fix(render3d): the Vulkan renderer stops leaking as it loads and draws
- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the valley's boot, and again for every model loaded later): the pixels are converted straight into the mapped staging buffer - the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a view keeps its Metal texture alive: a released texture takes its views with it, and the cache is keyed by numbers instead of a string built on every call - the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp) - the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass cull's dispatch arguments are made once - macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll) - R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length - examples/rendering/smooth presents through render3d, so it runs on Vulkan too The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading before). ludic-dev test 305/305, selfhost-test 33/33. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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changes/vulkan-leaks.md
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changes/vulkan-leaks.md
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bump: patch
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type: fix
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**The Vulkan renderer no longer leaks memory as it loads and draws.** Every texture upload
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malloc'd a CPU copy of its pixels and never freed it (236 MB over the valley's boot, and again on
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every model loaded later); the pixels are now converted straight into the mapped staging buffer.
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The per-level and per-layer views made for mipmapped and layered targets outlived their texture,
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and on MoltenVK a view keeps its Metal texture alive, so every rebuild of the screen-sized targets
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left the last set in memory; a released texture now takes its views with it, and the cache is
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keyed by numbers rather than a string built on every call. The Vulkan structs filled for a draw, a
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pass, a barrier, a descriptor set or a buffer (about sixty call sites, several per draw) come from
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a reused 1 MB scratch ring instead of a malloc each; the descriptor-set cache and the retired
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buffer list are emptied and refilled rather than replaced; and on macOS the frame drains an
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autorelease pool (`Vk.frame_pool()`), which MoltenVK and the layer rely on. `R3D_VK_PROF` now
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also prints, every 120 frames, the Vulkan objects made and destroyed by kind and the length of
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every cache, so a kind made each frame and never destroyed shows at once.
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