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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 23:29:01 +03:00
parent 70a92a8862
commit e634177ca4
10 changed files with 189 additions and 7 deletions

10
changes/model-release.md Normal file
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@ -0,0 +1,10 @@
bump: minor
type: feature
**A loaded model can be let go of: `model_release(model)`.** Its meshes are freed at once, and
each texture once no other model uses it - the glTF loader shares textures between models (one
path loaded once, a LOD chain borrowing its LOD0's material), so every cached texture now counts
the primitives using it, and the last one frees it and forgets it, with any remembered material
that named it. A game can unload a species' kit or a map's models when nothing of them is left,
and loading one again afterwards is a fresh load. A scatter layer takes room for what it holds
instead of its whole capacity up front (it doubles as it fills, to its cap), which in Maroon Lake
was 0.4 GB of never-filled instance arrays. `examples/rendering/release.ludic` is the check.

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@ -0,0 +1,69 @@
# release.ludic - a loaded model let go of (model_release): its meshes go at once, a texture it
# shares with another model stays until that one goes too, and a model loaded again afterwards is
# whole. Prints RELEASE OK.
#
# bin/ludic build examples/rendering/release.ludic --headless && ./build/release_headless
program Release {
numbers float
import "ludic.render3d/r3d.ludic"
property Marker { on: int = 1 }
model Anchor { Marker }
function scene_draw(render3d_st: mut Render3dState) -> void { }
function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { }
function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { }
function check(what: string, cond: bool) -> bool {
if not cond { print(`release: FAILED - {what}`) }
return cond
}
# whether handle `tex` is still a texture the renderer knows (its recorded kind is set)
function tex_live(render3d_st: mut Render3dState, tex: int) -> bool {
let o = gpu_tx_at(render3d_st, tex)
return tex != 0 and o >= 0 and render3d_st.gpu_tx[o] != 0
}
handler Boot(render3d_st: mut Render3dState) phase Start {
spawn Anchor {}
r3d_on_draw(render3d_st, fn scene_draw)
r3d_on_casters(render3d_st, fn scene_draw_casters)
r3d_on_stream_fill(render3d_st, fn stream_fill)
r3d_plate_mode(render3d_st, true)
let dir = "packages/ludic.lab/plate"
render3d_st.r3d_sky_path = `{dir}/sky.hdr`
if not r3d_init(render3d_st, 320, 180, "Release") {
quit()
return
}
var ok = true
# two models of the same file share its two textures
let a = gltf_load(render3d_st, dir, "plate.gltf", "plate")
let b = gltf_load(render3d_st, dir, "plate.gltf", "plate")
ok = check("both plates load", a != null and b != null and len(a.prims) > 0) and ok
let diff = a.prims[0].diff
ok = check("the plates share their textures", diff != 0 and b.prims[0].diff == diff and render3d_st.gltf_tex_n == 2) and ok
model_release(render3d_st, a)
ok = check("the first plate is emptied", len(a.prims) == 0) and ok
ok = check("what the second still uses stays", tex_live(render3d_st, diff) and render3d_st.gltf_tex_n == 2) and ok
model_release(render3d_st, b)
ok = check("the last user frees the textures", not tex_live(render3d_st, diff) and render3d_st.gltf_tex_n == 0) and ok
ok = check("and its material is forgotten", render3d_st.gltf_mat_n == 0) and ok
# one model whose two materials share a texture
let p = gltf_load(render3d_st, dir, "probe.gltf", "probe")
ok = check("the probe loads its three textures", p != null and render3d_st.gltf_tex_n == 3) and ok
model_release(render3d_st, p)
ok = check("the probe gives all three back", render3d_st.gltf_tex_n == 0 and render3d_st.gltf_mat_n == 0) and ok
# and loading again after a release is a fresh load, whole
let c = gltf_load(render3d_st, dir, "plate.gltf", "plate")
ok = check("a plate loaded again is whole", c != null and len(c.prims) > 0 and tex_live(render3d_st, c.prims[0].diff) and render3d_st.gltf_tex_n == 2) and ok
model_release(render3d_st, c)
ok = check("and goes again", render3d_st.gltf_tex_n == 0) and ok
if ok { print("RELEASE OK") } else { print("RELEASE FAILED") }
quit()
}
handler Present(render3d_st: mut Render3dState) phase Render {
r3d_present(render3d_st)
}
}

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@ -99,6 +99,7 @@ export state Render3dState {
gltf_comps: int = 0 gltf_comps: int = 0
gltf_tex_paths: []pointer = null gltf_tex_paths: []pointer = null
gltf_tex_ids: words = null gltf_tex_ids: words = null
gltf_tex_refs: words = null # how many primitives use each cached texture (model_release)
gltf_tex_n: int = 0 gltf_tex_n: int = 0
gltf_white: int = 0 gltf_white: int = 0
gltf_flat: int = 0 gltf_flat: int = 0

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@ -50,17 +50,17 @@ function gltf_mat_remember(render3d_st: mut Render3dState, name: string, diff: i
} }
function gltf_texture(render3d_st: mut Render3dState, uri: string, srgb: bool) -> int { function gltf_texture(render3d_st: mut Render3dState, uri: string, srgb: bool) -> int {
if render3d_st.gltf_tex_paths == null { render3d_st.gltf_tex_paths = new []pointer; render3d_st.gltf_tex_ids = words(256) } if render3d_st.gltf_tex_paths == null { render3d_st.gltf_tex_paths = new []pointer; render3d_st.gltf_tex_ids = words(256); render3d_st.gltf_tex_refs = words(256) }
var png: string = uri var png: string = uri
let n = len(uri) let n = len(uri)
if n > 4 and uri[n - 4] == '.' and uri[n - 3] == 'j' { png = uri[0 .. n - 4] + ".png" } if n > 4 and uri[n - 4] == '.' and uri[n - 3] == 'j' { png = uri[0 .. n - 4] + ".png" }
let path = render3d_st.gltf_dir + "/" + png let path = render3d_st.gltf_dir + "/" + png
var i = 0 var i = 0
while i < render3d_st.gltf_tex_n { if render3d_st.gltf_tex_paths[i] == path { return render3d_st.gltf_tex_ids[i] }; i += 1 } while i < render3d_st.gltf_tex_n { if render3d_st.gltf_tex_paths[i] == path { render3d_st.gltf_tex_refs[i] += 1; return render3d_st.gltf_tex_ids[i] }; i += 1 }
var dil = 0 var dil = 0
if render3d_st.gltf_cutout { dil = 24 } if render3d_st.gltf_cutout { dil = 24 }
let id = tex_load_ex(render3d_st, path, srgb, dil) let id = tex_load_ex(render3d_st, path, srgb, dil)
if render3d_st.gltf_tex_n < 256 { push(render3d_st.gltf_tex_paths, path); render3d_st.gltf_tex_ids[render3d_st.gltf_tex_n] = id; render3d_st.gltf_tex_n += 1 } if render3d_st.gltf_tex_n < 256 { push(render3d_st.gltf_tex_paths, path); render3d_st.gltf_tex_ids[render3d_st.gltf_tex_n] = id; render3d_st.gltf_tex_refs[render3d_st.gltf_tex_n] = 1; render3d_st.gltf_tex_n += 1 }
return id return id
} }
@ -150,7 +150,10 @@ function gltf_prim(render3d_st: mut Render3dState, p: Val) -> Prim {
if ud != null { gltf_mat_remember(render3d_st, mname, pr.diff, pr.nrm, pr.arm) } if ud != null { gltf_mat_remember(render3d_st, mname, pr.diff, pr.nrm, pr.arm) }
else { else {
let k = gltf_mat_find(render3d_st, mname) let k = gltf_mat_find(render3d_st, mname)
if k >= 0 { pr.diff = render3d_st.gltf_mat_diff[k]; pr.nrm = render3d_st.gltf_mat_nrm[k]; pr.arm = render3d_st.gltf_mat_arm[k] } if k >= 0 {
pr.diff = render3d_st.gltf_mat_diff[k]; pr.nrm = render3d_st.gltf_mat_nrm[k]; pr.arm = render3d_st.gltf_mat_arm[k]
gltf_tex_ref(render3d_st, pr.diff); gltf_tex_ref(render3d_st, pr.nrm); gltf_tex_ref(render3d_st, pr.arm)
}
else { print(`gltf: material {mname} has no textures and none were loaded before it`) } else { print(`gltf: material {mname} has no textures and none were loaded before it`) }
} }
} }

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@ -0,0 +1,70 @@
# gltf_release.ludic - a loaded model let go of: its meshes, and each texture once nothing else uses
# it. The glTF loader shares textures between models (a path loaded once, a LOD chain borrowing its
# LOD0's material), so each cached texture carries a count of the primitives using it.
# one more primitive uses the cached texture `id` (0, or a texture the cache did not load: nothing)
function gltf_tex_ref(render3d_st: mut Render3dState, id: int) -> void {
if id == 0 or render3d_st.gltf_tex_refs == null { return }
for i in 0 .. render3d_st.gltf_tex_n { if render3d_st.gltf_tex_ids[i] == id { render3d_st.gltf_tex_refs[i] += 1; return } }
}
# one primitive fewer: the last one frees the texture and forgets it, with every material naming it
function gltf_tex_unref(render3d_st: mut Render3dState, id: int) -> void {
if id == 0 or render3d_st.gltf_tex_refs == null { return }
for i in 0 .. render3d_st.gltf_tex_n {
if render3d_st.gltf_tex_ids[i] == id {
render3d_st.gltf_tex_refs[i] -= 1
if render3d_st.gltf_tex_refs[i] > 0 { return }
gpu_tex_free(render3d_st, id)
gltf_tex_forget(render3d_st, i)
gltf_mats_forget(render3d_st, id)
return
}
}
}
# the cache entry i goes; the last entry takes its place
function gltf_tex_forget(render3d_st: mut Render3dState, i: int) -> void {
let last = render3d_st.gltf_tex_n - 1
let paths = render3d_st.gltf_tex_paths
paths[i] = paths[last]
render3d_st.gltf_tex_ids[i] = render3d_st.gltf_tex_ids[last]
render3d_st.gltf_tex_refs[i] = render3d_st.gltf_tex_refs[last]
List.pop(paths)
render3d_st.gltf_tex_n = last
}
# a remembered material whose texture was freed is forgotten, so no later load borrows it
function gltf_mats_forget(render3d_st: mut Render3dState, id: int) -> void {
if render3d_st.gltf_mat_names == null { return }
var k = 0
while k < render3d_st.gltf_mat_n {
if render3d_st.gltf_mat_diff[k] == id or render3d_st.gltf_mat_nrm[k] == id or render3d_st.gltf_mat_arm[k] == id {
let last = render3d_st.gltf_mat_n - 1
let names = render3d_st.gltf_mat_names
names[k] = names[last]
render3d_st.gltf_mat_diff[k] = render3d_st.gltf_mat_diff[last]
render3d_st.gltf_mat_nrm[k] = render3d_st.gltf_mat_nrm[last]
render3d_st.gltf_mat_arm[k] = render3d_st.gltf_mat_arm[last]
List.pop(names)
render3d_st.gltf_mat_n = last
} else {
k += 1
}
}
}
# Let a model go: every primitive's mesh, and its textures once no other model uses them. The
# caller says when - no actor may draw the model afterwards (a released model's prims are emptied,
# so a stale draw of it draws nothing).
function model_release(render3d_st: mut Render3dState, m: Model) -> void {
if m == null or m.prims == null { return }
for i in 0 .. len(m.prims) {
let pr = m.prims[i]
if pr.mesh != null { gpu_mesh_free(render3d_st, pr.mesh); pr.mesh = null }
gltf_tex_unref(render3d_st, pr.diff); gltf_tex_unref(render3d_st, pr.nrm); gltf_tex_unref(render3d_st, pr.arm)
pr.diff = 0; pr.nrm = 0; pr.arm = 0
}
let prims = m.prims
while len(prims) > 0 { List.pop(prims) }
}

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@ -409,7 +409,7 @@ function gvk_tex_read(render3d_st: mut Render3dState, tex: int, ifmt: int, w: in
let depth = gvk_is_depth(ifmt) let depth = gvk_is_depth(ifmt)
let cb = gvk_once_begin(render3d_st) let cb = gvk_once_begin(render3d_st)
gvk_barrier(render3d_st, cb, image, depth, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL) gvk_barrier(render3d_st, cb, image, depth, 0, 1, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
let bic = bytes(VkBufferImageCopy_sizeof) let bic = gvk_tmp(render3d_st, VkBufferImageCopy_sizeof)
Vk.zero(bic, VkBufferImageCopy_sizeof) Vk.zero(bic, VkBufferImageCopy_sizeof)
if depth { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT) } if depth { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_DEPTH_BIT) }
else { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) } else { Vk.put_i32(bic, VkBufferImageCopy_imageSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT) }

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@ -26,6 +26,7 @@ import "shadow.ludic"
import "post.ludic" import "post.ludic"
import "quat.ludic" import "quat.ludic"
import "gltf.ludic" import "gltf.ludic"
import "gltf_release.ludic"
import "skin.ludic" import "skin.ludic"
import "scatter.ludic" import "scatter.ludic"
import "actor.ludic" import "actor.ludic"

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@ -24,6 +24,7 @@ property Layer {
inst: floats, # INST_FLOATS per instance inst: floats, # INST_FLOATS per instance
count: int = 0, count: int = 0,
cap: int = 0, cap: int = 0,
have: int = 0, # instances inst and scratch have room for now: grown toward cap as filled
near: float = 0.0, # float bits; instances beyond it draw as impostors (or not at all) near: float = 0.0, # float bits; instances beyond it draw as impostors (or not at all)
cull: float = 0.0, # float bits; instances beyond it are skipped (0 = never) cull: float = 0.0, # float bits; instances beyond it are skipped (0 = never)
buf: int = 0, buf: int = 0,
@ -386,8 +387,11 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
l.near = near l.near = near
l.cull = cull l.cull = cull
l.tint = v3_new(1.0, 1.0, 1.0) l.tint = v3_new(1.0, 1.0, 1.0)
l.inst = floats(cap * INST_FLOATS) # room for what the layer holds, not for what it might: 45 layers at full capacity up front were
l.scratch = floats(cap * INST_FLOATS) # 0.4 GB, most of it never filled (plan 23 of maroon-lake)
l.have = min(cap, 256)
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) l.last_cam = v3_new(100000.0, 0.0, 0.0)
l.buf = gpu_buffer_new(render3d_st) l.buf = gpu_buffer_new(render3d_st)
l.imp_buf = gpu_buffer_new(render3d_st) l.imp_buf = gpu_buffer_new(render3d_st)
@ -398,8 +402,23 @@ function layer_new(render3d_st: mut Render3dState, model: Model, cap: int, folia
return l return l
} }
# room for n instances (at most the layer's cap), doubling what there is so a fill costs a few copies
function layer_room(l: Layer, n: int) -> void {
if n <= l.have { return }
var want = max(l.have * 2, n)
if want > l.cap { want = l.cap }
let inst = floats(want * INST_FLOATS)
if l.count > 0 { mem_copy(data_of(inst), data_of(l.inst), l.count * INST_FLOATS * 4) }
free(l.inst)
free(l.scratch)
l.inst = inst
l.scratch = floats(want * INST_FLOATS)
l.have = want
}
function layer_add(l: Layer, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void { function layer_add(l: Layer, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
if l.count >= l.cap { return } if l.count >= l.cap { return }
layer_room(l, l.count + 1)
let o = l.count * INST_FLOATS let o = l.count * INST_FLOATS
l.inst[o] = x; l.inst[o + 1] = y; l.inst[o + 2] = z; l.inst[o + 3] = scale l.inst[o] = x; l.inst[o + 1] = y; l.inst[o + 2] = z; l.inst[o + 3] = scale
l.inst[o + 4] = Math.sin(yaw); l.inst[o + 5] = Math.cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind l.inst[o + 4] = Math.sin(yaw); l.inst[o + 5] = Math.cos(yaw); l.inst[o + 6] = seed; l.inst[o + 7] = wind

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@ -254,6 +254,7 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
} }
if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) { if c != null and c.count > 0 and l.count + c.count <= l.cap and stream_chunk_visible(render3d_st, s, cx, cz, c) {
let tg = gl_now_us() let tg = gl_now_us()
layer_room(l, l.count + c.count)
mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), data_of(c.data), c.count * INST_FLOATS * 4) mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), data_of(c.data), c.count * INST_FLOATS * 4)
l.count += c.count l.count += c.count
render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg) render3d_st.stream_us_gather = render3d_st.stream_us_gather + (gl_now_us() - tg)

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@ -608,6 +608,13 @@ function headless_case(path: pointer, exp: pointer, label: pointer) -> void {
let got = capture_line(`{out} < /dev/null`) let got = capture_line(`{out} < /dev/null`)
if got == exp { ok(label) } else { bad2(label, `got [{got}] want [{exp}]`) } if got == exp { ok(label) } else { bad2(label, `got [{got}] want [{exp}]`) }
} }
# a program built headless whose verdict is one of its lines (the renderer logs before it)
function headless_line_case(path: pointer, exp: pointer, label: pointer) -> void {
let out = `{tmp_dir()}/h_{flat(path)}`
if not shq(`bin/ludicc --headless examples/{path}.ludic -o {out} > {out}.log 2>&1`) { bad2(label, capture_line(`grep -i error {out}.log | head -1`)); return }
let got = capture_line(`{out} < /dev/null 2>&1 | grep -c '^{exp}$'`)
if got == "1" { ok(label) } else { bad2(label, capture_line(`{out} < /dev/null 2>&1 | grep -i fail | head -1`)) }
}
# ludic migrate state and components: the header names what every member needs, a field read in a # ludic migrate state and components: the header names what every member needs, a field read in a
# member is not edited, a module named like a package keeps a state of its own, and the program # member is not edited, a module named like a package keeps a state of its own, and the program
# runs as it did # runs as it did
@ -1045,6 +1052,7 @@ function cmd_dev_test() -> int {
reject_case("rejected/state_component_ro", "look is read-only here (look: Look)", "a component's state is read-only unless its header says mut") reject_case("rejected/state_component_ro", "look is read-only here (look: Look)", "a component's state is read-only unless its header says mut")
controller_case("state/component", "", " #10 big 10 1", "component.ludic (0.S: a component's header names its states; its getters, functions and events take them and the template never sees them)") controller_case("state/component", "", " #10 big 10 1", "component.ludic (0.S: a component's header names its states; its getters, functions and events take them and the template never sees them)")
headless_case("rendering/ui_render3d", "ok", "ui_render3d.ludic (ludic.ui's render3d backend builds against the renderer)") headless_case("rendering/ui_render3d", "ok", "ui_render3d.ludic (ludic.ui's render3d backend builds against the renderer)")
headless_line_case("rendering/release", "RELEASE OK", "release.ludic (model_release: meshes go, a shared texture stays until its last user goes)")
migrate_component_case() migrate_component_case()
migrate_foreign_case() migrate_foreign_case()
reject_case("rejected/runtime_type_clash", "PadButton is the runtime's enum", "a program's type named like one of the runtime's is refused") reject_case("rejected/runtime_type_clash", "PadButton is the runtime's enum", "a program's type named like one of the runtime's is refused")