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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@ -54,8 +54,15 @@ 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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# the GPU memory it makes is counted as VKM_TARGET (R3D_VKMEM)
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function post_init(render3d_st: mut Render3dState, w: int, h: int) -> void {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_TARGET
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post_init__t(render3d_st, w, h)
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render3d_st.gvk_tag = was
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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__t(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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# the exposure's two 1x1 targets: made once, here, rather than by the first frame that measured
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if render3d_st.post_adapt_t == null {
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