fix(render3d): nothing allocated in the steady state - the Vulkan allocator reuses its records
gvk_mem_new made a one-slot []pointer per allocation, and turned the requirement's size and alignment into strings to read them as ints; gvk_list_drop_last rebuilt the spare-record list to drop its last entry; gvk_mem_id did the string round trip on every free. One slot is kept (gvk_map_slot), int() truncates a long, the spare list pops. Every Text.to_int(string(x)) in render3d is int(x) now. Vk.heap_bytes() (vk_mac.ll: malloc_zone_statistics' size_in_use; 0 on Windows) and examples/rendering/steady.ludic, in the suite: a buffer released and made again 5000 times and 600 whole frames gain 0 bytes each - the allocator before this, 1,120,000 over the 5000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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9 changed files with 119 additions and 19 deletions
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@ -28,6 +28,8 @@ import "vk_api.ludic"
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# Once a frame: on macOS drains what MoltenVK and the layer autoreleased during the last one (a
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# program pumping its own events has no other pool); nothing elsewhere.
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extern function vk_frame_pool() = "lvk_frame_pool"
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# malloc's live bytes (macOS; 0 elsewhere): a test that a path allocates nothing, frame after frame
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extern function vk_heap_bytes() -> long = "lvk_heap_bytes"
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extern function vk_sl_prefer(on: int) = "lvk_sl_prefer"
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extern function vk_sl_active() -> int = "lvk_sl_active"
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extern function vk_sl_init(pref: pointer, sdk_version: long) -> int = "lsl_slInit"
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