Merge branch 'r3d/no-cmd-pool' into lang/leaks2
This commit is contained in:
commit
f8fe157352
13 changed files with 30721 additions and 30490 deletions
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@ -691,6 +691,12 @@ export state Render3dState {
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stream_walks: int = 0 # streams that walked their whole ring this frame
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stream_debug_n: int = 0
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stream_scratch: floats = null
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gvk_prime_b: words = null # buffers made since the frame began, read once so MoltenVK makes their
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gvk_prime_h: []long = null # Metal buffers now (gvk_prime), and their handles
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gvk_prime_n: int = 0
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gvk_prime_dst: long = 0 # the 64 bytes those reads land in
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gvk_prime_mem: long = 0
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stream_loose: Chunk = null # the record for a chunk no stream's cache can keep this walk
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stream_deadline: long = 0
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gsl_on: bool = false # slInit succeeded: the interposer is the loader, the plugins are in
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gsl_dlss_ok: bool = false # what this adapter can run, from slIsFeatureSupported
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@ -48,8 +48,18 @@ function gvk_surface_ext() -> string {
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return VK_KHR_WIN32_SURFACE_EXTENSION_NAME
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}
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# MoltenVK's command pooling keeps every command object a frame ever recorded and never gives one
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# back, so the heap grew each time a frame drew more than any before (~650 bytes a draw, for as long
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# as the game ran). Off, the objects are made and freed with their command buffer, at no measured
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# cost (3.7 ms either way over 520 actors). Read when the library loads, so before any Vk call.
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function gvk_no_command_pooling() -> void {
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if Os.platform() != "macos" or Os.has_env("MVK_CONFIG_USE_COMMAND_POOLING") { return }
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Os.set_env("MVK_CONFIG_USE_COMMAND_POOLING", "0")
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}
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function gvk_init(render3d_st: mut Render3dState) -> bool {
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if render3d_st.gvk_ready { return true }
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gvk_no_command_pooling()
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gsl_boot(render3d_st)
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if Vk.open() == 0 { render3d_st.gvk_why = "no Vulkan loader"; return false }
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gsl_init(render3d_st)
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@ -638,6 +648,7 @@ function gvk_shutdown(render3d_st: mut Render3dState) -> void {
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Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_fence, 0), null)
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Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_frame_fence, 0), null)
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Vk.destroy_command_pool(render3d_st.gvk_dev, render3d_st.gvk_pool, null)
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if render3d_st.gvk_prime_dst != 0 { Vk.destroy_buffer(render3d_st.gvk_dev, render3d_st.gvk_prime_dst, null); render3d_st.gvk_prime_dst = 0 }
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Vk.destroy_device(render3d_st.gvk_dev, null)
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Vk.destroy_instance(render3d_st.gvk_inst, null)
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render3d_st.gvk_ready = false
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@ -1013,6 +1013,7 @@ function gvk_frame_cb(render3d_st: mut Render3dState) -> pointer {
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if render3d_st.gvk_frame_pending and (render3d_st.gvk_frame_pending_no & 1) == (render3d_st.gvk_frame_no & 1) { gvk_frame_wait(render3d_st) }
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gvk_frame_reset(render3d_st)
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render3d_st.gvk_cb = gvk_once_begin(render3d_st)
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gvk_prime_flush(render3d_st, render3d_st.gvk_cb)
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}
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return render3d_st.gvk_cb
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}
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@ -753,6 +753,68 @@ function gvk_buf_reserve(render3d_st: mut Render3dState, b: int, n: int) -> bool
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r = Vk.bind_buffer_memory(render3d_st.gvk_dev, buf, gvk_mem_handle(render3d_st, ma), gvk_mem_offset(render3d_st, ma))
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if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkBindBufferMemory", r) }
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render3d_st.gvk_buf[b] = buf; render3d_st.gvk_buf_mem[b] = mem; render3d_st.gvk_buf_size[b] = size; render3d_st.gvk_buf_map[b] = gvk_mem_ptr(render3d_st, ma)
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gvk_prime(render3d_st, b, buf)
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return true
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}
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# MoltenVK makes a buffer's Metal buffer the first time a command uses it, so one written through
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# its mapping and first drawn a thousand frames later allocated then, in play. Each new buffer is
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# read once (4 bytes, copied out) at the start of the next frame's commands instead.
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const GVK_PRIME_MAX: int = 16384
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function gvk_prime(render3d_st: mut Render3dState, b: int, buf: long) -> void {
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if Os.platform() != "macos" { return }
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if render3d_st.gvk_prime_b == null {
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render3d_st.gvk_prime_b = words(GVK_PRIME_MAX)
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render3d_st.gvk_prime_h = new []long
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let hs = render3d_st.gvk_prime_h
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let none: long = 0
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for i in 0 .. GVK_PRIME_MAX { push(hs, none) }
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}
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if render3d_st.gvk_prime_n >= GVK_PRIME_MAX { return }
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render3d_st.gvk_prime_b[render3d_st.gvk_prime_n] = b
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render3d_st.gvk_prime_h[render3d_st.gvk_prime_n] = buf
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render3d_st.gvk_prime_n += 1
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}
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function gvk_prime_flush(render3d_st: mut Render3dState, cb: pointer) -> void {
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if render3d_st.gvk_prime_n == 0 { return }
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if render3d_st.gvk_prime_dst == 0 and not gvk_prime_target(render3d_st) {
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render3d_st.gvk_prime_n = 0
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return
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}
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let region = gvk_tmp(render3d_st, VkBufferCopy_sizeof)
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Vk.zero(region, VkBufferCopy_sizeof)
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let four: long = 4
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Vk.put_i64(region, VkBufferCopy_size, four)
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for i in 0 .. render3d_st.gvk_prime_n {
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let b = render3d_st.gvk_prime_b[i]
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let h = render3d_st.gvk_prime_h[i]
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# released and made again, or gone, since: that one is not this buffer any more
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if b > 0 and b < len(render3d_st.gvk_buf) and render3d_st.gvk_buf[b] == h { Vk.cmd_copy_buffer(cb, h, render3d_st.gvk_prime_dst, 1, region) }
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}
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render3d_st.gvk_prime_n = 0
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}
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function gvk_prime_target(render3d_st: mut Render3dState) -> bool {
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let size: long = 64
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let bci = gvk_tmp(render3d_st, VkBufferCreateInfo_sizeof)
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Vk.zero(bci, VkBufferCreateInfo_sizeof)
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Vk.put_i32(bci, VkBufferCreateInfo_sType, VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO)
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Vk.put_i64(bci, VkBufferCreateInfo_size, size)
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Vk.put_i32(bci, VkBufferCreateInfo_usage, VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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Vk.put_i32(bci, VkBufferCreateInfo_sharingMode, VK_SHARING_MODE_EXCLUSIVE)
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let out = gvk_tmp(render3d_st, 8)
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if Vk.create_buffer(render3d_st.gvk_dev, bci, null, out) != VK_SUCCESS { return false }
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let buf = gvk_handle(out)
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let req = gvk_tmp(render3d_st, VkMemoryRequirements_sizeof)
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Vk.get_buffer_memory_requirements(render3d_st.gvk_dev, buf, req)
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let ma = gvk_mem_new(render3d_st, req, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, false)
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if ma == 0 {
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Vk.destroy_buffer(render3d_st.gvk_dev, buf, null)
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return false
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}
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Vk.bind_buffer_memory(render3d_st.gvk_dev, buf, gvk_mem_handle(render3d_st, ma), gvk_mem_offset(render3d_st, ma))
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render3d_st.gvk_prime_dst = buf
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let m: long = ma
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render3d_st.gvk_prime_mem = m
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return true
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}
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@ -16,7 +16,7 @@
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property Chunk {
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key: int = 0, # packed (cx, cz, band)
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used: int = 0, # the walk that last wanted it (for eviction)
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data: words, # INST_FLOATS per instance
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off: int = -1, # where its instances start in the stream's arena (words); -1 not kept
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count: int = 0,
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ymin: float = 0.0, # height range of its instances (float bits), for the frustum test
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ymax: float = 0.0
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@ -36,7 +36,10 @@ property Stream {
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kind: int = 0, # the scene's generator selector for this stream
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min_band: int = 0, # bands below this belong to another (nearer) stream
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view_gen: int = -1, # sc_view_gen the layer was last gathered for (the view turned -> regather)
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htab: words # open-addressed key -> chunk index + 1 (0 = empty)
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htab: words, # open-addressed key -> chunk index + 1 (0 = empty)
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arena: words, # every kept chunk's instances, in the order of `chunks`
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top: int = 0, # words of the arena in use
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spare: []Chunk # records not in use: all of them are made with the stream
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}
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# microseconds spent per frame, split so the hitch can be attributed (R3D_PROF=1)
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@ -47,13 +50,24 @@ function stream_new(render3d_st: mut Render3dState, layer: Layer, size: float, r
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if r3d_env_has(render3d_st, "R3D_STREAM_CAP") { render3d_st.STREAM_MAX_CHUNKS = Text.to_int(r3d_env(render3d_st, "R3D_STREAM_CAP")) }
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render3d_st.stream_no_evict = r3d_env_has(render3d_st, "R3D_NOEVICT")
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}
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# the fill's scratch and the record for a chunk the cache cannot keep, both once for every stream
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if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
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if render3d_st.stream_loose == null { render3d_st.stream_loose = new Chunk }
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let s = new Stream
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s.layer = layer; s.size = size; s.reach = reach
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layer.streamed = true
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layer.grounded = true
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s.bands = floats(4)
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s.bands[0] = b0; s.bands[1] = b1; s.bands[2] = b2; s.bands[3] = b3
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# Everything the cache will ever hold is made here: a record per chunk it can keep and an arena
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# of twice what the layer draws. Each chunk once had its own record and copy, made as the camera
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# found new ground, so the heap grew for as long as there was ground nobody had stood near.
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s.chunks = new []Chunk
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s.spare = new []Chunk
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let live = s.chunks
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for i in 0 .. render3d_st.STREAM_MAX_CHUNKS { push(live, new Chunk) }
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while len(live) > 0 { push(s.spare, List.pop(live)) }
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s.arena = words(Math.max(layer.cap, 4096) * 2 * INST_FLOATS)
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s.keys = words(render3d_st.STREAM_MAX_CHUNKS)
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s.htab = words(STREAM_HASH)
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for i in 0 .. STREAM_HASH { s.htab[i] = 0 }
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@ -100,7 +114,6 @@ const STREAM_CHUNK_MAX: int = 262144
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function stream_emit(render3d_st: mut Render3dState, s: Stream, x: float, y: float, z: float, scale: float, yaw: float, seed: float, wind: float) -> void {
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let c = s.cur
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if c.count >= STREAM_CHUNK_MAX { return }
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if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(STREAM_CHUNK_MAX * INST_FLOATS) }
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if c.count == 0 { c.ymin = y; c.ymax = y } else { c.ymin = Math.min(c.ymin, y); c.ymax = Math.max(c.ymax, y) }
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let o = c.count * INST_FLOATS
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render3d_st.stream_scratch[o] = x; render3d_st.stream_scratch[o + 1] = y; render3d_st.stream_scratch[o + 2] = z; render3d_st.stream_scratch[o + 3] = scale
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@ -164,19 +177,26 @@ function stream_evict(render3d_st: mut Render3dState, s: Stream) -> void {
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# everything wanted by the walk in progress stays whatever the threshold says
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# compacted in place, and an evicted chunk goes whole: a new list per eviction and the chunks'
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# own records were never given back
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# the arena is compacted in the same pass: a kept chunk's instances only ever move down
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var w = 0
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var top = 0
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var i = 0
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while i < s.n {
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let c = s.chunks[i]
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if c.used >= t or c.used == render3d_st.stream_walk_no {
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let n = c.count * INST_FLOATS
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if c.off != top { for k in 0 .. n { s.arena[top + k] = s.arena[c.off + k] } }
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c.off = top
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top += n
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s.chunks[w] = c
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w += 1
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} else {
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if c.data != null { free(c.data) }
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free(c)
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c.off = -1
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push(s.spare, c)
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}
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i += 1
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}
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s.top = top
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let ch = s.chunks
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while len(ch) > w { List.pop(ch) }
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s.n = w
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@ -221,9 +241,12 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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# The cell underfoot and its neighbours are never deferred: they are what you
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# are looking at, and a hole there is the grass vanishing as you walk into it.
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let urgent = band == 0 and ring <= 1
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var loose = false
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if c == null and (first or urgent or gl_now_us() < render3d_st.stream_deadline) {
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c = new Chunk
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c.key = key
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if len(s.spare) == 0 and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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let sp = s.spare
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if len(sp) > 0 { c = List.pop(sp) } else { c = render3d_st.stream_loose }
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c.key = key; c.count = 0; c.off = -1; c.used = 0
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s.cur = c
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let t0 = gl_now_us()
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r3d_stream_fill(render3d_st, s, cx, cz, band)
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@ -231,15 +254,17 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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render3d_st.stream_us_gen = render3d_st.stream_us_gen + dt
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prof_chunk(render3d_st, s.kind, band, c.count, dt)
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if render3d_st.r3d_debug and band == 0 and render3d_st.stream_debug_n < 40 { render3d_st.stream_debug_n += 1; print(`stream kind {s.kind} band {band} chunk {cx},{cz}: {c.count} instances`) }
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if c.count > 0 { c.data = words(c.count * INST_FLOATS); mem_copy(c.data, render3d_st.stream_scratch, c.count * INST_FLOATS * 4) }
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if s.n >= render3d_st.STREAM_MAX_CHUNKS and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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# If the walk in progress wants more chunks than the cache can hold, there
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# is nothing to evict and this one is used and dropped, as every chunk used
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# to be. The cap has to exceed one walk's ring for the cache to work at all.
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if s.n < render3d_st.STREAM_MAX_CHUNKS {
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let need = c.count * INST_FLOATS
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if s.top + need > len(s.arena) and not render3d_st.stream_no_evict { stream_evict(render3d_st, s) }
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# If the walk in progress wants more than the cache can hold, there is nothing to
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# evict and this one is drawn from the scratch and dropped, as every chunk used to be.
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if c != render3d_st.stream_loose and s.n < render3d_st.STREAM_MAX_CHUNKS and s.top + need <= len(s.arena) {
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if need > 0 { mem_copy(mem_off(data_of(s.arena), s.top * 4), data_of(render3d_st.stream_scratch), need * 4) }
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c.off = s.top
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s.top += need
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push(s.chunks, c); s.keys[s.n] = key; stream_remember(s, key, s.n); s.n += 1
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c.used = render3d_st.stream_walk_no
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}
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} else { loose = true }
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prof_gen_add(render3d_st, c.count + 512)
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}
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@ -255,10 +280,13 @@ function stream_update(render3d_st: mut Render3dState, s: Stream, cam_x: float,
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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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var src = data_of(render3d_st.stream_scratch)
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if c.off >= 0 { src = mem_off(data_of(s.arena), c.off * 4) }
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mem_copy(mem_off(l.inst, l.count * INST_FLOATS * 4), src, 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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}
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if loose and c != render3d_st.stream_loose { push(s.spare, c) }
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}
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}
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cx += 1
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@ -313,10 +341,14 @@ function stream_clear_all(render3d_st: mut Render3dState) -> void {
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if render3d_st.stream_all == null { return }
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for i in 0 .. len(render3d_st.stream_all) {
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let s = render3d_st.stream_all[i]
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if s.chunks != null { for c in 0 .. len(s.chunks) { if s.chunks[c].data != null { free(s.chunks[c].data) } } }
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for c in 0 .. len(s.chunks) { free(s.chunks[c]) }
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for c in 0 .. len(s.spare) { free(s.spare[c]) }
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free(s.chunks); free(s.spare); free(s.arena)
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if s.keys != null { free(s.keys) }
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if s.htab != null { free(s.htab) }
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if s.bands != null { free(s.bands) }
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free(s)
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}
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render3d_st.stream_all = null
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let all = render3d_st.stream_all
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List.clear(all)
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}
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