB to 256MB
120 lines
3.2 KiB
TypeScript
120 lines
3.2 KiB
TypeScript
import { Texture, Assets } from "pixi.js";
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// Max texture dimension — avoids WebGL INVALID_VALUE on large images.
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// Most GPUs support 4096 or 8192; we cap at 2048 for memory efficiency
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// since display sizes are typically 300-600px anyway.
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const MAX_TEXTURE_DIM = 2048;
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interface TextureEntry {
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texture: Texture;
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url: string; // needed for Assets.unload()
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lastUsed: number;
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memoryEstimate: number;
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}
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/**
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* TextureManager — GPU texture cache with LRU eviction and memory budget.
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* Caps texture dimensions at MAX_TEXTURE_DIM to prevent WebGL OOM.
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* Uses Assets.unload() instead of texture.destroy() for proper cleanup.
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*/
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export class TextureManager {
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private cache = new Map<string, TextureEntry>();
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private budget = 256 * 1024 * 1024; // 256 MB (conservative for 90+ items)
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private currentUsage = 0;
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/** Build the URL for a given asset. */
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urlForAsset(assetKey: string): string {
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if (assetKey.startsWith('http') || assetKey.startsWith('/api/')) {
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return assetKey;
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}
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return `/api/images/${assetKey}`;
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}
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/**
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* Load a texture for the given asset.
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* Returns cached texture if available, otherwise fetches and caches.
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* Large images are downscaled server-side via width param to stay within GPU limits.
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*/
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async load(assetKey: string): Promise<Texture> {
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const existing = this.cache.get(assetKey);
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if (existing) {
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existing.lastUsed = performance.now();
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return existing.texture;
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}
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// Request capped size from server to avoid loading huge textures into GPU
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let url = this.urlForAsset(assetKey);
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if (!url.includes('?')) {
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url += `?w=${MAX_TEXTURE_DIM}`;
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}
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let texture: Texture;
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try {
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texture = await Assets.load(url);
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} catch {
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console.warn(`[TextureManager] Failed to load ${url}`);
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return Texture.EMPTY;
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}
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const w = texture.source.width ?? 256;
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const h = texture.source.height ?? 256;
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const memoryEstimate = w * h * 4; // RGBA
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this.currentUsage += memoryEstimate;
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this.cache.set(assetKey, {
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texture,
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url,
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lastUsed: performance.now(),
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memoryEstimate,
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});
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while (this.currentUsage > this.budget && this.cache.size > 1) {
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this.evictLRU();
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}
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return texture;
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}
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/** Remove a specific texture from the cache via Assets.unload(). */
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unload(assetKey: string): void {
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const entry = this.cache.get(assetKey);
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if (!entry) return;
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this.currentUsage -= entry.memoryEstimate;
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try {
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Assets.unload(entry.url);
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} catch {
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// Fallback if Assets doesn't know about it
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entry.texture.destroy(true);
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}
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this.cache.delete(assetKey);
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}
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/** Evict the least-recently-used cache entry. */
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private evictLRU(): void {
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let oldestKey: string | null = null;
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let oldestTime = Infinity;
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for (const [key, entry] of this.cache) {
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if (entry.lastUsed < oldestTime) {
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oldestTime = entry.lastUsed;
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oldestKey = key;
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}
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}
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if (oldestKey) {
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this.unload(oldestKey);
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}
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}
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/** Unload all cached textures and reset memory tracking. */
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clear(): void {
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for (const [key] of this.cache) {
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this.unload(key);
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}
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this.cache.clear();
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this.currentUsage = 0;
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}
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}
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