render3d: a stream's cache is made with the stream - records and an arena - and evicts in place
stream_update made a Chunk and a words copy per new chunk (fn_stream_update +39 blocks / 13.2 KB a window with the hiker in the drifting boat). The pool holds STREAM_MAX_CHUNKS records; the arena is twice the layer's cap; eviction compacts it; a chunk that cannot be kept is gathered from the scratch. stream_clear_all frees records, lists and streams. steady: 300 new cells, cap 256: 156 KB before, 0 / -4.9 KB after, and every kept chunk's data checked against its cell. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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4 changed files with 99 additions and 19 deletions
9
changes/stream-arena.md
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9
changes/stream-arena.md
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bump: patch
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type: fix
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**Streaming new ground allocates nothing.** A streamed layer's cache made a record and a copy of
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its instances for every chunk the camera found, so the heap grew for as long as there was ground
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nobody had stood near - a boat drifting across the lake grew it every frame it crossed a cell. Each
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stream now makes its whole cache when it is created: a record per chunk it can keep and an arena of
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twice what its layer draws, compacted in place when it evicts. Replacing the world
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(`stream_clear_all`) now gives every record, list and stream back. `examples/rendering/steady.ludic`
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crosses 300 new cells with eviction running: 156 KB before, 0 after, every kept chunk still its own.
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@ -13,7 +13,11 @@ program Steady {
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function scene_draw(render3d_st: mut Render3dState) -> void { actor_draw(render3d_st) }
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function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { }
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function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { }
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# a chunk of 20 to 51 instances, different for every cell
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function stream_fill(render3d_st: mut Render3dState, s: Stream, cx: int, cz: int, band: int) -> void {
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let n = 20 + ((cx * 7 + cz * 13 + band) & 31)
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for i in 0 .. n { stream_emit(render3d_st, s, float(cx) * 32.0 + float(i), 0.0, float(cz) * 32.0, 1.0, 0.0, 0.5, 0.0) }
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}
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# The heap once the device is idle and MoltenVK's completion handlers, which release a finished
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# command buffer on their own thread, have caught up: two reads 20 ms apart that agree. Read at
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@ -93,6 +97,35 @@ program Steady {
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return grew
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}
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# bytes gained while the camera crosses new ground for 300 cells: a streamed layer's cache holds
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# at most 256 chunks, so it fills, evicts and compacts on the way. Each chunk once brought its
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# own record and copy, made as the ground was found.
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function stream_rounds(render3d_st: mut Render3dState, m: Model) -> long {
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render3d_st.STREAM_MAX_CHUNKS = 256
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let l = layer_new(render3d_st, m, 20000, false, 0.0, 0.0, 400.0)
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let st = stream_new(render3d_st, l, 32.0, 96.0, 32.0, 64.0, 80.0, 96.0)
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cam_set(render3d_st, 0.0, 3.0, 0.0, 0.0, -10.0)
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frame_rounds(render3d_st, 10)
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let before = settled(render3d_st)
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for step in 1 .. 301 {
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cam_set(render3d_st, float(step) * 32.0, 3.0, float(step % 7) * 32.0, 0.0, -10.0)
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frame_rounds(render3d_st, 2)
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}
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let grew = settled(render3d_st) - before
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# every chunk kept, after all that evicting and compacting, still holds its own cell's instances
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var wrong = 0
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for i in 0 .. st.n {
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let c = st.chunks[i]
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let cx = c.key / 4 / 8192 - 4096
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if c.count < 20 or float_from_bits(st.arena[c.off]) != float(cx) * 32.0 { wrong += 1 }
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}
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if wrong > 0 or st.n == 0 or l.count == 0 {
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print(`steady: FAILED - {wrong} of {st.n} kept chunks hold another cell's instances ({l.count} drawn)`)
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return 1000000
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}
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return grew
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}
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# bytes gained over n parses of a glTF document, each freed whole (Json.free_all): strings too
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function parse_rounds(render3d_st: Render3dState, text: string, n: int) -> long {
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let before = settled(render3d_st)
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@ -131,10 +164,11 @@ program Steady {
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actor_rounds(render3d_st, am, 20)
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let grew_a = actor_rounds(render3d_st, am, 2000)
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let grew_r = ramp_rounds(render3d_st, am)
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let grew_s = stream_rounds(render3d_st, am)
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let text = Fs.read_text("packages/ludic.lab/plate/plate.gltf")
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parse_rounds(render3d_st, text, 20)
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let grew_p = parse_rounds(render3d_st, text, 200)
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print(`steady: the buffer path gained {grew_b} bytes over 5000 rounds, the frame {grew_f} over 600, a glTF parsed and freed {grew_p} over 200, a model loaded and let go {grew_m} over 200, an actor placed and released {grew_a} over 2000, a frame drawing 20 to 200 actors {grew_r}`)
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print(`steady: the buffer path gained {grew_b} bytes over 5000 rounds, the frame {grew_f} over 600, a glTF parsed and freed {grew_p} over 200, a model loaded and let go {grew_m} over 200, an actor placed and released {grew_a} over 2000, a frame drawing 20 to 200 actors {grew_r}, a stream over 300 new cells {grew_s}`)
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# a few KB of slack for what the system's own libraries keep (Metal's caches, the allocator)
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var ok = grew_b < 16384
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if not ok { print("steady: FAILED - releasing and making a buffer again leaves memory behind") }
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@ -160,6 +194,10 @@ program Steady {
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ok = false
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print("steady: FAILED - a frame drawing more than before leaves memory behind")
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}
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if grew_s >= 4096 {
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ok = false
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print("steady: FAILED - streaming new ground leaves memory behind")
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}
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if ok { print("STEADY OK") } else { print("STEADY FAILED") }
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quit()
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}
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@ -691,6 +691,7 @@ export state Render3dState {
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stream_walks: int = 0 # streams that walked their whole ring this frame
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stream_debug_n: int = 0
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stream_scratch: floats = null
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stream_loose: Chunk = null # the record for a chunk no stream's cache can keep this walk
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stream_deadline: long = 0
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gsl_on: bool = false # slInit succeeded: the interposer is the loader, the plugins are in
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gsl_dlss_ok: bool = false # what this adapter can run, from slIsFeatureSupported
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@ -16,7 +16,7 @@
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property Chunk {
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key: int = 0, # packed (cx, cz, band)
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used: int = 0, # the walk that last wanted it (for eviction)
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data: words, # INST_FLOATS per instance
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off: int = -1, # where its instances start in the stream's arena (words); -1 not kept
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count: int = 0,
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ymin: float = 0.0, # height range of its instances (float bits), for the frustum test
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ymax: float = 0.0
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@ -36,7 +36,10 @@ property Stream {
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kind: int = 0, # the scene's generator selector for this stream
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min_band: int = 0, # bands below this belong to another (nearer) stream
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view_gen: int = -1, # sc_view_gen the layer was last gathered for (the view turned -> regather)
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htab: words # open-addressed key -> chunk index + 1 (0 = empty)
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htab: words, # open-addressed key -> chunk index + 1 (0 = empty)
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arena: words, # every kept chunk's instances, in the order of `chunks`
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top: int = 0, # words of the arena in use
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spare: []Chunk # records not in use: all of them are made with the stream
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}
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# microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1)
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@ -47,13 +50,24 @@ function stream_new(render3d_st: mut Render3dState, layer: Layer, size: float, r
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if r3d_env_has(render3d_st, "R3D_STREAM_CAP") { render3d_st.STREAM_MAX_CHUNKS = Text.to_int(r3d_env(render3d_st, "R3D_STREAM_CAP")) }
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render3d_st.stream_no_evict = r3d_env_has(render3d_st, "R3D_NOEVICT")
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}
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# the fill's scratch and the record for a chunk the cache cannot keep, both once for every stream
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if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
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if render3d_st.stream_loose == null { render3d_st.stream_loose = new Chunk }
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let s = new Stream
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s.layer = layer; s.size = size; s.reach = reach
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layer.streamed = true
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layer.grounded = true
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s.bands = floats(4)
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s.bands[0] = b0; s.bands[1] = b1; s.bands[2] = b2; s.bands[3] = b3
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# Everything the cache will ever hold is made here: a record per chunk it can keep and an arena
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# of twice what the layer draws. Each chunk once had its own record and copy, made as the camera
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# found new ground, so the heap grew for as long as there was ground nobody had stood near.
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s.chunks = new []Chunk
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s.spare = new []Chunk
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let live = s.chunks
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for i in 0 .. render3d_st.STREAM_MAX_CHUNKS { push(live, new Chunk) }
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while len(live) > 0 { push(s.spare, List.pop(live)) }
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s.arena = words(Math.max(layer.cap, 4096) * 2 * INST_FLOATS)
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s.keys = words(render3d_st.STREAM_MAX_CHUNKS)
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s.htab = words(STREAM_HASH)
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for i in 0 .. STREAM_HASH { s.htab[i] = 0 }
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@ -100,7 +114,6 @@ const STREAM_CHUNK_MAX: int = 262144
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function stream_emit(render3d_st: mut Render3dState, s: Stream, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
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let c = s.cur
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if c.count >= STREAM_CHUNK_MAX { return }
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if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
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if c.count == 0 { c.ymin = y; c.ymax = y } else { c.ymin = Math.min(c.ymin, y); c.ymax = Math.max(c.ymax, y) }
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let o = c.count * INST_FLOATS
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render3d_st.stream_scratch[o] = x; render3d_st.stream_scratch[o + 1] = y; render3d_st.stream_scratch[o + 2] = z; render3d_st.stream_scratch[o + 3] = scale
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@ -164,19 +177,26 @@ function stream_evict(render3d_st: mut Render3dState, s: Stream) -> void {
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# everything wanted by the walk in progress stays whatever the threshold says
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# compacted in place, and an evicted chunk goes whole: a new list per eviction and the chunks'
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# own records were never given back
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# the arena is compacted in the same pass: a kept chunk's instances only ever move down
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var w = 0
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var top = 0
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var i = 0
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while i < s.n {
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let c = s.chunks[i]
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if c.used >= t or c.used == render3d_st.stream_walk_no {
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let n = c.count * INST_FLOATS
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if c.off != top { for k in 0 .. n { s.arena[top + k] = s.arena[c.off + k] } }
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c.off = top
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top += n
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s.chunks[w] = c
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w += 1
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} else {
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if c.data != null { free(c.data) }
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free(c)
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c.off = -1
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push(s.spare, c)
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}
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i += 1
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}
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s.top = top
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let ch = s.chunks
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while len(ch) > w { List.pop(ch) }
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s.n = w
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@ -221,9 +241,12 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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# The cell underfoot and its neighbours are never deferred: they are what you
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# are looking at, and a hole there is the grass vanishing as you walk into it.
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let urgent = band == 0 and ring <= 1
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var loose = false
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if c == null and (first or urgent or gl_now_us() < render3d_st.stream_deadline) {
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c = new Chunk
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c.key = key
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if len(s.spare) == 0 and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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let sp = s.spare
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if len(sp) > 0 { c = List.pop(sp) } else { c = render3d_st.stream_loose }
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c.key = key; c.count = 0; c.off = -1; c.used = 0
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s.cur = c
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let t0 = gl_now_us()
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r3d_stream_fill(render3d_st, s, cx, cz, band)
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@ -231,15 +254,17 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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render3d_st.stream_us_gen = render3d_st.stream_us_gen + dt
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prof_chunk(render3d_st, s.kind, band, c.count, dt)
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if render3d_st.r3d_debug and band == 0 and render3d_st.stream_debug_n < 40 { render3d_st.stream_debug_n += 1; print(`stream kind {s.kind} band {band} chunk {cx},{cz}: {c.count} instances`) }
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if c.count > 0 { c.data = words(c.count * INST_FLOATS); mem_copy(c.data, render3d_st.stream_scratch, c.count * INST_FLOATS * 4) }
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if s.n >= render3d_st.STREAM_MAX_CHUNKS and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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# If the walk in progress wants more chunks than the cache can hold, there
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# is nothing to evict and this one is used and dropped, as every chunk used
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# to be. The cap has to exceed one walk's ring for the cache to work at all.
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if s.n < render3d_st.STREAM_MAX_CHUNKS {
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let need = c.count * INST_FLOATS
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if s.top + need > len(s.arena) and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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# If the walk in progress wants more than the cache can hold, there is nothing to
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# evict and this one is drawn from the scratch and dropped, as every chunk used to be.
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if c != render3d_st.stream_loose and s.n < render3d_st.STREAM_MAX_CHUNKS and s.top + need <= len(s.arena) {
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if need > 0 { mem_copy(mem_off(data_of(s.arena), s.top * 4), data_of(render3d_st.stream_scratch), need * 4) }
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c.off = s.top
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s.top += need
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push(s.chunks, c); s.keys[s.n] = key; stream_remember(s, key, s.n); s.n += 1
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c.used = render3d_st.stream_walk_no
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}
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} else { loose = true }
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prof_gen_add(render3d_st, c.count + 512)
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}
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@ -255,10 +280,13 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) {
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let tg = gl_now_us()
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layer_room(l, l.count + c.count)
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), data_of(c.data), c.count * INST_FLOATS * 4)
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var src = data_of(render3d_st.stream_scratch)
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if c.off >= 0 { src = mem_off(data_of(s.arena), c.off * 4) }
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), src, c.count * INST_FLOATS * 4)
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l.count += c.count
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render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg)
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}
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if loose and c != render3d_st.stream_loose { push(s.spare, c) }
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}
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}
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cx += 1
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@ -313,10 +341,14 @@ function stream_clear_all(render3d_st: mut Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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for i in 0 .. len(render3d_st.stream_all) {
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let s = render3d_st.stream_all[i]
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if s.chunks != null { for c in 0 .. len(s.chunks) { if s.chunks[c].data != null { free(s.chunks[c].data) } } }
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for c in 0 .. len(s.chunks) { free(s.chunks[c]) }
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for c in 0 .. len(s.spare) { free(s.spare[c]) }
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free(s.chunks); free(s.spare); free(s.arena)
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if s.keys != null { free(s.keys) }
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if s.htab != null { free(s.htab) }
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if s.bands != null { free(s.bands) }
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free(s)
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}
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render3d_st.stream_all = null
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let all = render3d_st.stream_all
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List.clear(all)
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}
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