Merge grass/far into main (gathering every branch; main's side kept on conflicts)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
commit
e72a4d0a13
5 changed files with 40 additions and 2 deletions
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@ -518,6 +518,28 @@ function gvk_layer_views_drop(render3d_st: mut Render3dState, tex: int) -> void
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while len(texs) > w { List.pop(texs) }
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}
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# the per-level and per-layer views gvk_view_of made of a texture go with it: kept, each held its
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# old Metal texture alive, so every rebuild of the screen targets left the last set's memory behind
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function gvk_layer_views_drop(render3d_st: mut Render3dState, tex: int) -> void {
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if render3d_st.gvk_layer_views == null { return }
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let keys = render3d_st.gvk_layer_views
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let views = render3d_st.gvk_layer_view
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let texs = render3d_st.gvk_layer_view_tex
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var w = 0
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for i in 0 .. len(keys) {
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if texs[i] == tex {
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render3d_st.gvk_mk_x_view += 1
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Vk.destroy_image_view(render3d_st.gvk_dev, views[i], null)
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} else {
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keys[w] = keys[i]; views[w] = views[i]; texs[w] = texs[i]
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w += 1
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}
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}
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while len(keys) > w { List.pop(keys) }
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while len(views) > w { List.pop(views) }
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while len(texs) > w { List.pop(texs) }
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}
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# ---- samplers -----------------------------------------------------------------------------
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# One VkSampler per distinct way of reading a texture, made the first time it is asked for.
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# The arguments are what the renderer set through gpu_tex_param (0 where it set nothing, which
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