The analysis made every component function a frame root, event handlers (cmp_x_on_delete) too, and
every reducer, whether its action is dispatched every frame or once a trip: a component's 'on'
handlers are no longer roots, and a dispatch is an edge to its action's reducers, so a reducer
counts only when frame code dispatches it. A push into a field declared @max(n) is bounded by the
fence's own check and no longer counted. Maroon Lake: frame_allocs 395 -> 337, frame_keeps 188 -> 169.
ludic.photo: the roll's order and a page of it are kept lists refilled in place (the pack's page
asked for both every frame), its kept lists say @max(256), and a shot's tags, a photograph's fact
and a new roll are declared (once per shot, sale or trip). 18 allocs and 9 keeps -> 0 and 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
gvk_screenshot kept a buffer the size of the screen per shot (the valley scan's largest unreachable
site), and its PPM header and row buffer; each goes on every way out now. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The last kept bytes of the leak gate's pack, shop and journal screens (memory_final, count mode).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The valley's reachability scan (R3D_ALLOC_SCAN) listed render3d start-up objects nothing held; all were
dropped after being handed to the driver or copied into a key: gvk_module's SPIR-V bytes, create info
and handle slot; gvk_program's key parts, .spv paths, bindings and layout create infos; the compute
program's the same; gvk_sampler's and gvk_view_of's create infos; gvk_zero_vbuf_get's 64 KB of zeros;
gvk_layout_key's result (always a copy now, freed by gvk_pipeline once its key holds it) and
r3d_program's defines. Each goes once the handle it made has been read. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Target's framebuffer and its colour and depth textures, a Mesh's index buffer (gvk_buf_new /
gvk_buf_delete now @creates / @releases GpuBuffer too), a Prim's mesh and an Actor's own skin clone.
ludic deps --resources over main: resource_drops 0, owned_leaks 0; a probe freeing a Target's fbo
alone was reported for its colour and depth (2), then removed. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A pipeline has no release: it is kept in the cache for the program's life (gvk_pipe_build stores it).
With every render3d handle annotated, ludic deps --resources over main e447acdd reads 0 drops; a
GpuBuffer made and bound to a local in a game function was reported (1), so the 0 is a real one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The retire, free-range and spare-id lists (4096), the per-buffer flags and the prime handles (16384),
the stage and the actor spares (2048), the per-program uniform offsets (4096) and a draw's set key
(130) are each @max'd at the room gvk_startup_state / actor_init made, so outgrowing one ends a dev
run with its name instead of quietly copying. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The texture and framebuffer tables grow to 4096/1024 and gvk_prime's queue is made in
gvk_startup_state; gpu_unit_2d's and the actor lists' lazy starts go. @alloc_ok on layer_room (a layer
outgrowing its cap), overlay_init, gvk_read_screen, gvk_hdr_metadata (a settings change), DLSS's
gsl_struct/gsl_fn, an actor's part tables (given back by actor_release) and the pool's fallback.
Birth leaks freed: gpu_caps_probe's create structs, gpu_caps_fake's text, gvk_note's line,
gvk_layout_key's table and each key it grew from, ov_text_wrap's slices, the default sky path.
(ludic deps --births still lists freed sites: its walk does not see free().) Compiled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
'@max(64) boxes: []Box' on a property's or a state's field is a promise: the grow path of a push to
that field (only the grow path, so nothing is paid until it doubles) checks it, and growing past n is
reported by the fence - 'PoolState.boxes grew past its @max(16) (it holds 16)' - counted under
count, said under warn, and under fail (a headless or dev build's default) the run ends with exit 87.
Mem.over("what") is the same for a package's own table: ludic.base's StrTable past its most
(sb_intern) and ludic.ui's memo past three quarters of MM_CAP no longer quietly copy per call. The
census counts overflows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Seventeen inline messages (allocation failures, missing conversions, the no-pipeline and compressed-
target warnings, resize and swapchain lines, the test-frame camera line, DLSS evaluate, shadow memory,
stream and terrain debug, the water test) are each a function of their own under @alloc_ok, taking
numbers, so the paths that say them hold no site. post_measure's two 1x1 exposure targets are made in
post_init and DLSS's evaluate structs in gsl_init; DLSS's camera up is a state field. The lists play
pushes into (retired, free ranges, spare ids, the per-buffer gpu flags, the stage and the actor spares)
get their room at start-up (gvk_room_*, actor_room), so a push fits. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Render3dState's cam_planes, gpu_u_tmp, q_scratch, ov_nine_buf, the caster test's four points,
ter_bw, ter_scr and water_saved default to their buffers (as ludic.anim's clip state does), so the
lazy starts in cam_planes_update, gpu_tmp, terrain_height_smooth, ter_scratch, the water pass and
gvk_startup_state go. q_euler makes its views of q_scratch once (guarded on the view now). Compiled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
shadow_pass's fbo status and probe block, shadow_bind's two location prints, layer_partition_lods'
LOD line and layer_update's dump are each a function of their own under @alloc_ok (debug switches
only), so the passes themselves hold no allocation site. Compiled (steady).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The renderer starts itself from the first frame (gpu_select), so the device, its tables, the
manifest and programs, grass, shadows, sky, terrain textures and the actor pool read as frame
allocations: each is @alloc_ok as start-up, with gvk_fail (a failure) and the actor census and
texture dump (debug switches). ov_nine's four corner/uv arrays are one floats(16) made in
gvk_startup_state; ac_in_light's four points are made there too. Compiled (steady, and ludic deps
over main 4316ff97).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>