render3d: R3D_VKMEM=<frame> says where the GPU memory is, by owner, and the renderer's big CPU arrays
Every allocation carries the owner its maker was wrapped in (models, terrain, impostor atlases, scatter, grass, shadow maps, frame targets, sky, water, game textures, made in a frame), and the report prints each owner's images and buffers, the 25 largest images and the scatter layers', streams' and terrain's CPU copies. Nothing drawn changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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17 changed files with 315 additions and 15 deletions
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@ -358,7 +358,8 @@ function gvk_mem_init(render3d_st: mut Render3dState) -> void {
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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
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render3d_st.gvk_fr_blk = new []int; render3d_st.gvk_fr_off = new []int; render3d_st.gvk_fr_len = new []int
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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
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render3d_st.gvk_al_map = new []pointer; render3d_st.gvk_al_spare = new []int
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render3d_st.gvk_al_map = new []pointer; render3d_st.gvk_al_spare = new []int; render3d_st.gvk_al_tag = new []int
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push(render3d_st.gvk_al_tag, 0)
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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)
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}
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@ -483,10 +484,15 @@ function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, imag
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List.pop(spare)
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} else {
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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)
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push(render3d_st.gvk_al_tag, 0)
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a = len(render3d_st.gvk_al_blk) - 1
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}
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var len_ = size
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if blk >= 0 { len_ = span } # what the block gives back when it is freed
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var tg = render3d_st.gvk_tag * 4
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if image { tg += 2 }
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if host { tg += 1 }
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render3d_st.gvk_al_tag[a] = tg
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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
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return a
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}
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