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>
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21 changed files with 118 additions and 42 deletions
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@ -31,6 +31,7 @@ const DS_KINDS: int = 5
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# rows: (pass, program, kind)
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@alloc_ok("profiling and statistics, only under R3D_PROF / R3D_DRAWSTATS")
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function ds_enabled(render3d_st: mut Render3dState) -> bool {
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if render3d_st.ds_on < 0 {
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render3d_st.ds_on = 0
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@ -49,6 +50,7 @@ function ds_enabled(render3d_st: mut Render3dState) -> bool {
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}
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# the profiler's pass boundaries (prof_begin / prof_end), whether or not R3D_PROF is on
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@alloc_ok("profiling and statistics, only under R3D_PROF / R3D_DRAWSTATS")
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function ds_set_pass(render3d_st: mut Render3dState, name: pointer) -> void {
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if render3d_st.ds_on != 1 { return }
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render3d_st.ds_last = -1
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@ -76,6 +78,7 @@ function ds_frame(render3d_st: mut Render3dState) -> void {
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}
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}
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@alloc_ok("profiling and statistics, only under R3D_PROF / R3D_DRAWSTATS")
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function ds_draw(render3d_st: mut Render3dState, kind: int, instances: int, indices: int) -> void {
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if render3d_st.ds_on != 1 or not render3d_st.ds_counting { return }
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let p = render3d_st.gpu_prog_cur
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@ -125,6 +128,7 @@ function ds_backend(render3d_st: Render3dState) -> pointer {
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return "opengl"
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}
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@alloc_ok("profiling and statistics, only under R3D_PROF / R3D_DRAWSTATS")
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function ds_report(render3d_st: mut Render3dState) -> void {
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let n_rows = len(render3d_st.ds_row_pass)
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let n_pass = len(render3d_st.ds_pass_names)
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