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

@ -69,6 +69,7 @@ function overlay_init(render3d_st: mut Render3dState, font_dir: string) -> bool
# Load (or swap to) the font atlas in `font_dir`: font.png and font.json. A game calls it
# again to change fonts at run time - a language whose script the default atlas does not
# carry brings its own. Returns false, and keeps the font it had, if there is none there.
@alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)")
function overlay_font(render3d_st: mut Render3dState, font_dir: string) -> bool {
let meta = Fs.read_text(font_dir + "/font.json")
if meta == null { return false }