render3d: 671 frame-reachable allocation sites to 161 - declared, split, or made nothing

@alloc_ok with its reason on what is made once per resource and kept (textures, programs, samplers,
views, layouts, memory blocks, the pipeline cache in gvk_pipe_build), on resize and swapchain
remakes, on screenshots and dumps, on a world being set up (streams, layers, water, post, bakes), on
loads (gltf_load, skin_load, tex_load*, png_decode, fonts) and on R3D_PROF / drawstats.
gltf_cached's hit path is its own and makes nothing; the miss (gltf_cached_load) is declared.
m4_look_at (now over m4_look_at_xyz) and m4_inverse work on scalars, and cam_update makes no scratch.
Left: lazy first-use starts, error and debug prints, and scratch made and freed each call (churn,
plan 25.3). Compiled (steady, and ludic deps over the game).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 15:58:18 +03:00
parent f2dd27f443
commit 5d0f83b81c
21 changed files with 118 additions and 42 deletions

View file

@ -245,6 +245,7 @@ property OutlineReq {
# on the actor; a queue does not, if the first pass empties it. So a flush CLOSES the
# batch rather than clearing it, and the next add opens a new one: every pass in a frame
# sees the same requests, and the caller needs no frame hook.
@alloc_ok("made once per resource and kept for its life (a texture, program, sampler, view, layout or memory block is created when first asked for)")
function outline_model(render3d_st: mut Render3dState, m: Model, mat: floats, width: float, r: float, g: float, b: float) -> void {
if m == null or mat == null or width == 0.0 { return }
if render3d_st.ac_oq_closed { render3d_st.ac_oq_n = 0; render3d_st.ac_oq_closed = false }