render3d: @owns on the handles records hold
Target's framebuffer and its colour and depth textures, a Mesh's index buffer (gvk_buf_new / gvk_buf_delete now @creates / @releases GpuBuffer too), a Prim's mesh and an Actor's own skin clone. ludic deps --resources over main: resource_drops 0, owned_leaks 0; a probe freeing a Target's fbo alone was reported for its colour and depth (2), then removed. Compiled (steady). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 8 additions and 6 deletions
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@ -634,6 +634,7 @@ function gvk_sampler(render3d_st: mut Render3dState, min_f: int, mag_f: int, wra
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# destroyed at gvk_retire_flush, after the frame's work is done.
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@alloc_ok("loading a model, a texture or a font: a load, not a frame (a guest loading a teammate's look is one)")
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@creates(GpuBuffer)
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function gvk_buf_new(render3d_st: mut Render3dState) -> int {
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let zero: long = 0
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if render3d_st.gvk_buf == null {
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@ -655,6 +656,7 @@ function gvk_buf_new(render3d_st: mut Render3dState) -> int {
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# a buffer done with for good (a mesh freed): its storage goes, and its handle is handed out again
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# by gvk_buf_new. gvk_buf_release alone keeps the handle, for a caller that fills it again.
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@releases(GpuBuffer)
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function gvk_buf_delete(render3d_st: mut Render3dState, b: int) -> void {
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if b <= 0 or b >= len(render3d_st.gvk_buf) { return }
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gvk_buf_release(render3d_st, b)
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