ludic/examples/rendering/steady.ludic
Orkuncakilkaya 9b482d609a render3d: recycle texture and buffer ids, free a released model whole, actor_release
A freed texture or buffer id goes on a spare list the next one takes; tex_note_size keeps sizes by id.
model_release frees prims, meshes, material names, the skin and leaves gltf_cached. actor_release
takes an actor off the stage and actor_new reuses its record (ECS's Things come and go all day).
steady.ludic: an actor round at 0 bytes over 2000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:00:53 +03:00

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# 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)
}
}