render3d: recycle texture and buffer ids, free a released model whole, actor_release

A freed texture or buffer id goes on a spare list the next one takes; tex_note_size keeps sizes by id.
model_release frees prims, meshes, material names, the skin and leaves gltf_cached. actor_release
takes an actor off the stage and actor_new reuses its record (ECS's Things come and go all day).
steady.ludic: an actor round at 0 bytes over 2000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 12:00:53 +03:00
parent 2fe4018d28
commit 9b482d609a
14 changed files with 208 additions and 39 deletions

View file

@ -13,6 +13,7 @@ export state Render3dState {
ac_out_cut: AcProg = null
ac_actors: []Actor = null
ac_next_id: int = 0
ac_spare: []Actor = null # released actors, taken again by actor_new (actor_release)
ac_frame: int = 0
ac_oq: []OutlineReq = null
ac_oq_n: int = 0 # live entries; the array is kept and reused
@ -211,6 +212,8 @@ export state Render3dState {
gvk_lay_flat: []int = null # every layout known, end to end; gvk_lay_off / _len find each
gvk_lay_off: []int = null
gvk_lay_len: []int = null
gvk_tex_spare: []int = null # ids of freed textures, handed out again by gvk_tex_new
gvk_buf_spare: []int = null # the same for buffers (gvk_buf_delete)
gvk_has_bc: bool = false # textureCompressionBC: .dds textures are uploaded compressed
# R3D_VK_PROF: Vulkan objects made and destroyed, reported every 120 frames
gvk_mk_img: int = 0
@ -805,7 +808,6 @@ export state Render3dState {
tex_depth: int = 0 # bits per sample (8 or 16)
tex_file_len: int = 0
tex_anisotropy: fixed = 16.0
tex_size_ids: []int = new []int
tex_size_ws: []int = new []int
tex_size_hs: []int = new []int
hdr_max_lum: float = 0.0 # float bits of the brightest texel (sun finding)