feat(render3d): 23.4 - model_release, shared textures counted, and scatter layers sized to what they hold
- model_release(model) frees each primitive's mesh, and each texture once no other model uses it: the glTF texture cache counts the primitives using each texture (a path loaded again, and a LOD chain borrowing its LOD0's material, each take a reference); the last one frees the texture and forgets it along with any remembered material naming it, so a later load is a fresh one - a scatter layer's instance and sort arrays start at 256 and double as layer_add or a stream fills them, to the layer's cap, instead of the whole cap up front (0.4 GB in Maroon Lake) - gvk_tex_read's copy struct comes from the scratch ring - examples/rendering/release.ludic holds it (RELEASE OK on Vulkan and OpenGL), in the suite smooth renders pixel-identical before and after (max |d| 0). ludic-dev test 306/306. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 189 additions and 7 deletions
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@ -254,6 +254,7 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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}
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if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) {
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let tg = gl_now_us()
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layer_room(l, l.count + c.count)
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), data_of(c.data), c.count * INST_FLOATS * 4)
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l.count += c.count
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render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg)
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