Os.platform/arch uname once; render3d primes a new buffer's Metal buffer

lp_os_platform and lp_os_arch malloc'd 8 KB per call (the uname buffer) and kept none of it:
string_temps now asks both every round, 327 MB over 20,000 before, 0 after. Reseeded. render3d:
MoltenVK made a mapped buffer's MTLBuffer at its first bind (fn_gvk_draw +4 blocks in the boat
window); gvk_buf_reserve queues it and the next frame's command buffer copies 4 bytes out of it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 13:34:45 +03:00
parent 7e9fa4473c
commit 0141f99dd1
10 changed files with 30575 additions and 30470 deletions

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@ -6,3 +6,5 @@ busiest frame so far, for as long as the game ran. render3d turns it off
(`MVK_CONFIG_USE_COMMAND_POOLING=0`, unless the environment already says otherwise) before the first
Vulkan call; the objects are made and freed with their command buffer, at no measured cost.
`examples/rendering/steady.ludic` ramps a frame from 20 to 200 actors and fails on what pooling left.
A buffer written through its mapping is also read once at the start of the next frame's commands,
so MoltenVK makes its Metal buffer then rather than at its first draw, however much later that is.

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@ -0,0 +1,5 @@
bump: patch
type: fix
**`Os.platform()` and `Os.arch()` allocate nothing after the first call.** Each call malloc'd an
8 KB `uname` buffer and let it go, and a game asks the platform every frame in places (a launcher's
wait, an update panel, a renderer's present). The buffer is made once and kept.