fix(render3d, runtime): a glTF document is freed whole, layouts found by number, block records reused
- Json.free_all (value_free_all): a parsed tree's nodes, lists and strings. render3d frees each glTF document that way at the next load; the names kept out of it are copies (a primitive's material, a skin's joints, an animation clip's name in ludic.anim) - a model's strings were ~640 KB left behind per load - jp_number made a digits list per decimal in a document and never freed it - gvk_layout_id matches a mesh's layout as numbers in a scratch made once, against the layouts known end to end; a new mesh no longer builds a key string - gvk_mem_new puts a new block into the record of one given back rather than appending, so a buffer made again every few frames no longer grows the block lists steady.ludic adds a glTF parsed and freed whole 200 times: 0 bytes (38,400 before the digits fix), beside the buffer path and the frame, still 0. A model loaded and let go still keeps ~2 KB a round (texture and buffer handles are not reused yet); it is bounded at 8 KB a round. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
866037a0d7
commit
a465984c52
9 changed files with 114 additions and 16 deletions
|
|
@ -62,7 +62,7 @@ function read_one(anim_st: AnimState, render3d_st: mut Render3dState, a: Val) ->
|
|||
}
|
||||
if n_keep == 0 { return null }
|
||||
let c = new Clip
|
||||
c.name = nm
|
||||
c.name = nm[0 .. len(nm)] # a copy: the document goes, strings and all, at the next load
|
||||
c.n = n_keep
|
||||
c.cnode = words(n_keep)
|
||||
c.cpath = words(n_keep)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue