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Reset draw caches at geometry vertex-buffer binding changes, without new per-draw checks or dependency tracking. Preserve cache reuse for in-place updates and cover shared geometry, render passes, buffer recreation and growth. Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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🟡 Changes recommended
Cache invalidation can stop frozen meshes from rendering and dispose an active draw context before a second culling draw.
2 open issues
What changed in this PR
This PR prevents stale WebGPU render bundles after vertex-buffer binding changes by invalidating draw caches for meshes sharing a geometry.
Changes:
- Reset cached draws when vertex buffers are added, replaced, or removed.
- Preserve caches for in-place updates and leave WebGL behavior unchanged.
- Add regression coverage for thin-instance buffers, shared geometry, multiple render passes, and compatibility mode.
| File | Description |
|---|---|
packages/dev/core/test/unit/Meshes/babylon.geometry.drawCache.test.ts |
Adds draw-cache invalidation and preservation tests. |
packages/dev/core/src/Meshes/geometry.ts |
Invalidates WebGPU draw caches on vertex-buffer binding changes. |
Review effort: Balanced
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Invalidate cached bundles and refresh vertex-pulling bindings without disposing active contexts or clearing frozen-mesh readiness. Add regressions for automatic previous matrices with separate culling passes, frozen meshes across render passes and compatibility modes, and preserved uniform/indirect bindings. Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
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🟢 Memory Leak Test Results4 passed, 0 leaked out of 4 scenarios 🟢 All memory leak tests passed — no leaks detected. Passed Scenarios (4)
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Visualization tests for WebGPU |
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WebGL2 visualization test reporter: |
⚡ Performance Test Results🟢 All performance tests passed — no regressions detected. |
deltakosh
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Hello @Popov72,
Could you cover two remaining invalidation paths?
- With
ShaderMaterial(..., false), the active wrapper belongs to the material and is missed by the submesh traversal. - Updating an unaligned attribute can recreate its aligned GPU buffer, but the update paths never invalidate cached draws.
Both can leave bundles referencing destroyed buffers. Please add regressions for these cases while preserving bundle reuse for genuinely in-place updates.
Thanks!
Invalidate material-owned wrappers, including multi-materials and inactive render-pass overrides. Detect aligned-buffer replacement in geometry update APIs without discarding bundles for genuinely in-place updates. Add regressions preserving active contexts and readiness state. Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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[Responded by Copilot on behalf of Popov72] @deltakosh Both paths are covered in c629c60:
Added regressions for both cases and for bundle preservation. All 69 targeted tests pass. Real WebGPU devhost checks also pass for material-owned replacement and both aligned update APIs, with no GPU errors and green output verified by GPU readback. The bundle counters show one reconstruction per GPU-buffer replacement and continued reuse between replacements. There is no new dependency cache or per-draw tracking. The update APIs add only an aligned-buffer reference comparison; ownership traversal and bundle reconstruction occur only when a binding changes. |
deltakosh
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Hello @Popov72,
Both remaining invalidation paths are now covered: material-owned draw wrappers (including multi-material and per-render-pass materials) and aligned-buffer replacement in both geometry update APIs. The tests also keep bundle reuse for genuinely in-place updates.
Thanks!
sebavan
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The targeted invalidation is substantially better than resetting draw caches: it preserves active contexts, frozen-mesh readiness, uniform ownership and indirect buffers, and adds no steady-state per-draw traversal. I verified that the earlier objections and the material-owned/aligned-buffer follow-ups are addressed.
One closely related invalidation gap remains: ShadowDepthWrapper owns additional draw wrappers that this traversal never reaches. A thin-instance buffer replacement can therefore leave the shadow pass using the same destroyed-buffer bundle this PR fixes for the main pass. Please cover these wrappers and add a shadow-pass regression before merging; details are inline.
This is a source-traced review of the specified commit, not an on-device reproduction. The Format/Lint check is also currently failing and needs to be cleared independently. Geometry swapping has a similar pre-existing cache issue, but I am not treating that separate base behavior as a blocker for this PR.
| if (material && this._isMultiMaterial(material)) { | ||
| material = material.getSubMaterial(this.materialIndex); | ||
| } | ||
| if (material && !material._storeEffectOnSubMeshes) { | ||
| material._getDrawWrapper().drawContext?._invalidateVertexBuffers?.(); | ||
| } | ||
| } |
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[P2] Invalidate the draw wrappers owned by ShadowDepthWrapper too
For a material with a shadowDepthWrapper, the shadow generator renders with wrappers held privately in ShadowDepthWrapper._subMeshToDepthWrapper, rather than the submesh's _drawWrappers or material._getDrawWrapper(). This helper does not reach those draw contexts.
On WebGPU with compatibility mode disabled, render a thin-instanced shadow caster using such a material, then replace its matrix buffer via thinInstanceSetBuffer("matrix", newData) without changing the attribute layout. Since the defines/effect remain the same, the cached shadow fastBundle still references the replaced GPU buffer. If the old buffer was destroyed, shadow submission can fail with used in submit while destroyed; otherwise it keeps stale bindings.
Please add an internal invalidation hook on ShadowDepthWrapper for this submesh, invalidate its per-pass wrappers and main wrapper without disposing their contexts, and invoke it for each resolved material here. A regression with an actual shadow-depth wrapper should accompany the material-owned wrapper tests. This finding is traced from the source paths, not a GPU reproduction.

Summary
Invalidate cached WebGPU vertex bindings when a geometry vertex buffer is added, replaced, or removed.
This fixes stale render bundles after
thinInstanceSetBuffer()replaces the matrix or custom attribute buffers of a WGSLShaderMaterialmesh. The old bundle retained the destroyed GPU buffer and subsequent submissions failed withused in submit while destroyed.Forum report and reproduction: https://forum.babylonjs.com/t/64385
Approach and performance
Geometry._notifyUpdate(). Updating an existing GPU buffer's contents continues to reuse its render bundle.fastBundleand refreshes vertex-pulling storage bindings on its next draw, without resetting or disposing the context.Only vertex-binding changes pay the ownership traversal and next-bundle-recording cost. Steady-state drawing has no added checks. The geometry update APIs add only an aligned-buffer reference comparison and preserve bundles for genuinely in-place updates.
Review follow-up
The original full draw-cache reset was too broad. The follow-up preserves active contexts when automatic previous-matrix buffers are created between separate culling draws, and preserves readiness for frozen meshes instead of stranding them with replacement wrappers.
Validation
setBuffer(), and frozen meshes stopped issuing draws after replacement.Temporary devhost changes and this session's validation server have been removed/stopped. Full-repository checks were not run.
Additional review follow-up
Commit c629c60 covers material-owned wrappers (ShaderMaterial(..., false)) and detects aligned-buffer replacement in both geometry update APIs. New tests include base/scene-default/multi-material/pass-owned wrappers, both aligned update paths, and preserved bundles when updates retain the GPU binding. Real WebGPU checks verify all three scenarios with zero errors and green pixels via GPU readback; each GPU-buffer replacement causes one bundle reconstruction, with reuse between replacements.