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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@ -72,6 +72,7 @@ function skin_attribs(render3d_st: mut Render3dState, m: Mesh, attrs: Val) -> bo
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}
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# the skin `idx` of the document being loaded (gltf_load holds gltf_doc / gltf_bin open)
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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 skin_load(render3d_st: mut Render3dState, idx: int) -> Skin {
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let sk = new Skin
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let nodes = value_get(render3d_st.gltf_doc, "nodes")
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