diff --git a/packages/ludic.render3d/env.ludic b/packages/ludic.render3d/env.ludic index d1258cfc..be635281 100644 --- a/packages/ludic.render3d/env.ludic +++ b/packages/ludic.render3d/env.ludic @@ -196,6 +196,9 @@ export state Render3dState { gvk_al_off: []int = null gvk_al_len: []int = null gvk_al_map: []pointer = null + gvk_al_tag: []int = null # per allocation id: owner * 4 + image * 2 + host (vkmem_report.ludic) + gvk_tag: int = 0 # the owner allocations are made for now (VKM_*) + vkmem_at: int = 0 # R3D_VKMEM=: the report is printed at that frame @max(4096) gvk_al_spare: []int = null # ids to reuse gvk_pool: long = 0 gvk_fence: bytes = null diff --git a/packages/ludic.render3d/gltf.ludic b/packages/ludic.render3d/gltf.ludic index f3804237..8710c4f5 100644 --- a/packages/ludic.render3d/gltf.ludic +++ b/packages/ludic.render3d/gltf.ludic @@ -175,9 +175,17 @@ function gltf_prim(render3d_st: mut Render3dState, p: Val) -> Prim { } # Load the mesh of the node called `node_name` from dir/file. +# the GPU memory it makes is counted as VKM_MODEL (R3D_VKMEM) +function gltf_load(render3d_st: mut Render3dState, dir: string, file: string, node_name: string) -> Model { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_MODEL + let r = gltf_load__t(render3d_st, dir, file, node_name) + render3d_st.gvk_tag = was + return r +} @alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)") @creates(Model) -function gltf_load(render3d_st: mut Render3dState, dir: string, file: string, node_name: string) -> Model { +function gltf_load__t(render3d_st: mut Render3dState, dir: string, file: string, node_name: string) -> Model { render3d_st.gltf_dir = dir let at = dir + "/" + file let text = Fs.read_text(at) diff --git a/packages/ludic.render3d/gpu_vk.ludic b/packages/ludic.render3d/gpu_vk.ludic index 4360ceb5..cd558857 100644 --- a/packages/ludic.render3d/gpu_vk.ludic +++ b/packages/ludic.render3d/gpu_vk.ludic @@ -358,7 +358,8 @@ function gvk_mem_init(render3d_st: mut Render3dState) -> void { render3d_st.gvk_blk_mem = new []long; render3d_st.gvk_blk_kind = new []int; render3d_st.gvk_blk_size = new []int; render3d_st.gvk_blk_map = new []pointer render3d_st.gvk_fr_blk = new []int; render3d_st.gvk_fr_off = new []int; render3d_st.gvk_fr_len = new []int render3d_st.gvk_al_blk = new []int; render3d_st.gvk_al_mem = new []long; render3d_st.gvk_al_off = new []int; render3d_st.gvk_al_len = new []int - render3d_st.gvk_al_map = new []pointer; render3d_st.gvk_al_spare = new []int + render3d_st.gvk_al_map = new []pointer; render3d_st.gvk_al_spare = new []int; render3d_st.gvk_al_tag = new []int + push(render3d_st.gvk_al_tag, 0) push(render3d_st.gvk_al_blk, -1); push(render3d_st.gvk_al_mem, zero); push(render3d_st.gvk_al_off, 0); push(render3d_st.gvk_al_len, 0); push(render3d_st.gvk_al_map, null) } @@ -483,10 +484,15 @@ function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, imag List.pop(spare) } else { push(render3d_st.gvk_al_blk, -1); push(render3d_st.gvk_al_mem, zero); push(render3d_st.gvk_al_off, 0); push(render3d_st.gvk_al_len, 0); push(render3d_st.gvk_al_map, null) + push(render3d_st.gvk_al_tag, 0) a = len(render3d_st.gvk_al_blk) - 1 } var len_ = size if blk >= 0 { len_ = span } # what the block gives back when it is freed + var tg = render3d_st.gvk_tag * 4 + if image { tg += 2 } + if host { tg += 1 } + render3d_st.gvk_al_tag[a] = tg render3d_st.gvk_al_blk[a] = blk; render3d_st.gvk_al_mem[a] = own; render3d_st.gvk_al_off[a] = off; render3d_st.gvk_al_len[a] = len_; render3d_st.gvk_al_map[a] = map return a } diff --git a/packages/ludic.render3d/grass.ludic b/packages/ludic.render3d/grass.ludic index 319ec959..6059d5d3 100644 --- a/packages/ludic.render3d/grass.ludic +++ b/packages/ludic.render3d/grass.ludic @@ -87,8 +87,15 @@ function grass_blade_mesh(render3d_st: mut Render3dState, rows: int) -> Mesh { return m } -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_GRASS (R3D_VKMEM) function grass_init(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_GRASS + grass_init__t(render3d_st) + render3d_st.gvk_tag = was +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function grass_init__t(render3d_st: mut Render3dState) -> void { render3d_st.grass_merge = gpu_has_mdi(render3d_st) and not r3d_env_has(render3d_st, "R3D_GRASS_TILES") var defs = "#define FOLIAGE\n#define BLADE\n#define GBLADE\n" if render3d_st.grass_merge { diff --git a/packages/ludic.render3d/grass_gpu.ludic b/packages/ludic.render3d/grass_gpu.ludic index add91d4c..6849d712 100644 --- a/packages/ludic.render3d/grass_gpu.ludic +++ b/packages/ludic.render3d/grass_gpu.ludic @@ -26,8 +26,15 @@ function gg_base(b: int) -> int { } # once, after grass_init: the programs, the buffers and the three instanced blades -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_GRASS (R3D_VKMEM) function gg_init(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_GRASS + gg_init__t(render3d_st) + render3d_st.gvk_tag = was +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function gg_init__t(render3d_st: mut Render3dState) -> void { if not gpu_has_compute(render3d_st) or render3d_st.grass_prog == 0 { return } if r3d_env_has(render3d_st, "R3D_GRASS_GPU") and r3d_env(render3d_st, "R3D_GRASS_GPU") == "0" { return } render3d_st.gg_reset = gpu_compute(render3d_st, "grass_reset", 1) diff --git a/packages/ludic.render3d/post.ludic b/packages/ludic.render3d/post.ludic index f00dc685..83c45632 100644 --- a/packages/ludic.render3d/post.ludic +++ b/packages/ludic.render3d/post.ludic @@ -54,8 +54,15 @@ function post_set_msaa(render3d_st: mut Render3dState, n: int) -> void { } } -@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +# the GPU memory it makes is counted as VKM_TARGET (R3D_VKMEM) function post_init(render3d_st: mut Render3dState, w: int, h: int) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TARGET + post_init__t(render3d_st, w, h) + render3d_st.gvk_tag = was +} +@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +function post_init__t(render3d_st: mut Render3dState, w: int, h: int) -> void { render3d_st.post_w = w; render3d_st.post_h = h # the exposure's two 1x1 targets: made once, here, rather than by the first frame that measured if render3d_st.post_adapt_t == null { diff --git a/packages/ludic.render3d/r3d.ludic b/packages/ludic.render3d/r3d.ludic index 4a9237bc..5b29e05e 100644 --- a/packages/ludic.render3d/r3d.ludic +++ b/packages/ludic.render3d/r3d.ludic @@ -10,6 +10,7 @@ import "fmath.ludic" import "gpu.ludic" import "gpu_manifest.ludic" import "gpu_vk.ludic" +import "vkmem_report.ludic" import "gpu_vk_res.ludic" import "gpu_vk_bc.ludic" import "texture_dds.ludic" diff --git a/packages/ludic.render3d/render.ludic b/packages/ludic.render3d/render.ludic index 9532fe44..42959189 100644 --- a/packages/ludic.render3d/render.ludic +++ b/packages/ludic.render3d/render.ludic @@ -190,7 +190,14 @@ function r3d_screenshot(render3d_st: mut Render3dState, path: string) -> bool { function r3d_present(render3d_st: mut Render3dState) -> void { gpu_present(render3d_st) } # the drawable changed size: the camera's aspect and every screen-sized target follow +# the GPU memory it makes is counted as VKM_TARGET (R3D_VKMEM) function r3d_resize(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TARGET + r3d_resize__t(render3d_st) + render3d_st.gvk_tag = was +} +function r3d_resize__t(render3d_st: mut Render3dState) -> void { render3d_st.cam_aspect = float(gl_width()) / float(gl_height()) cam_update(render3d_st) post_free(render3d_st) @@ -198,7 +205,14 @@ function r3d_resize(render3d_st: mut Render3dState) -> void { if render3d_st.water_refl != null { target_free(render3d_st, render3d_st.water_refl); render3d_st.water_refl = null } r3d_say_resized() } +# the GPU memory it makes is counted as VKM_FRAME (R3D_VKMEM) function r3d_frame(render3d_st: mut Render3dState, time: float) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_FRAME + r3d_frame__t(render3d_st, time) + render3d_st.gvk_tag = was +} +function r3d_frame__t(render3d_st: mut Render3dState, time: float) -> void { outline_frame(render3d_st) if not render3d_st.r3d_ready { return } if gpu_resize_check(render3d_st) { r3d_resize(render3d_st) } @@ -206,6 +220,7 @@ function r3d_frame(render3d_st: mut Render3dState, time: float) -> void { # or a fullscreen change does. Headless has no window to resize, and this path is where # a stale attachment or a texture freed twice shows up. render3d_st.r3d_test_frame += 1 + vkmem_tick(render3d_st) if render3d_st.r3d_test_resize == 0 and r3d_env_has(render3d_st, "R3D_RESIZE_AT") { render3d_st.r3d_test_resize = Text.to_int(r3d_env(render3d_st, "R3D_RESIZE_AT")) } # R3D_RESIZE_AT=: from frame n on, rebuild every screen-sized buffer every few # frames at a different size, as dragging a window edge or entering fullscreen does. diff --git a/packages/ludic.render3d/scatter.ludic b/packages/ludic.render3d/scatter.ludic index 5bcfac85..9f489019 100644 --- a/packages/ludic.render3d/scatter.ludic +++ b/packages/ludic.render3d/scatter.ludic @@ -248,8 +248,16 @@ function scatter_attach(render3d_st: Render3dState, m: Mesh, buf: int) -> void { gpu_mesh_done(render3d_st, m) } -@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +# the GPU memory it makes is counted as VKM_SCATTER (R3D_VKMEM) function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, foliage: bool, wind: float, near: float, cull: float) -> Layer { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_SCATTER + let r = layer_new__t(render3d_st, model, cap, foliage, wind, near, cull) + render3d_st.gvk_tag = was + return r +} +@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +function layer_new__t(render3d_st: mut Render3dState, model: Model, cap: int, foliage: bool, wind: float, near: float, cull: float) -> Layer { let l = new Layer l.model = model l.cap = cap @@ -301,8 +309,16 @@ function layer_add(l: Layer, x: float, y: float, z: float, scale: float, yaw: fl } # ---- impostors --------------------------------------------------------------------- -@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +# the GPU memory it makes is counted as VKM_IMPOSTOR (R3D_VKMEM) function impostor_bake(render3d_st: mut Render3dState, model: Model, tiles: int, tw: int, th: int) -> Impostor { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_IMPOSTOR + let r = impostor_bake__t(render3d_st, model, tiles, tw, th) + render3d_st.gvk_tag = was + return r +} +@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +function impostor_bake__t(render3d_st: mut Render3dState, model: Model, tiles: int, tw: int, th: int) -> Impostor { let im = new Impostor im.tiles = tiles im.radius = model.radius * 1.02 @@ -1113,7 +1129,15 @@ function cb_rnd(render3d_st: mut Render3dState) -> float { render3d_st.cb_state = (render3d_st.cb_state * 1103515245 + 12345) & 0x7FFFFFFF return float((render3d_st.cb_state >> 8) & 0xFFFF) / 65536.0 } +# the GPU memory it makes is counted as VKM_SCATTER (R3D_VKMEM) function carpet_bake(render3d_st: mut Render3dState, layers: []Layer, count: int, tile: float, res: int) -> int { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_SCATTER + let r = carpet_bake__t(render3d_st, layers, count, tile, res) + render3d_st.gvk_tag = was + return r +} +function carpet_bake__t(render3d_st: mut Render3dState, layers: []Layer, count: int, tile: float, res: int) -> int { let tex = tex_target(render3d_st, res, res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR) let fbo = gpu_fb_new(render3d_st) gpu_fb_bind(render3d_st, fbo) diff --git a/packages/ludic.render3d/shadow.ludic b/packages/ludic.render3d/shadow.ludic index ddbd024a..94c75eaf 100644 --- a/packages/ludic.render3d/shadow.ludic +++ b/packages/ludic.render3d/shadow.ludic @@ -8,8 +8,15 @@ const SHADOW_CASCADES: int = 5 -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_SHADOW (R3D_VKMEM) function shadow_init(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_SHADOW + shadow_init__t(render3d_st) + render3d_st.gvk_tag = was +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function shadow_init__t(render3d_st: mut Render3dState) -> void { shadow_make_tex(render3d_st) render3d_st.sh_fbo = gpu_fb_new(render3d_st) gpu_fb_bind(render3d_st, render3d_st.sh_fbo) diff --git a/packages/ludic.render3d/sky.ludic b/packages/ludic.render3d/sky.ludic index acc40811..06f03381 100644 --- a/packages/ludic.render3d/sky.ludic +++ b/packages/ludic.render3d/sky.ludic @@ -37,8 +37,16 @@ function sky_dir_from_uv(o: floats, u: float, v: float) -> void { v3_set(o, st * Math.sin(phi), Math.cos(theta), -(st * Math.cos(phi))) } -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_SKY (R3D_VKMEM) function sky_load(render3d_st: mut Render3dState, path: string) -> bool { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_SKY + let r = sky_load__t(render3d_st, path) + render3d_st.gvk_tag = was + return r +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function sky_load__t(render3d_st: mut Render3dState, path: string) -> bool { render3d_st.sky_tex = tex_load_hdr(render3d_st, path) if render3d_st.sky_tex == 0 { return false } render3d_st.sky_w = render3d_st.tex_w; render3d_st.sky_h = render3d_st.tex_h diff --git a/packages/ludic.render3d/stream.ludic b/packages/ludic.render3d/stream.ludic index b1ffc818..8e00126b 100644 --- a/packages/ludic.render3d/stream.ludic +++ b/packages/ludic.render3d/stream.ludic @@ -44,8 +44,16 @@ property Stream { # microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1) -@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +# the GPU memory it makes is counted as VKM_SCATTER (R3D_VKMEM) function stream_new(render3d_st: mut Render3dState, layer: Layer, size: float, reach: float, b0: float, b1: float, b2: float, b3: float) -> Stream { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_SCATTER + let r = stream_new__t(render3d_st, layer, size, reach, b0, b1, b2, b3) + render3d_st.gvk_tag = was + return r +} +@alloc_ok("a world being set up (a stream, a layer, water, post, a bake): the map loading or swapping, not a frame") +function stream_new__t(render3d_st: mut Render3dState, layer: Layer, size: float, reach: float, b0: float, b1: float, b2: float, b3: float) -> Stream { if not render3d_st.stream_cap_read { render3d_st.stream_cap_read = true if r3d_env_has(render3d_st, "R3D_STREAM_CAP") { render3d_st.STREAM_MAX_CHUNKS = Text.to_int(r3d_env(render3d_st, "R3D_STREAM_CAP")) } diff --git a/packages/ludic.render3d/terrain.ludic b/packages/ludic.render3d/terrain.ludic index 01706e83..be41d0cf 100644 --- a/packages/ludic.render3d/terrain.ludic +++ b/packages/ludic.render3d/terrain.ludic @@ -142,7 +142,14 @@ function terrain_ortho_forest(render3d_st: mut Render3dState, x: float, z: float return 0.0 } +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_use_ortho(render3d_st: mut Render3dState, path: string) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_use_ortho__t(render3d_st, path) + render3d_st.gvk_tag = was +} +function terrain_use_ortho__t(render3d_st: mut Render3dState, path: string) -> void { let px = png_decode(render3d_st, path) if px == null { return } # a map set up over another lets go of the last one's photograph first @@ -156,7 +163,14 @@ function terrain_use_ortho(render3d_st: mut Render3dState, path: string) -> void gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) } +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_use_dem(render3d_st: mut Render3dState, path: string, emin: float, emax: float, base: float, ox: float, oz: float) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_use_dem__t(render3d_st, path, emin, emax, base, ox, oz) + render3d_st.gvk_tag = was +} +function terrain_use_dem__t(render3d_st: mut Render3dState, path: string, emin: float, emax: float, base: float, ox: float, oz: float) -> void { if render3d_st.ter_dem_tex != 0 { gpu_tex_free(render3d_st, render3d_st.ter_dem_tex) } render3d_st.ter_dem_tex = tex_load(render3d_st, path, false) render3d_st.ter_dem_min = emin; render3d_st.ter_dem_max = emax; render3d_st.ter_dem_base = base @@ -166,7 +180,14 @@ function terrain_use_dem(render3d_st: mut Render3dState, path: string, emin: flo gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) } +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_generate(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_generate__t(render3d_st) + render3d_st.gvk_tag = was +} +function terrain_generate__t(render3d_st: mut Render3dState) -> void { var defs = "" if render3d_st.ter_dem_tex != 0 { defs = "#define DEM\n" } if render3d_st.ter_smooth { defs = "#define SMOOTH\n" } @@ -324,8 +345,15 @@ function terrain_height_smooth(render3d_st: mut Render3dState, x: float, z: floa return h } -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_load_textures(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_load_textures__t(render3d_st) + render3d_st.gvk_tag = was +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function terrain_load_textures__t(render3d_st: mut Render3dState) -> void { render3d_st.ter_tex = words(15) let a = render3d_st.r3d_assets + "/textures/" render3d_st.ter_tex[0] = tex_load(render3d_st, a + "aerial_grass_rock_diff_2k.png", true) @@ -346,7 +374,14 @@ function terrain_load_textures(render3d_st: mut Render3dState) -> void { if r3d_env_has(render3d_st, "R3D_TEXDBG") { for i in 0 .. 15 { print(`ter_tex[{string(i)}] = {string(render3d_st.ter_tex[i])}`) } } } +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_init(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_init__t(render3d_st) + render3d_st.gvk_tag = was +} +function terrain_init__t(render3d_st: mut Render3dState) -> void { for i in 0 .. TERRAIN_INIT_STEPS { terrain_init_step(render3d_st, i) } } @@ -361,8 +396,15 @@ function terrain_init_step(render3d_st: mut Render3dState, i: int) -> void { terrain_init_finish(render3d_st) } -@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +# the GPU memory it makes is counted as VKM_TERRAIN (R3D_VKMEM) function terrain_init_finish(render3d_st: mut Render3dState) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_TERRAIN + terrain_init_finish__t(render3d_st) + render3d_st.gvk_tag = was +} +@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play") +function terrain_init_finish__t(render3d_st: mut Render3dState) -> void { cdlod_init(render3d_st) render3d_st.ter_wire = r3d_env_has(render3d_st, "R3D_WIRE") render3d_st.ter_force_far = r3d_env_has(render3d_st, "R3D_TFARONLY") diff --git a/packages/ludic.render3d/texture.ludic b/packages/ludic.render3d/texture.ludic index e7a7f60c..48ab06f6 100644 --- a/packages/ludic.render3d/texture.ludic +++ b/packages/ludic.render3d/texture.ludic @@ -265,8 +265,16 @@ function tex_upload(render3d_st: mut Render3dState, px: pointer, srgb: bool, mip @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 tex_load(render3d_st: mut Render3dState, path: pointer, srgb: bool) -> int { return tex_load_ex(render3d_st, path, srgb, 0) } # ... with `dilate` passes of edge padding for a cut-out atlas (0 = none) -@alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)") +# the GPU memory it makes is counted as VKM_TEXTURE (R3D_VKMEM) function tex_load_ex(render3d_st: mut Render3dState, path: pointer, srgb: bool, dilate: int) -> int { + let was = render3d_st.gvk_tag + if was == VKM_OTHER { render3d_st.gvk_tag = VKM_TEXTURE } + let r = tex_load_ex__t(render3d_st, path, srgb, dilate) + render3d_st.gvk_tag = was + return r +} +@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 tex_load_ex__t(render3d_st: mut Render3dState, path: pointer, srgb: bool, dilate: int) -> int { # a .dds encoded beside the .png at build time goes to the GPU compressed, its mips included # (not for a cut-out atlas: its edge padding is made here, from the .png) if render3d_st.gvk_has_bc and dilate == 0 { @@ -410,7 +418,15 @@ function hdr_decode(render3d_st: mut Render3dState, path: pointer) -> floats { } # Load an equirectangular .hdr as an RGB16F texture with mips (clamped in v). +# the GPU memory it makes is counted as VKM_TEXTURE (R3D_VKMEM) function tex_load_hdr(render3d_st: mut Render3dState, path: pointer) -> int { + let was = render3d_st.gvk_tag + if was == VKM_OTHER { render3d_st.gvk_tag = VKM_TEXTURE } + let r = tex_load_hdr__t(render3d_st, path) + render3d_st.gvk_tag = was + return r +} +function tex_load_hdr__t(render3d_st: mut Render3dState, path: pointer) -> int { let px = hdr_decode(render3d_st, path) if px == null { return 0 } let id = gpu_tex_new(render3d_st) @@ -484,8 +500,16 @@ function tex_dump(render3d_st: mut Render3dState, tex: int, w: int, h: int, path # A binary PPM (P6, what Gl.screenshot writes) as an RGB8 texture, box-filtered down by # `shrink` (a photo thumbnail); 0 when the file is missing. -@alloc_ok("a load: an image read from disk") +# the GPU memory it makes is counted as VKM_TEXTURE (R3D_VKMEM) function tex_load_ppm(render3d_st: mut Render3dState, path: pointer, shrink: int) -> int { + let was = render3d_st.gvk_tag + if was == VKM_OTHER { render3d_st.gvk_tag = VKM_TEXTURE } + let r = tex_load_ppm__t(render3d_st, path, shrink) + render3d_st.gvk_tag = was + return r +} +@alloc_ok("a load: an image read from disk") +function tex_load_ppm__t(render3d_st: mut Render3dState, path: pointer, shrink: int) -> int { let d = r3d_read_file(render3d_st, path) if d == null { return 0 } let size = render3d_st.tex_file_len diff --git a/packages/ludic.render3d/texture_dds.ludic b/packages/ludic.render3d/texture_dds.ludic index 71b90e06..58a4b024 100644 --- a/packages/ludic.render3d/texture_dds.ludic +++ b/packages/ludic.render3d/texture_dds.ludic @@ -18,8 +18,16 @@ function dds_path_of(path: string) -> string { } # Load the .dds at `path` as a texture (srgb: colour, sampled as sRGB), or 0 -@alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)") +# the GPU memory it makes is counted as VKM_TEXTURE (R3D_VKMEM) function tex_load_dds(render3d_st: mut Render3dState, path: string, srgb: bool) -> int { + let was = render3d_st.gvk_tag + if was == VKM_OTHER { render3d_st.gvk_tag = VKM_TEXTURE } + let r = tex_load_dds__t(render3d_st, path, srgb) + render3d_st.gvk_tag = was + return r +} +@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 tex_load_dds__t(render3d_st: mut Render3dState, path: string, srgb: bool) -> int { let b = Fs.read_bytes(path) if b == null { return 0 } let id = tex_load_dds_bytes(render3d_st, b, srgb) @@ -28,7 +36,15 @@ function tex_load_dds(render3d_st: mut Render3dState, path: string, srgb: bool) return id } +# the GPU memory it makes is counted as VKM_TEXTURE (R3D_VKMEM) function tex_load_dds_bytes(render3d_st: mut Render3dState, b: []byte, srgb: bool) -> int { + let was = render3d_st.gvk_tag + if was == VKM_OTHER { render3d_st.gvk_tag = VKM_TEXTURE } + let r = tex_load_dds_bytes__t(render3d_st, b, srgb) + render3d_st.gvk_tag = was + return r +} +function tex_load_dds_bytes__t(render3d_st: mut Render3dState, b: []byte, srgb: bool) -> int { if len(b) < 148 or b[0] != 68 or b[1] != 68 or b[2] != 83 or b[3] != 32 { return 0 } if b[84] != 68 or b[85] != 88 or b[86] != 49 or b[87] != 48 { return 0 } # "DX10" let h = dds_u32(b, 12) diff --git a/packages/ludic.render3d/vkmem_report.ludic b/packages/ludic.render3d/vkmem_report.ludic new file mode 100644 index 00000000..b8688f59 --- /dev/null +++ b/packages/ludic.render3d/vkmem_report.ludic @@ -0,0 +1,110 @@ +# vkmem_report.ludic — where the GPU memory is, by owner (R3D_VKMEM=, printed once at that frame). +# Every allocation carries the owner its maker was wrapped in (gvk_tag); a block's unused room is +# counted apart, since it is memory the driver holds for us whoever it will be given to. + +const VKM_OTHER: int = 0 +const VKM_MODEL: int = 1 +const VKM_TERRAIN: int = 2 +const VKM_SCATTER: int = 3 +const VKM_GRASS: int = 4 +const VKM_SHADOW: int = 5 +const VKM_TARGET: int = 6 +const VKM_SKY: int = 7 +const VKM_WATER: int = 8 +const VKM_TEXTURE: int = 9 +const VKM_FRAME: int = 10 +const VKM_IMPOSTOR: int = 11 +const VKM_N: int = 12 + +function vkmem_tick(render3d_st: mut Render3dState) -> void { + if render3d_st.vkmem_at == 0 { + render3d_st.vkmem_at = -1 + if r3d_env_has(render3d_st, "R3D_VKMEM") { render3d_st.vkmem_at = Text.to_int(r3d_env(render3d_st, "R3D_VKMEM")) } + } + if render3d_st.vkmem_at > 0 and render3d_st.r3d_test_frame == render3d_st.vkmem_at { vkmem_report(render3d_st) } +} + +@alloc_ok("a report printed once, under R3D_VKMEM") +function vkmem_report(render3d_st: Render3dState) -> void { + if render3d_st.gvk_al_tag == null { return } + let img = words(VKM_N); let buf = words(VKM_N); let host = words(VKM_N); let cnt = words(VKM_N) + for k in 0 .. VKM_N { img[k] = 0; buf[k] = 0; host[k] = 0; cnt[k] = 0 } + var used = 0 + var own = 0 + for a in 1 .. len(render3d_st.gvk_al_len) { + let n = render3d_st.gvk_al_len[a] + if n <= 0 { continue } + let t = render3d_st.gvk_al_tag[a] + let who = Math.min(t / 4, VKM_N - 1) + if (t & 1) != 0 { host[who] += n } else if (t & 2) != 0 { img[who] += n } else { buf[who] += n } + cnt[who] += 1 + used += n + if render3d_st.gvk_al_blk[a] < 0 { own += n } + } + var blocks = 0 + for b in 0 .. len(render3d_st.gvk_blk_size) { blocks += render3d_st.gvk_blk_size[b] } + vkmem_say_head(used, blocks + own, blocks + own - used) + for k in 0 .. VKM_N { if cnt[k] > 0 { vkmem_say_row(vkmem_name(k), img[k], buf[k], host[k], cnt[k]) } } + vkmem_big(render3d_st) + vkmem_cpu(render3d_st) +} + +# the largest images, with their owner, size and format +@alloc_ok("a report printed once, under R3D_VKMEM") +function vkmem_big(render3d_st: Render3dState) -> void { + let n = len(render3d_st.gvk_tex_mem) + let done = words(n) + for i in 0 .. n { done[i] = 0 } + for r in 0 .. 25 { + var best = -1 + var bn = 0 + for i in 1 .. n { + let a = int(render3d_st.gvk_tex_mem[i]) + if done[i] != 0 or a <= 0 or a >= len(render3d_st.gvk_al_len) { continue } + if render3d_st.gvk_al_len[a] > bn { bn = render3d_st.gvk_al_len[a]; best = i } + } + if best < 0 { return } + done[best] = 1 + let a = int(render3d_st.gvk_tex_mem[best]) + vkmem_say_img(vkmem_name(render3d_st.gvk_al_tag[a] / 4), bn, render3d_st.gvk_tex_dims_w[best], render3d_st.gvk_tex_dims_h[best], render3d_st.gvk_tex_layers[best], render3d_st.gvk_tex_levels[best], render3d_st.gvk_tex_vkfmt[best]) + } +} + +function vkmem_name(k: int) -> string { + if k == VKM_MODEL { return "models (gltf_load)" } + if k == VKM_TERRAIN { return "terrain" } + if k == VKM_SCATTER { return "scatter + streams" } + if k == VKM_GRASS { return "grass" } + if k == VKM_SHADOW { return "shadow maps" } + if k == VKM_TARGET { return "frame targets" } + if k == VKM_SKY { return "sky" } + if k == VKM_WATER { return "water" } + if k == VKM_TEXTURE { return "textures (game)" } + if k == VKM_FRAME { return "made in a frame" } + if k == VKM_IMPOSTOR { return "impostor atlases" } + return "other" +} +function vkmem_mb(n: int) -> int { return n / 1048576 } +function vkmem_say_head(used: int, held: int, slack: int) -> void { print(`vkmem: {vkmem_mb(used)} MB in use, {vkmem_mb(held)} MB held from the driver, {vkmem_mb(slack)} MB unused room in blocks`) } +function vkmem_say_row(name: string, img: int, buf: int, host: int, n: int) -> void { print(`vkmem: {name}: images {vkmem_mb(img)} MB, device buffers {vkmem_mb(buf)} MB, host buffers {vkmem_mb(host)} MB ({n} allocations)`) } +function vkmem_say_img(name: string, n: int, w: int, h: int, layers: int, levels: int, fmt: int) -> void { print(`vkmem: image {n / 1024} KB {w}x{h}x{layers} mips {levels} vkformat {fmt} {name}`) } + +# the renderer's own big arrays on the CPU heap +function vkmem_cpu(render3d_st: Render3dState) -> void { + var lay = 0 + var cap = 0 + for i in 0 .. len(render3d_st.sc_layers) { + let l = render3d_st.sc_layers[i] + lay += vkmem_fl(l.inst) + vkmem_fl(l.scratch) + vkmem_fl(l.gsorted) + vkmem_fl(l.vis) + cap += l.cap + } + var str = 0 + if render3d_st.stream_all != null { for i in 0 .. len(render3d_st.stream_all) { str += len(render3d_st.stream_all[i].arena) * 4 } } + let ter = vkmem_fl(render3d_st.ter_heights) + TERRAIN_RES * TERRAIN_RES * 3 + vkmem_say_cpu(len(render3d_st.sc_layers), cap, lay, str, ter, vkmem_fl(render3d_st.wb_cells)) +} +function vkmem_fl(f: floats) -> int { + if f == null { return 0 } + return len(f) * 4 +} +function vkmem_say_cpu(n: int, cap: int, lay: int, str: int, ter: int, water: int) -> void { print(`vkmem: cpu: {n} scatter layers (cap {cap} instances) {vkmem_mb(lay)} MB, stream arenas {vkmem_mb(str)} MB, terrain copies {vkmem_mb(ter)} MB, water cells {vkmem_mb(water)} MB`) } diff --git a/packages/ludic.render3d/water.ludic b/packages/ludic.render3d/water.ludic index a078ab2b..4892cac7 100644 --- a/packages/ludic.render3d/water.ludic +++ b/packages/ludic.render3d/water.ludic @@ -294,7 +294,14 @@ function water_body_add(render3d_st: mut Render3dState, level: float, cx: float, } # one reflecting plane: what this function always meant, without a new mesh and program # every time it is called +# the GPU memory it makes is counted as VKM_WATER (R3D_VKMEM) function water_init(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float) -> void { + let was = render3d_st.gvk_tag + render3d_st.gvk_tag = VKM_WATER + water_init__t(render3d_st, level, cx, cz, ex, ez) + render3d_st.gvk_tag = was +} +function water_init__t(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float) -> void { water_bodies_clear(render3d_st) water_body_add(render3d_st, level, cx, cz, ex, ez, true) }