render3d: free a texture's create infos and the .dds path it looked for; steady's model at 0

gvk_tex_storage freed none of ici, out, req and vci (8 blocks a two-texture model); tex_load_ex kept
dds_path_of's string. Found with malloc_history over 400 load/release rounds (712 bytes a round, all
of it these). steady: the model's bound is 4 KB over 200 (was 1.6 MB), and the frame is the least of
three settled windows - a valley self-test beside it read 87 KB once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 12:25:02 +03:00
parent 328dee77c8
commit 1adce5b58b
4 changed files with 43 additions and 14 deletions

View file

@ -0,0 +1,7 @@
bump: patch
type: fix
**A texture made and freed leaves nothing behind.** Making a texture's image once kept four small
Vulkan create-info buffers, and a texture loaded from a .png kept the .dds path it looked for
beside it; both are given back now. `examples/rendering/steady.ludic` holds a glTF model loaded and
released at 0 bytes, and reads a frame's growth as the least of three windows after the device is
idle, so a busy machine beside it does not fail it.

View file

@ -1,7 +1,7 @@
# steady.ludic - render3d allocates nothing in its steady state: a buffer released and made again # steady.ludic - render3d allocates nothing in its steady state: a buffer released and made again
# (what a streamed or grown buffer does every few frames) and a whole frame, drawn over and over, # (what a streamed or grown buffer does every few frames) and a whole frame, drawn over and over,
# leave malloc's live bytes where they were. Prints STEADY OK. The heap is read on the Mac # leave malloc's live bytes where they were. Prints STEADY OK. The heap is read on the Mac
# (Vk.heap_bytes); elsewhere it reads 0 and the check passes on the run alone. # (Vk.heap_bytes) once the device is idle; elsewhere it reads 0 and the check passes on the run alone.
# #
# bin/ludic build examples/rendering/steady.ludic --headless && ./build/steady_headless # bin/ludic build examples/rendering/steady.ludic --headless && ./build/steady_headless
program Steady { program Steady {
@ -95,7 +95,13 @@ program Steady {
buffer_rounds(render3d_st, b, 500) buffer_rounds(render3d_st, b, 500)
let grew_b = buffer_rounds(render3d_st, b, 5000) let grew_b = buffer_rounds(render3d_st, b, 5000)
frame_rounds(render3d_st, 120) frame_rounds(render3d_st, 120)
let grew_f = frame_rounds(render3d_st, 600) # the least of three windows: a leak grows in every one, while a busy GPU's lag (a valley
# self-test beside it once read 87 KB) does not repeat three times
var grew_f = frame_rounds(render3d_st, 600)
for w in 0 .. 2 {
let g = frame_rounds(render3d_st, 600)
if g < grew_f { grew_f = g }
}
model_rounds(render3d_st, 20) model_rounds(render3d_st, 20)
let grew_m = model_rounds(render3d_st, 200) let grew_m = model_rounds(render3d_st, 200)
let am = gltf_load(render3d_st, "packages/ludic.lab/plate", "plate.gltf", "plate") let am = gltf_load(render3d_st, "packages/ludic.lab/plate", "plate.gltf", "plate")
@ -116,9 +122,9 @@ program Steady {
ok = false ok = false
print("steady: FAILED - a parsed document freed whole leaves memory behind") print("steady: FAILED - a parsed document freed whole leaves memory behind")
} }
# a load keeps a few records of its own for now (handles are not reused); a document's strings # a load and a release leave nothing: 0 over 200 (a document's strings were ~640 KB a model, a
# left behind were ~640 KB a model, so a bound of 8 KB a round is what this holds # texture's create infos and its .dds path ~700 bytes a round)
if grew_m >= 200 * 8192 { if grew_m >= 4096 {
ok = false ok = false
print("steady: FAILED - a model loaded and let go leaves memory behind") print("steady: FAILED - a model loaded and let go leaves memory behind")
} }

View file

@ -212,11 +212,18 @@ function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool,
let out = bytes(8) let out = bytes(8)
render3d_st.gvk_mk_img += 1 render3d_st.gvk_mk_img += 1
var r = Vk.create_image(render3d_st.gvk_dev, ici, null, out) var r = Vk.create_image(render3d_st.gvk_dev, ici, null, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, `vkCreateImage {w}x{h}x{layers} format {vkfmt}`, r) } # the create infos are read by the call they are handed to and go straight after (a texture
# made in play once left four of them behind)
free(ici)
if r != VK_SUCCESS {
free(out)
return gvk_fail(render3d_st, `vkCreateImage {w}x{h}x{layers} format {vkfmt}`, r)
}
let image = gvk_handle(out) let image = gvk_handle(out)
let req = bytes(VkMemoryRequirements_sizeof) let req = bytes(VkMemoryRequirements_sizeof)
Vk.get_image_memory_requirements(render3d_st.gvk_dev, image, req) Vk.get_image_memory_requirements(render3d_st.gvk_dev, image, req)
let ma = gvk_mem_new(render3d_st, req, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, true) let ma = gvk_mem_new(render3d_st, req, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, true)
free(req)
let mem: long = ma # the allocation id (gvk_mem_new), kept where the memory was let mem: long = ma # the allocation id (gvk_mem_new), kept where the memory was
let zero: long = 0 let zero: long = 0
# no memory for it (one allocation per resource meets the driver's allocation limit long before # no memory for it (one allocation per resource meets the driver's allocation limit long before
@ -224,10 +231,14 @@ function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool,
if mem == 0 { if mem == 0 {
render3d_st.gvk_mk_x_img += 1 render3d_st.gvk_mk_x_img += 1
Vk.destroy_image(render3d_st.gvk_dev, image, null) Vk.destroy_image(render3d_st.gvk_dev, image, null)
free(out)
return gvk_fail(render3d_st, `no device memory for a {w}x{h}x{layers} image ({render3d_st.gvk_n_allocs} allocations live)`, VK_ERROR_OUT_OF_DEVICE_MEMORY) return gvk_fail(render3d_st, `no device memory for a {w}x{h}x{layers} image ({render3d_st.gvk_n_allocs} allocations live)`, VK_ERROR_OUT_OF_DEVICE_MEMORY)
} }
r = Vk.bind_image_memory(render3d_st.gvk_dev, image, gvk_mem_handle(render3d_st, ma), gvk_mem_offset(render3d_st, ma)) r = Vk.bind_image_memory(render3d_st.gvk_dev, image, gvk_mem_handle(render3d_st, ma), gvk_mem_offset(render3d_st, ma))
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkBindImageMemory", r) } if r != VK_SUCCESS {
free(out)
return gvk_fail(render3d_st, "vkBindImageMemory", r)
}
let vci = bytes(VkImageViewCreateInfo_sizeof) let vci = bytes(VkImageViewCreateInfo_sizeof)
Vk.zero(vci, VkImageViewCreateInfo_sizeof) Vk.zero(vci, VkImageViewCreateInfo_sizeof)
Vk.put_i32(vci, VkImageViewCreateInfo_sType, VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO) Vk.put_i32(vci, VkImageViewCreateInfo_sType, VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO)
@ -240,8 +251,11 @@ function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool,
Vk.put_i32(vci, sr + VkImageSubresourceRange_layerCount, layers) Vk.put_i32(vci, sr + VkImageSubresourceRange_layerCount, layers)
render3d_st.gvk_mk_view += 1 render3d_st.gvk_mk_view += 1
r = Vk.create_image_view(render3d_st.gvk_dev, vci, null, out) r = Vk.create_image_view(render3d_st.gvk_dev, vci, null, out)
free(vci)
let view = gvk_handle(out)
free(out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateImageView", r) } if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateImageView", r) }
render3d_st.gvk_tex_image[tex] = image; render3d_st.gvk_tex_view[tex] = gvk_handle(out); render3d_st.gvk_tex_mem[tex] = mem render3d_st.gvk_tex_image[tex] = image; render3d_st.gvk_tex_view[tex] = view; render3d_st.gvk_tex_mem[tex] = mem
render3d_st.gvk_tex_levels[tex] = levels; render3d_st.gvk_tex_layers[tex] = layers; render3d_st.gvk_tex_vkfmt[tex] = vkfmt render3d_st.gvk_tex_levels[tex] = levels; render3d_st.gvk_tex_layers[tex] = layers; render3d_st.gvk_tex_vkfmt[tex] = vkfmt
render3d_st.gvk_tex_dims_w[tex] = w; render3d_st.gvk_tex_dims_h[tex] = h render3d_st.gvk_tex_dims_w[tex] = w; render3d_st.gvk_tex_dims_h[tex] = h
render3d_st.gvk_tex_glfmt[tex] = ifmt; render3d_st.gvk_tex_gen[tex] = render3d_st.gvk_tex_gen[tex] + 1 render3d_st.gvk_tex_glfmt[tex] = ifmt; render3d_st.gvk_tex_gen[tex] = render3d_st.gvk_tex_gen[tex] + 1

View file

@ -267,14 +267,16 @@ function tex_load_ex(render3d_st: mut Render3dState, path: pointer, srgb: bool,
# (not for a cut-out atlas: its edge padding is made here, from the .png) # (not for a cut-out atlas: its edge padding is made here, from the .png)
if render3d_st.gvk_has_bc and dilate == 0 { if render3d_st.gvk_has_bc and dilate == 0 {
let dds = dds_path_of(path) let dds = dds_path_of(path)
if len(dds) > 0 and Fs.exists(dds) { var t = 0
let t = tex_load_dds(render3d_st, dds, srgb) if len(dds) > 0 {
if Fs.exists(dds) { t = tex_load_dds(render3d_st, dds, srgb) }
free(dds) # made for this question ("" is a literal)
}
if t != 0 { if t != 0 {
tex_note_size(render3d_st, t) tex_note_size(render3d_st, t)
return t return t
} }
} }
}
let px = png_decode(render3d_st, path) let px = png_decode(render3d_st, path)
if px == null { return 0 } if px == null { return 0 }
if dilate > 0 { tex_dilate(render3d_st, px, 60, dilate) } if dilate > 0 { tex_dilate(render3d_st, px, 60, dilate) }