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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@ -294,7 +294,14 @@ function water_body_add(render3d_st: mut Render3dState, level: float, cx: float,
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}
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# one reflecting plane: what this function always meant, without a new mesh and program
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# every time it is called
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# the GPU memory it makes is counted as VKM_WATER (R3D_VKMEM)
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function water_init(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float) -> void {
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let was = render3d_st.gvk_tag
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render3d_st.gvk_tag = VKM_WATER
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water_init__t(render3d_st, level, cx, cz, ex, ez)
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render3d_st.gvk_tag = was
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}
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function water_init__t(render3d_st: mut Render3dState, level: float, cx: float, cz: float, ex: float, ez: float) -> void {
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water_bodies_clear(render3d_st)
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water_body_add(render3d_st, level, cx, cz, ex, ez, true)
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}
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