# steady.ludic - render3d allocates nothing in its steady state: a buffer released and made again # (what a streamed or grown buffer does every few frames) and a whole frame, drawn over and over, # leave malloc's live bytes where they were. Prints STEADY OK. The heap is read on the Mac # (Vk.heap_bytes); elsewhere it reads 0 and the check passes on the run alone. # # bin/ludic build examples/rendering/steady.ludic --headless && ./build/steady_headless program Steady { numbers float import "ludic.render3d/r3d.ludic" property Marker { on: int = 1 } model Anchor { Marker } function scene_draw(render3d_st: mut Render3dState) -> void { } function scene_draw_casters(render3d_st: mut Render3dState, light_vp: floats) -> void { } function stream_fill(s: Stream, cx: int, cz: int, band: int) -> void { } # bytes gained by the heap over n rounds of the buffer path, after a warm-up of its own function buffer_rounds(render3d_st: mut Render3dState, b: int, n: int) -> long { let before = Vk.heap_bytes() for i in 0 .. n { gpu_buffer_upload(render3d_st, b, 4096 + (i % 16) * 4096, null, GPU_DYNAMIC) gpu_buffer_free(render3d_st, b) } return Vk.heap_bytes() - before } function frame_rounds(render3d_st: mut Render3dState, n: int) -> long { let before = Vk.heap_bytes() for i in 0 .. n { r3d_frame(render3d_st, float(i) / 60.0) r3d_present(render3d_st) } return Vk.heap_bytes() - before } # bytes gained over n loads and releases of one model: its parse, its meshes and its textures function model_rounds(render3d_st: mut Render3dState, n: int) -> long { let before = Vk.heap_bytes() for i in 0 .. n { let m = gltf_load(render3d_st, "packages/ludic.lab/plate", "plate.gltf", "plate") model_release(render3d_st, m) } return Vk.heap_bytes() - before } # bytes gained over n actors placed and released (actor_release): the records come round again function actor_rounds(render3d_st: mut Render3dState, m: Model, n: int) -> long { let before = Vk.heap_bytes() for i in 0 .. n { let a = actor_new(render3d_st, m) actor_place(a, float(i % 7), 0.0, 0.0, 0.0) actor_hide_part(a, "none", true) actor_release(render3d_st, a) } return Vk.heap_bytes() - before } # bytes gained over n parses of a glTF document, each freed whole (Json.free_all): strings too function parse_rounds(text: string, n: int) -> long { let before = Vk.heap_bytes() for i in 0 .. n { let doc = Json.parse(text) Json.free_all(doc) } return Vk.heap_bytes() - before } handler Boot(render3d_st: mut Render3dState) phase Start { spawn Anchor {} r3d_on_draw(render3d_st, fn scene_draw) r3d_on_casters(render3d_st, fn scene_draw_casters) r3d_on_stream_fill(render3d_st, fn stream_fill) r3d_plate_mode(render3d_st, true) render3d_st.r3d_sky_path = "packages/ludic.lab/plate/sky.hdr" if not r3d_init(render3d_st, 320, 180, "Steady") { quit() return } let b = gpu_buffer_new(render3d_st) buffer_rounds(render3d_st, b, 500) let grew_b = buffer_rounds(render3d_st, b, 5000) frame_rounds(render3d_st, 120) let grew_f = frame_rounds(render3d_st, 600) model_rounds(render3d_st, 20) let grew_m = model_rounds(render3d_st, 200) let am = gltf_load(render3d_st, "packages/ludic.lab/plate", "plate.gltf", "plate") actor_rounds(render3d_st, am, 20) let grew_a = actor_rounds(render3d_st, am, 2000) let text = Fs.read_text("packages/ludic.lab/plate/plate.gltf") parse_rounds(text, 20) let grew_p = parse_rounds(text, 200) print(`steady: the buffer path gained {grew_b} bytes over 5000 rounds, the frame {grew_f} over 600, a glTF parsed and freed {grew_p} over 200, a model loaded and let go {grew_m} over 200, an actor placed and released {grew_a} over 2000`) # a few KB of slack for what the system's own libraries keep (Metal's caches, the allocator) var ok = grew_b < 16384 if not ok { print("steady: FAILED - releasing and making a buffer again leaves memory behind") } if grew_f >= 65536 { ok = false print("steady: FAILED - a frame leaves memory behind") } if grew_p >= 16384 { ok = false print("steady: FAILED - a parsed document freed whole leaves memory behind") } # a load keeps a few records of its own for now (handles are not reused); a document's strings # left behind were ~640 KB a model, so a bound of 8 KB a round is what this holds if grew_m >= 200 * 8192 { ok = false print("steady: FAILED - a model loaded and let go leaves memory behind") } if grew_a >= 4096 { ok = false print("steady: FAILED - an actor placed and released leaves memory behind") } if ok { print("STEADY OK") } else { print("STEADY FAILED") } quit() } handler Present(render3d_st: mut Render3dState) phase Render { r3d_present(render3d_st) } }