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2 commits

Author SHA1 Message Date
80764f85c1 fix(render3d): the Vulkan renderer stops leaking as it loads and draws
- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the
  valley's boot, and again for every model loaded later): the pixels are converted straight
  into the mapped staging buffer
- the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a
  view keeps its Metal texture alive: a released texture takes its views with it, and the cache
  is keyed by numbers instead of a string built on every call
- the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or
  upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp)
- the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass
  cull's dispatch arguments are made once
- macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll)
- R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length
- examples/rendering/smooth presents through render3d, so it runs on Vulkan too

The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading
before). ludic-dev test 305/305, selfhost-test 33/33.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:03:38 +03:00
cc384efee0 feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass
- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water,
  slope, frustum, colour field) and writes survivors into three bands by distance, one indirect
  draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's
  per-vertex path; R3D_GRASS_GPU=0 compares
- compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex),
  and every dispatch now records a compute-to-draw memory barrier
- the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling
  every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky,
  shadow looked up above the ground (it read the terrain as its caster), a colour ramp that
  leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade
- scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS);
  R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:47:36 +03:00