fix(render3d): a scatter layer allocates its whole capacity up front again

e634177 started a layer at 256 instances and grew it in layer_add and the stream gather, but a
game writes l.inst directly (Maroon Lake's track prints, trees and rocks), past what had been
grown: "index out of range: 2048, len 2048" in play. layer_new takes its cap up front as before;
layer_reserve(l, n) is exported for a caller that writes l.inst itself once layers start small
again, opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 23:56:07 +03:00
parent 74006849b5
commit d8fa2ce6b0

View file

@ -387,9 +387,9 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
l.near = near
l.cull = cull
l.tint = v3_new(1.0, 1.0, 1.0)
# room for what the layer holds, not for what it might: 45 layers at full capacity up front were
# 0.4 GB, most of it never filled (plan 23 of maroon-lake)
l.have = min(cap, 256)
# the whole capacity up front: a game writes l.inst directly (Maroon Lake's prints, trees and
# rocks do), so a layer cannot start smaller than it may be written to
l.have = cap
l.inst = floats(l.have * INST_FLOATS)
l.scratch = floats(l.have * INST_FLOATS)
l.last_cam = v3_new(100000.0, 0.0, 0.0)
@ -402,7 +402,9 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
return l
}
# room for n instances (at most the layer's cap), doubling what there is so a fill costs a few copies
# room for n instances (at most the layer's cap), doubling what there is so a fill costs a few copies;
# a caller writing l.inst itself reserves first
function layer_reserve(l: Layer, n: int) -> void { layer_room(l, n) }
function layer_room(l: Layer, n: int) -> void {
if n <= l.have { return }
var want = max(l.have * 2, n)