ludic/packages/ludic.render3d/gltf_release.ludic
Orkuncakilkaya e634177ca4 feat(render3d): 23.4 - model_release, shared textures counted, and scatter layers sized to what they hold
- model_release(model) frees each primitive's mesh, and each texture once no other model uses it:
  the glTF texture cache counts the primitives using each texture (a path loaded again, and a LOD
  chain borrowing its LOD0's material, each take a reference); the last one frees the texture and
  forgets it along with any remembered material naming it, so a later load is a fresh one
- a scatter layer's instance and sort arrays start at 256 and double as layer_add or a stream
  fills them, to the layer's cap, instead of the whole cap up front (0.4 GB in Maroon Lake)
- gvk_tex_read's copy struct comes from the scratch ring
- examples/rendering/release.ludic holds it (RELEASE OK on Vulkan and OpenGL), in the suite

smooth renders pixel-identical before and after (max |d| 0). ludic-dev test 306/306.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:34:14 +03:00

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# gltf_release.ludic - a loaded model let go of: its meshes, and each texture once nothing else uses
# it. The glTF loader shares textures between models (a path loaded once, a LOD chain borrowing its
# LOD0's material), so each cached texture carries a count of the primitives using it.
# one more primitive uses the cached texture `id` (0, or a texture the cache did not load: nothing)
function gltf_tex_ref(render3d_st: mut Render3dState, id: int) -> void {
if id == 0 or render3d_st.gltf_tex_refs == null { return }
for i in 0 .. render3d_st.gltf_tex_n { if render3d_st.gltf_tex_ids[i] == id { render3d_st.gltf_tex_refs[i] += 1; return } }
}
# one primitive fewer: the last one frees the texture and forgets it, with every material naming it
function gltf_tex_unref(render3d_st: mut Render3dState, id: int) -> void {
if id == 0 or render3d_st.gltf_tex_refs == null { return }
for i in 0 .. render3d_st.gltf_tex_n {
if render3d_st.gltf_tex_ids[i] == id {
render3d_st.gltf_tex_refs[i] -= 1
if render3d_st.gltf_tex_refs[i] > 0 { return }
gpu_tex_free(render3d_st, id)
gltf_tex_forget(render3d_st, i)
gltf_mats_forget(render3d_st, id)
return
}
}
}
# the cache entry i goes; the last entry takes its place
function gltf_tex_forget(render3d_st: mut Render3dState, i: int) -> void {
let last = render3d_st.gltf_tex_n - 1
let paths = render3d_st.gltf_tex_paths
paths[i] = paths[last]
render3d_st.gltf_tex_ids[i] = render3d_st.gltf_tex_ids[last]
render3d_st.gltf_tex_refs[i] = render3d_st.gltf_tex_refs[last]
List.pop(paths)
render3d_st.gltf_tex_n = last
}
# a remembered material whose texture was freed is forgotten, so no later load borrows it
function gltf_mats_forget(render3d_st: mut Render3dState, id: int) -> void {
if render3d_st.gltf_mat_names == null { return }
var k = 0
while k < render3d_st.gltf_mat_n {
if render3d_st.gltf_mat_diff[k] == id or render3d_st.gltf_mat_nrm[k] == id or render3d_st.gltf_mat_arm[k] == id {
let last = render3d_st.gltf_mat_n - 1
let names = render3d_st.gltf_mat_names
names[k] = names[last]
render3d_st.gltf_mat_diff[k] = render3d_st.gltf_mat_diff[last]
render3d_st.gltf_mat_nrm[k] = render3d_st.gltf_mat_nrm[last]
render3d_st.gltf_mat_arm[k] = render3d_st.gltf_mat_arm[last]
List.pop(names)
render3d_st.gltf_mat_n = last
} else {
k += 1
}
}
}
# Let a model go: every primitive's mesh, and its textures once no other model uses them. The
# caller says when - no actor may draw the model afterwards (a released model's prims are emptied,
# so a stale draw of it draws nothing).
function model_release(render3d_st: mut Render3dState, m: Model) -> void {
if m == null or m.prims == null { return }
for i in 0 .. len(m.prims) {
let pr = m.prims[i]
if pr.mesh != null { gpu_mesh_free(render3d_st, pr.mesh); pr.mesh = null }
gltf_tex_unref(render3d_st, pr.diff); gltf_tex_unref(render3d_st, pr.nrm); gltf_tex_unref(render3d_st, pr.arm)
pr.diff = 0; pr.nrm = 0; pr.arm = 0
}
let prims = m.prims
while len(prims) > 0 { List.pop(prims) }
}