GPUComputationRenderer: Call dispose() on variable's material.#33318
Merged
Mugen87 merged 1 commit intomrdoob:devfrom Apr 3, 2026
Merged
Conversation
…se() ShaderMaterials created by createShaderMaterial() for each variable are stored in variable.material but never disposed. The existing quad.dispose() call disposes the passThruShader via the mesh, but the per-variable materials and their WebGL programs are never released. Same fix submitted to three-stdlib: pmndrs/three-stdlib#428 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Mugen87
approved these changes
Apr 3, 2026
dispose() on variable's material.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
GPUComputationRenderer.dispose()disposes render targets and the pass-through shader material (viaquad.dispose()), but never disposes theShaderMaterialinstances created for each computation variable.These materials are allocated in
createShaderMaterial()(called fromaddVariable()) and stored onvariable.material, butdispose()never callsvariable.material.dispose(). TheShaderMaterialobjects and their associated WebGL programs are never released.Fix
One line:
variable.material.dispose()inside the existing variable loop.How I found this
I work on a project that uses
GPUComputationRendererfor a GPU-computed wave simulation. The app has a router that creates and destroys renderer instances on navigation. After switching between views repeatedly, GPU memory climbed steadily — the undisposed variableShaderMaterialobjects were accumulating.Same fix submitted to three-stdlib: pmndrs/three-stdlib#428