# M11-03 Status status: done task: Explicit Three WebGL2 and WebGPU light, shadow-map and texture budgets updated: 2026-08-16 America/New_York ## Scope Schema 1 `PBRRenderBudget` freezes separate `THREE_WEBGL2` and `THREE_WEBGPU` product ceilings. WebGL2 reserves two built-in lights and one built-in shadow map inside totals of 16 lights and four 1024-square shadow maps. The WebGPU contract uses 64 lights and eight 2048-square maps. Runtime device limits may only lower these ceilings. The shared planner deterministically retains light nodes in SceneIR order, retains a bounded shadow-capable prefix and reports every dropped identity with stable `GPU_LIGHT_BUDGET_EXCEEDED`/`GPU_SHADOW_BUDGET_EXCEEDED` issues. Main-thread and Offscreen production viewports publish the same report on the canvas. Texture planning covers asset count, maximum dimension, aggregate compressed payload and decoded RGBA GPU bytes before hash/decode/allocation. An over-budget batch leaves the previous texture set alive. This task defines the WebGPU budget contract but does not claim that the still-unbundled Three WebGPU renderer is available. ## Evidence - `WEB_TEST_PORT=5548 npm --prefix web run test:render-resource-budget`: unit 3/3 and Chromium 3/3. Both production viewports requested 20 lights, rendered 14, dropped six, rendered three of 14 requested scene shadow maps and blocked 11; with reserved resources, the main Three scene contained exactly 16 lights and four shadow maps. - A 257-asset batch was rejected before decode in both viewports. A separate browser case first decoded a valid PNG, rejected a 257-asset follow-up (258 including the retained asset), and proved the original texture object/hash remained installed. - M11-02 field roundtrip remained 1/1. Real 4K (64 MiB decoded) and 8K (256 MiB decoded) texture performance cases passed; packed raster main/Offscreen passed 2/2. - Full unit was 159/159. Typecheck, lint, production build (75 modules), local runtime dependency checks and `git diff --check` passed. ## Implementation Hashes - Budget protocol: `d7784690358e38b71c6ad3ccc5baf82869d897714d5257f219bbd00dc7e7b0f7` - PBR adapter: `934874434afa6778eaf783c78650ad221a428352741f3ff7173cb3c17a0c3c14` - Texture store: `0f18f3bcf04c5c99175d4cac8bbf1bc028fc54d635701fb6a92791e06c335fb6` - Main viewport: `dcb502ca892fd5431cbf1a13823aec5d83a2aa0a1b40487cb66fa630c6e461b3` - Offscreen Worker: `c95bce10f0bd73591f002c21415bfbc6f709ecbe61e97a3b5b05bcec2b0e0bef` - Unit: `4bde90788bbf9a94317d83bd398acd321bbcf4e53e26bf40165a889bacff03a2` - Chromium spec: `90834dfff09e61a2d32732d3a8f0db4b9c71414ac4991412d93d322119ef2de7` - Golden: `c312bf5ed8415ad51e5cccb3a2653f65cd9fee46488be2f860e6a5a8d5a7901d` - Package: `c718983c3f3a552f4c68d9390376777e45a3f23e6999afd5cb4ddc786a12a278` ## Rollback Remove the render-budget protocol, planner integration, canvas reports, unit/E2E/ golden/package command and this status file; restore the former fixed 1024 shadow configuration and per-asset-only texture checks, then restore M11 to 2/14.