Keep a pixel frame worn through a shader alive while it is drawn

Changing a palette colour of pixel art flooded the console with Pixi
warnings: "[BindGroup] a 'textureSource' was destroyed while still
bound to a shader", and the same for its sampler. #293 had stopped
this for a drawing, but a frame of pixel art is worn as a cut of the
sheet. The cut has a source of its own, so the sheet looked unbound,
was freed at once and took the cut with it under the shader.

- The check whether a replaced picture is still in use gets its key
  too. TextureLibrary then asks the picture and every cut taken from
  it.
- A sheet with a bound cut waits like a bound picture did since #293,
  and both go together once the shader has taken the new frame.

Found on the way:

- The project the report came from has a sprite wearing a frame of
  an eleven-frame pixel art through a shader asset.
- A nine-sliced sprite wearing the frame showed no warning, even
  without the change. The first try of the e2e check used it.

Tests:
- Gate on melektaus-atx: 236 files, 3577 tests (+1)
- e2e 48: 45 checks (+1, sum 1741). 48l-iii puts a shader on the
  object wearing the second frame, changes a palette colour three
  times and counts the warnings.
- Counter-checks bite: without the cuts in the check the unit test
  fails, and 48l-iii counts 6 warnings for 3 changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-04 00:30:00 +02:00
1 parent c74b6b1cab
commit 3f57cf731d
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+84 -6

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@@ -97,6 +97,46 @@ describe('a drawn picture a shader still names (#293)', () => {
expect(r.warnings()).toEqual([]);
});
it('waits while a shader names a frame cut from it, as pixel art is worn', () => {
// A frame is cut onto a canvas of its own, which needs an image to cut from.
vi.stubGlobal(
'OffscreenCanvas',
class {
getContext = () => ({ drawImage: () => {} });
},
);
const library = new TextureLibrary();
library.setPictureFactory(
() => new Texture({ source: new TextureSource({ resource: {}, width: 8, height: 4 }) }),
);
const warned = vi.spyOn(console, 'warn').mockImplementation(() => {});
const frameOf = (file: string) =>
library.get({
file,
rect: { x: 4, y: 0, w: 4, h: 4 },
smooth: false,
sourceWidth: 8,
sourceHeight: 4,
slice: null,
})!;
library.load('gen:a@1');
const cut = frameOf('gen:a@1');
const shader = new BindGroup({ 0: cut.source, 1: cut.source.style });
// A colour of the palette changes: a new revision, and the cut is still in the shader.
library.load('gen:a@2');
expect(cut.destroyed).toBe(false);
expect(library.waitingPictures()).toEqual(['gen:a@1']);
shader.setResource(frameOf('gen:a@2').source, 0);
shader.setResource(Texture.WHITE.source.style, 1);
library.load('gen:a@2');
expect(cut.destroyed).toBe(true);
expect(library.waitingPictures()).toEqual([]);
expect(warned.mock.calls.filter((call) => call.join(' ').includes('BindGroup'))).toEqual([]);
vi.unstubAllGlobals();
});
it('is destroyed right away when no shader names it', () => {
const r = rig();
const first = r.library.load('gen:a@1')!;