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>
Two more holes of the arena's family, found from ECS's births:
- a function called through a function value (UiClass.make's cmp_x_new, a step list, a System's tick)
has its result flow nowhere the analysis can see, so what it returned looked LOCAL - and a caller
keeping it (ludic.ui's instance table) would keep scratch. Every function taken as a value (fn f)
now has its result kept.
- an entry block has no name, and the analysis only walked named declarations: what an entry stored
was never seen. It is walked now.
examples/lang/arena_fnval.ludic (a factory in a field, its records kept by a pool across frames)
crashed poisoned before and prints '5 1053' as the heap does now; in ludic-dev test. Maroon Lake:
component constructors are kept, not births (birth_leaks 115 -> 103); what fn values return is kept
(frame_allocs 194 -> 210, frame_keeps 151 -> 162); 5293 sites local, 6586 kept.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With the arena on, a site the escape analysis proves LOCAL is the frame's scratch - made and gone
with the frame - so frame_allocs now counts only what frame code still takes from the heap. And a
scratch site is the arena's whenever the game's frames run (a frame, a click handler, a reducer), so
it is a leak at birth only when boot's code (a Start handler) reaches it, before the first frame.
Maroon Lake: frame_allocs 337 -> 194 with the game's own fixes, birth_leaks 189 -> 115.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
With the arena running every free and every realloc took the slow path (a call to check the range,
then the fence's own test). Now lp_free checks the arena's range inline and hands anything else to
libc unless the fence is tracking; lp_realloc goes slow only for a scratch request, a tracked run or
an arena block. Ready for when the final run's medians ask for it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The exit scan crashed two of the gate's scenarios (world, swim: SIGBUS and SIGSEGV in lp_mem_scan at
0x0e00000c65800000 and 0x04000004e461c000): a word of data with its high bits set was handed to
malloc_size, and a zone faulted looking it up. A candidate must now be 16-aligned, at or above 4 GB
(macOS's page zero), below 2^47, and outside the frame arena before malloc_size sees it; a block's
own words are read only once malloc_size has said it is one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What @alloc_ok covers (a function and its callees, a statement, a statement in a generic's body on
every instance) was counted apart in the frame's verdict, but its sites still carried the bytes the
report and the census rank by, so a declared site was listed as if the frame failed for it. Declared
bytes now have their own per-site counter and never enter live, a site's row or the verdict:
examples/lang/alloc_fence_declared.ludic, all three forms after warm-up, passes the failing fence
('bad 0 kept 0', 1488 bytes declared), with and without the arena, and an undeclared site in the same
frame is still the one listed.
The reachability scan's sites are now the largest first (R3D_ALLOC_SCAN_TOP, 24 by default), and
R3D_ALLOC_SCAN_FILE=<file> appends every site that holds unreachable bytes: the whole table to triage.
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>
A default's node is emitted wherever its record is made, some of it in code the analysis never walks
(a scene's body, a test's); a mark from a walk elsewhere took effect there unchecked. The emitter now
asks for scratch only inside a function or @On body the analysis walked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A field's default is one expression, walked at every 'new' of its record: marked LOCAL by a frame's
temporary, it stayed marked when a record a pool keeps was made from it, and that record's list came
from the frame's scratch. The marks are now taken off any node one walk found kept.
examples/lang/arena_defaults.ludic is the case (a pool's record made in frame 3, a temporary of the
same type every frame): foundations 1315baf crashes on it poisoned; this prints '497 124747', as the
heap does. In ludic-dev test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
memory_final's gate crashed in all 13 scenarios at the first frame of play, R3D_ARENA_CHECK=1 reading
0xDD in ludic.ui's nd_take: a node the pool keeps had come from the frame's scratch. Two holes:
- a call to a generic (ui_kept(list, n)) names the generic, and the analysis knows only its instances
(ui_kept$UiNode), so the callee looked unknown - and an unknown callee was taken to keep nothing.
A generic's call now reaches every instance, and an unknown callee keeps everything it is handed,
but for a short list of intrinsics known to keep nothing; view() shares its list's storage.
- a push's growth into a parameter's list was LOCAL whenever the list was not seen kept, though a
parameter may be a state's list. A site is LOCAL now only when its class is neither ESC nor HEAP.
examples/lang/arena_pool.ludic is the shape (a pool keeping records across frames through a generic
push): built with --arena it prints '7 3498' poisoned on every reset and with the arena off, in
ludic-dev test. On the valley every ludic.ui pool site is kept; 5480 sites local, 6431 kept.
Also, from ECS: a record's field defaults are stored into it when it is made, a global's initializer
is kept, and a component's own functions are frame roots (they run while its page is open).
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>
The escape analysis now follows which state a kept value is stored into (a state parameter, a state
global - each its own class - through the flows to and from it), and every heap site in the fence's
table carries that owner. The census writes, per owning state, what its sites hold and how much that
grew since judging began: 'owner NotesState holds 6400 (+5600 since judging began)'. A keep() or
intern() is a site of its own for this, never scratch and never reported as a keep or a birth. It
needs the analysis, so the arena's (or --escape-report's) build; this is what a soak watches.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A field marked @owns(PhysShape) holds a handle its record owns. A function that releases one owned
field of a record (body_free(w, s.body)) and neither releases nor hands on another owned field of
the same record type (s.shape) gives the first back and loses the second - the phys_remove bug, at
compile time. ludic deps --resources (or --owned) lists them; owned_leaks is a number --check
ratchets. A test: the function that frees a solid's body alone is the one found; the one that frees
both is not.
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>
A function marked @creates(PhysShape) makes a handle one marked @releases(PhysShape) gives back.
ludic deps --resources lists every creating call whose handle is thrown away, or bound to a local
that is never released, passed on, stored or returned, and resource_drops is a number --check
ratchets. A test: a thrown-away create and one bound and never handed on are the two found; one
stored in a state and one released are not. A record's owned fields and a borrow form (a shape
used by several scaled ones) are the second half, with a resource type.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The analysis gives each local its declared or inferred type (a record's field, a list's element,
a call's result, words/floats) and takes a value whose type is a number or a bool out of every flow
and store: a float copied out of a frame's floats into a state's no longer makes the frame's list
kept (shadow_fit, water_reflection_pass, layer_partition_lods). frame_keeps 190 -> 181 on the game;
birth_leaks 564 -> 581, the lists that copy was hiding now seen as made and dropped outside a frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>