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>
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@ -6,3 +6,5 @@ busiest frame so far, for as long as the game ran. render3d turns it off
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(`MVK_CONFIG_USE_COMMAND_POOLING=0`, unless the environment already says otherwise) before the first
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Vulkan call; the objects are made and freed with their command buffer, at no measured cost.
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`examples/rendering/steady.ludic` ramps a frame from 20 to 200 actors and fails on what pooling left.
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A buffer written through its mapping is also read once at the start of the next frame's commands,
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so MoltenVK makes its Metal buffer then rather than at its first draw, however much later that is.
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5
changes/os-platform-once.md
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5
changes/os-platform-once.md
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@ -0,0 +1,5 @@
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bump: patch
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type: fix
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**`Os.platform()` and `Os.arch()` allocate nothing after the first call.** Each call malloc'd an
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8 KB `uname` buffer and let it go, and a game asks the platform every frame in places (a launcher's
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wait, an update panel, a renderer's present). The buffer is made once and kept.
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