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121 changes: 121 additions & 0 deletions src/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -680,6 +680,127 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
this.fontInfos = {};

this._curShader = undefined;

// Register cleanup hook to free WebGL resources when sketch is removed
this._pInst.registerMethod('remove', this._cleanupWebGLResources.bind(this));
}

/**
* Frees all WebGL resources (shaders, textures, buffers) associated with
* this renderer. Called automatically when the p5 instance is removed.
*
* @method _cleanupWebGLResources
* @private
*/
_cleanupWebGLResources() {
// Dispose all cached shaders
const shadersToDispose = [
this._defaultLightShader,
this._defaultImmediateModeShader,
this._defaultNormalShader,
this._defaultColorShader,
this._defaultPointShader,
this.userFillShader,
this.userStrokeShader,
this.userPointShader,
this._curShader,
this.specularShader,
this.diffusedShader,
this.filterShader
];

// Also dispose filter shaders
if (this.defaultFilterShaders) {
for (const key in this.defaultFilterShaders) {
shadersToDispose.push(this.defaultFilterShaders[key]);
}
}

// Dispose each shader
for (const shader of shadersToDispose) {
if (shader && typeof shader.dispose === 'function') {
shader.dispose();
}
}

// Dispose all cached textures
if (this.textures) {
for (const texture of this.textures.values()) {
if (texture && typeof texture.dispose === 'function') {
texture.dispose();
}
}
this.textures.clear();
}

// Remove all framebuffers (they have their own remove() method)
if (this.framebuffers) {
for (const fb of this.framebuffers) {
if (fb && typeof fb.remove === 'function') {
fb.remove();
}
}
this.framebuffers.clear();
}

// Clean up diffused and specular texture caches (these store framebuffers)
if (this.diffusedTextures) {
for (const fb of this.diffusedTextures.values()) {
if (fb && typeof fb.remove === 'function') {
fb.remove();
}
}
this.diffusedTextures.clear();
}

if (this.specularTextures) {
for (const fb of this.specularTextures.values()) {
if (fb && typeof fb.remove === 'function') {
fb.remove();
}
}
this.specularTextures.clear();
}

// Dispose empty texture singleton
if (this._emptyTexture) {
if (typeof this._emptyTexture.dispose === 'function') {
this._emptyTexture.dispose();
}
this._emptyTexture = null;
}

// Free all retained mode geometry buffers
if (this.retainedMode && this.retainedMode.geometry) {
for (const gId in this.retainedMode.geometry) {
this._freeBuffers(gId);
}
}

// Clean up filter layers
if (this.filterLayer && typeof this.filterLayer.remove === 'function') {
this.filterLayer.remove();
this.filterLayer = undefined;
}
if (this.filterLayerTemp && typeof this.filterLayerTemp.remove === 'function') {
this.filterLayerTemp.remove();
this.filterLayerTemp = undefined;
}

// Clear shader references
this._defaultLightShader = undefined;
this._defaultImmediateModeShader = undefined;
this._defaultNormalShader = undefined;
this._defaultColorShader = undefined;
this._defaultPointShader = undefined;
this.userFillShader = undefined;
this.userStrokeShader = undefined;
this.userPointShader = undefined;
this._curShader = undefined;
this.specularShader = undefined;
this.diffusedShader = undefined;
this.filterShader = undefined;
this.defaultFilterShaders = {};
}

/**
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47 changes: 47 additions & 0 deletions src/webgl/p5.Shader.js
Original file line number Diff line number Diff line change
Expand Up @@ -1492,6 +1492,53 @@ p5.Shader = class {
}
}
}

/**
* Frees the GPU resources associated with this shader.
*
* This method deletes the vertex shader, fragment shader, and shader program
* from GPU memory. Call this when you no longer need the shader to prevent
* memory leaks, especially when creating and destroying multiple p5 instances.
*
* @method dispose
* @private
*/
dispose() {
if (this._glProgram === 0) {
return; // Already disposed or never initialized
}

const gl = this._renderer.GL;

// Unbind if currently bound
if (this._bound) {
this.unbindShader();
}

// Detach shaders from program before deletion
if (this._vertShader !== -1) {
gl.detachShader(this._glProgram, this._vertShader);
gl.deleteShader(this._vertShader);
this._vertShader = -1;
}

if (this._fragShader !== -1) {
gl.detachShader(this._glProgram, this._fragShader);
gl.deleteShader(this._fragShader);
this._fragShader = -1;
}

// Delete the program
gl.deleteProgram(this._glProgram);
this._glProgram = 0;

// Clear cached data
this._loadedAttributes = false;
this._loadedUniforms = false;
this.attributes = {};
this.uniforms = {};
this.samplers = [];
}
};

export default p5.Shader;
20 changes: 20 additions & 0 deletions src/webgl/p5.Texture.js
Original file line number Diff line number Diff line change
Expand Up @@ -453,6 +453,26 @@ p5.Texture = class Texture {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, this.glWrapT);
this.unbindTexture();
}

/**
* Frees the GPU resources associated with this texture.
*
* This method deletes the WebGL texture from GPU memory. Call this when
* you no longer need the texture to prevent memory leaks.
*
* @method dispose
* @private
*/
dispose() {
// FramebufferTextures are managed by their parent Framebuffer
if (this.isFramebufferTexture || this.glTex === undefined) {
return;
}

const gl = this._renderer.GL;
gl.deleteTexture(this.glTex);
this.glTex = undefined;
}
};

export class MipmapTexture extends p5.Texture {
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