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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@ -44,6 +44,7 @@ property Stream {
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# microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1)
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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 stream_new(render3d_st: mut Render3dState, layer: Layer, size: float, reach: float, b0: float, b1: float, b2: float, b3: float) -> Stream {
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if not render3d_st.stream_cap_read {
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render3d_st.stream_cap_read = true
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@ -315,6 +316,7 @@ function stream_chunk_visible(render3d_st: Render3dState, s: Stream, cx: int, cz
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}
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# what the caches hold, and whether they are being churned (R3D_PROF)
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@alloc_ok("profiling and statistics, only under R3D_PROF / R3D_DRAWSTATS")
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function stream_census(render3d_st: Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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print("")
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