render3d: r3d_small, a renderer sized for a small UI window

Set before r3d_open: the frame's uniform ring is 2 x 4 MB (was 2 x 64), memory blocks are 8 MB with
anything over 4 MB on its own (was 64 and 16), and the descriptor pools are an eighth of a world's.
Maroon Lake's launcher window draws a picture and text and never becomes the game; its launcher home
and Settings page draw pixel-identical on it. The full-size path is unchanged (steady: STEADY OK).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 14:23:00 +03:00
parent 90b23e11e9
commit 8030cfdfde
4 changed files with 41 additions and 13 deletions

View file

@ -587,6 +587,7 @@ export state Render3dState {
r3d_time: float = 0.0
r3d_ready: bool = false
r3d_plate: bool = false
r3d_small: bool = false # set before r3d_open: a small UI window (a launcher) - the ring, the memory blocks and the descriptor pools sized for it
r3d_sky_path: string = null
r3d_debug: bool = false
r3d_debug_shadow: bool = false

View file

@ -340,6 +340,16 @@ function gvk_alloc(render3d_st: mut Render3dState, req: bytes, want: int) -> lon
const GVK_BLOCK_DEVICE: int = 67108864
const GVK_BLOCK_HOST: int = 67108864
const GVK_OWN_OVER: int = 16777216
# a small window's (r3d_small): a UI's few sheets, not a world's hundreds of textures
const GVK_BLOCK_SMALL: int = 8388608
function gvk_block_bytes(render3d_st: Render3dState) -> int {
if render3d_st.r3d_small { return GVK_BLOCK_SMALL }
return GVK_BLOCK_DEVICE
}
function gvk_own_over(render3d_st: Render3dState) -> int {
if render3d_st.r3d_small { return GVK_BLOCK_SMALL / 2 }
return GVK_OWN_OVER
}
@alloc_ok("made once per resource and kept for its life (a texture, program, sampler, view, layout or memory block is created when first asked for)")
function gvk_mem_init(render3d_st: mut Render3dState) -> void {
@ -414,7 +424,7 @@ function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, imag
}
let mp = render3d_st.gvk_map_slot
mp[0] = null
if size <= GVK_OWN_OVER {
if size <= gvk_own_over(render3d_st) {
var kind = t * 2
if image { kind += 1 }
var i = 0
@ -434,8 +444,8 @@ function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, imag
i += 1
}
if blk < 0 {
var bsize = GVK_BLOCK_DEVICE
if host { bsize = GVK_BLOCK_HOST }
var bsize = gvk_block_bytes(render3d_st)
if host and not render3d_st.r3d_small { bsize = GVK_BLOCK_HOST }
let mem = gvk_mem_raw(render3d_st, t, bsize, host, mp)
if mem != 0 {
# into the record of a block given back, when there is one: a buffer made again every few

View file

@ -716,6 +716,11 @@ function gvk_bind_texture(render3d_st: mut Render3dState, p: int, name: string,
# its descriptor set comes from a pool that is reset with the frame. Both are rewound at
# gvk_frame_reset.
const GVK_RING_BYTES: int = 64 * 1024 * 1024
const GVK_RING_SMALL: int = 4 * 1024 * 1024 # a UI's frame: a few hundred small blocks
function gvk_ring_bytes(render3d_st: Render3dState) -> int {
if render3d_st.r3d_small { return GVK_RING_SMALL }
return GVK_RING_BYTES
}
@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
function gvk_frame_init(render3d_st: mut Render3dState) -> bool {
@ -732,18 +737,18 @@ function gvk_frame_init(render3d_st: mut Render3dState) -> bool {
if (counts & VK_SAMPLE_COUNT_4_BIT) != 0 { render3d_st.gvk_msaa_max = 4 }
render3d_st.gvk_ring_buf = gvk_buf_new(render3d_st)
# one half per frame slot: the cached sets bind this one buffer, and each draw's offset says the half
if not gvk_buf_reserve(render3d_st, render3d_st.gvk_ring_buf, GVK_RING_BYTES * 2) { return false }
if not gvk_buf_reserve(render3d_st, render3d_st.gvk_ring_buf, gvk_ring_bytes(render3d_st) * 2) { return false }
let sizes = bytes(VkDescriptorPoolSize_sizeof * 3)
Vk.put_i32(sizes, VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, 32768)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, gvk_pool_n(render3d_st, 32768))
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, 131072)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, gvk_pool_n(render3d_st, 131072))
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof * 2 + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof * 2 + VkDescriptorPoolSize_descriptorCount, 16384)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof * 2 + VkDescriptorPoolSize_descriptorCount, gvk_pool_n(render3d_st, 16384))
let dpci = bytes(VkDescriptorPoolCreateInfo_sizeof)
Vk.zero(dpci, VkDescriptorPoolCreateInfo_sizeof)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, 16384)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, gvk_pool_n(render3d_st, 16384))
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_poolSizeCount, 3)
Vk.put_ptr(dpci, VkDescriptorPoolCreateInfo_pPoolSizes, sizes)
let out = bytes(8)
@ -770,8 +775,8 @@ function gvk_frame_reset(render3d_st: mut Render3dState) -> void {
# draw still in use makes its set again the first time it is drawn
if render3d_st.gvk_sc_dead >= GVK_SC_DEAD_MAX { gvk_kpool_reset(render3d_st) }
let slot = render3d_st.gvk_frame_no & 1
render3d_st.gvk_ring_off = slot * GVK_RING_BYTES
render3d_st.gvk_ring_end = (slot + 1) * GVK_RING_BYTES
render3d_st.gvk_ring_off = slot * gvk_ring_bytes(render3d_st)
render3d_st.gvk_ring_end = (slot + 1) * gvk_ring_bytes(render3d_st)
render3d_st.gvk_dpool = render3d_st.gvk_dpools[slot]
Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_dpool, 0)
}
@ -795,18 +800,23 @@ function gvk_ring_put(render3d_st: mut Render3dState, blk: pointer, n: int) -> i
# sampler, so a set is never matched against a texture it no longer describes.
const GVK_KPOOL_SETS: int = 8192
const GVK_SC_DEAD_MAX: int = 256 # textures released before the kept sets start over
# a descriptor pool's counts: a small window's (r3d_small) an eighth of a world's
function gvk_pool_n(render3d_st: Render3dState, n: int) -> int {
if render3d_st.r3d_small { return n / 8 }
return n
}
@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
function gvk_kpool_make(render3d_st: mut Render3dState) -> bool {
let sizes = bytes(VkDescriptorPoolSize_sizeof * 2)
Vk.put_i32(sizes, VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, GVK_KPOOL_SETS * 2)
Vk.put_i32(sizes, VkDescriptorPoolSize_descriptorCount, gvk_pool_n(render3d_st, GVK_KPOOL_SETS) * 2)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_type, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, GVK_KPOOL_SETS * 8)
Vk.put_i32(sizes, VkDescriptorPoolSize_sizeof + VkDescriptorPoolSize_descriptorCount, gvk_pool_n(render3d_st, GVK_KPOOL_SETS) * 8)
let dpci = bytes(VkDescriptorPoolCreateInfo_sizeof)
Vk.zero(dpci, VkDescriptorPoolCreateInfo_sizeof)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_sType, VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, GVK_KPOOL_SETS)
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_maxSets, gvk_pool_n(render3d_st, GVK_KPOOL_SETS))
Vk.put_i32(dpci, VkDescriptorPoolCreateInfo_poolSizeCount, 2)
Vk.put_ptr(dpci, VkDescriptorPoolCreateInfo_pPoolSizes, sizes)
let out = bytes(8)