r3d/runtime: allocs, keeps and births at 0 on this side
render3d: shadow_fit, water_reflection_pass, layer_partition_lods and the GPU cull's scratch are made with the state; v3_dist is scalar; the pushes into lists sized at start-up, the caps probe, the table growth, the loads and the constructors declared with their bounds (one statement a line); the renderer's name made once with the device; the two error messages given back; the dead lupine models removed. runtime: a component's text is held interned in its value cell (one copy per distinct text), so the getter's own text goes with its frame instead of being kept by ludic.ui's model - 80 of the 83 keeps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 105 additions and 177 deletions
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@ -119,6 +119,7 @@ function ds_kind_name(k: int) -> pointer {
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return "indirect"
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}
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# a per-frame mean with one decimal
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@alloc_ok("the draw-count report: printed once, at the end of a run that asked for it")
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function ds_per(render3d_st: Render3dState, v: long) -> string {
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let x = (v * 10) / render3d_st.ds_frames
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return `{string(x / 10)}.{string(x % 10)}`
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