@pmndrs/bvh
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    Interface SceneTreesMemory

    GPU bytes the scene's trees hold.

    interface SceneTreesMemory {
        gpuBuilding: number;
        gpuBuildOutputs: number;
        meshRefits: number;
        nodes: number;
        nodesInUse: number;
        peak: number;
        positions: number;
        reserved: number;
        resident: number;
        retired: number;
        topLevel: number;
        total: number;
        transient: number;
        triangles: number;
        trianglesInUse: number;
    }
    Index
    gpuBuilding: number

    Batches still building: their inputs, scratch and outputs, until their stats are read and the scene counts the outputs.

    gpuBuildOutputs: number

    GPU trees in their batches' buffers until copied out (copy mode), or until every tree of an adopted batch swapped (only its parents, freed at once).

    meshRefits: number

    Deforming meshes' refits (their topology, scratch and stats).

    nodes: number
    nodesInUse: number
    peak: number

    The largest total seen since the scene was made (sampled at each update and each batch's start and end).

    positions: number

    Indexed scenes: the positions buffer (0 for records). Part of resident.

    reserved: number

    Room in the node and triangle buffers set aside for capped GPU batches still to come (part of nodes and triangles, not of nodesInUse or trianglesInUse).

    resident: number

    What stays: nodes, triangles, the top level and refits.

    retired: number

    Buffers replaced this update (growths, adoptions), freed at the next.

    topLevel: number
    total: number
    transient: number

    What goes away soon: outputs, batches building, retired buffers.

    triangles: number
    trianglesInUse: number