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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 13:26:59 +03:00
parent b4774a46ee
commit 7e9fa4473c
4 changed files with 99 additions and 19 deletions

View file

@ -13,7 +13,11 @@ program Steady {
function scene_draw(render3d_st: mut Render3dState) -> void { actor_draw(render3d_st) }
function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { }
function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { }
# a chunk of 20 to 51 instances, different for every cell
function stream_fill(render3d_st: mut Render3dState, s: Stream, cx: int, cz: int, band: int) -> void {
let n = 20 + ((cx * 7 + cz * 13 + band) & 31)
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) }
}
# The heap once the device is idle and MoltenVK's completion handlers, which release a finished
# command buffer on their own thread, have caught up: two reads 20 ms apart that agree. Read at
@ -93,6 +97,35 @@ program Steady {
return grew
}
# bytes gained while the camera crosses new ground for 300 cells: a streamed layer's cache holds
# at most 256 chunks, so it fills, evicts and compacts on the way. Each chunk once brought its
# own record and copy, made as the ground was found.
function stream_rounds(render3d_st: mut Render3dState, m: Model) -> long {
render3d_st.STREAM_MAX_CHUNKS = 256
let l = layer_new(render3d_st, m, 20000, false, 0.0, 0.0, 400.0)
let st = stream_new(render3d_st, l, 32.0, 96.0, 32.0, 64.0, 80.0, 96.0)
cam_set(render3d_st, 0.0, 3.0, 0.0, 0.0, -10.0)
frame_rounds(render3d_st, 10)
let before = settled(render3d_st)
for step in 1 .. 301 {
cam_set(render3d_st, float(step) * 32.0, 3.0, float(step % 7) * 32.0, 0.0, -10.0)
frame_rounds(render3d_st, 2)
}
let grew = settled(render3d_st) - before
# every chunk kept, after all that evicting and compacting, still holds its own cell's instances
var wrong = 0
for i in 0 .. st.n {
let c = st.chunks[i]
let cx = c.key / 4 / 8192 - 4096
if c.count < 20 or float_from_bits(st.arena[c.off]) != float(cx) * 32.0 { wrong += 1 }
}
if wrong > 0 or st.n == 0 or l.count == 0 {
print(`steady: FAILED - {wrong} of {st.n} kept chunks hold another cell's instances ({l.count} drawn)`)
return 1000000
}
return grew
}
# bytes gained over n parses of a glTF document, each freed whole (Json.free_all): strings too
function parse_rounds(render3d_st: Render3dState, text: string, n: int) -> long {
let before = settled(render3d_st)
@ -131,10 +164,11 @@ program Steady {
actor_rounds(render3d_st, am, 20)
let grew_a = actor_rounds(render3d_st, am, 2000)
let grew_r = ramp_rounds(render3d_st, am)
let grew_s = stream_rounds(render3d_st, am)
let text = Fs.read_text("packages/ludic.lab/plate/plate.gltf")
parse_rounds(render3d_st, text, 20)
let grew_p = parse_rounds(render3d_st, text, 200)
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}`)
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}`)
# a few KB of slack for what the system's own libraries keep (Metal's caches, the allocator)
var ok = grew_b < 16384
if not ok { print("steady: FAILED - releasing and making a buffer again leaves memory behind") }
@ -160,6 +194,10 @@ program Steady {
ok = false
print("steady: FAILED - a frame drawing more than before leaves memory behind")
}
if grew_s >= 4096 {
ok = false
print("steady: FAILED - streaming new ground leaves memory behind")
}
if ok { print("STEADY OK") } else { print("STEADY FAILED") }
quit()
}