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>
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9 changed files with 114 additions and 16 deletions
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@ -144,7 +144,8 @@ function gltf_prim(render3d_st: mut Render3dState, p: Val) -> Prim {
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if un != null { pr.nrm = gltf_texture(render3d_st, un, false) }
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if ua != null { pr.arm = gltf_texture(render3d_st, ua, false) }
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var mname: string = null
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if value_has(mat, "name") != 0 { mname = value_as_str(value_get(mat, "name")) }
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# a copy: the document goes, strings and all, at the next load
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if value_has(mat, "name") != 0 { let s = value_as_str(value_get(mat, "name")); mname = s[0 .. len(s)] }
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pr.name = mname
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if mname != null {
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if ud != null { gltf_mat_remember(render3d_st, mname, pr.diff, pr.nrm, pr.arm) }
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@ -168,7 +169,7 @@ function gltf_load(render3d_st: mut Render3dState, dir: string, file: string, no
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if text == null { print(`gltf: cannot read {dir}/{file}`); return null }
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# the last file's tree goes first (it is read only until the next load: ludic.anim's read.ludic),
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# and the text once parsed - nothing gives memory back on its own (plan 23 of maroon-lake)
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if render3d_st.gltf_doc != null { Json.free(render3d_st.gltf_doc) }
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if render3d_st.gltf_doc != null { Json.free_all(render3d_st.gltf_doc) }
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render3d_st.gltf_doc = Json.parse(text)
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free(text)
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let buffers = value_get(render3d_st.gltf_doc, "buffers")
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