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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@ -37,8 +37,16 @@ function sky_dir_from_uv(o: floats, u: float, v: float) -> void {
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v3_set(o, st * Math.sin(phi), Math.cos(theta), -(st * Math.cos(phi)))
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}
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@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
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# the GPU memory it makes is counted as VKM_SKY (R3D_VKMEM)
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function sky_load(render3d_st: mut Render3dState, path: string) -> bool {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_SKY
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let r = sky_load__t(render3d_st, path)
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render3d_st.gvk_tag = was
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return r
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}
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@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
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function sky_load__t(render3d_st: mut Render3dState, path: string) -> bool {
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render3d_st.sky_tex = tex_load_hdr(render3d_st, path)
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if render3d_st.sky_tex == 0 { return false }
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render3d_st.sky_w = render3d_st.tex_w; render3d_st.sky_h = render3d_st.tex_h
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