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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@ -54,6 +54,7 @@ function post_set_msaa(render3d_st: mut Render3dState, n: int) -> void {
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}
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}
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@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame")
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function post_init(render3d_st: mut Render3dState, w: int, h: int) -> void {
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render3d_st.post_w = w; render3d_st.post_h = h
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render3d_st.post_hdr = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true, GL_LINEAR)
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