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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@ -363,3 +363,9 @@ entry:
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%r = call i64 %fn(ptr %a0, ptr %a1)
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ret i64 %r
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}
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; the frame's autorelease pool is a macOS matter (vk_mac.ll); Windows has nothing to drain
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define void @lvk_frame_pool() {
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entry:
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ret void
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}
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