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