gvk_mem_new made a one-slot []pointer per allocation, and turned the requirement's size and alignment into strings to read them as ints; gvk_list_drop_last rebuilt the spare-record list to drop its last entry; gvk_mem_id did the string round trip on every free. One slot is kept (gvk_map_slot), int() truncates a long, the spare list pops. Every Text.to_int(string(x)) in render3d is int(x) now. Vk.heap_bytes() (vk_mac.ll: malloc_zone_statistics' size_in_use; 0 on Windows) and examples/rendering/steady.ludic, in the suite: a buffer released and made again 5000 times and 600 whole frames gain 0 bytes each - the allocator before this, 1,120,000 over the 5000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
266 lines
8.8 KiB
LLVM
266 lines
8.8 KiB
LLVM
; ============================================================================
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; vk_mac.ll — the Vulkan loader, for macOS, written in LLVM IR.
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;
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; macOS has no Vulkan of its own: the LunarG loader and MoltenVK (Vulkan over
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; Metal) come with the Vulkan SDK or with a game that bundles them. So the loader
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; is looked for at run time - beside the executable, in the usual library
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; directories, then MoltenVK on its own (a bundle's Contents/Frameworks), then under
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; $VULKAN_SDK - and a Mac without any gets 0 from vk_open and stays on OpenGL. The contract is vk_win.ll's:
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;
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; lvk_open() -> 1 | 0 lvk_sym(name) -> ptr lvk_has(name) -> 1 | 0
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;
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; MoltenVK is a portability driver: an instance must ask for
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; VK_KHR_portability_enumeration (and the ENUMERATE_PORTABILITY flag) to see it.
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; ============================================================================
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declare ptr @dlopen(ptr, i32)
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declare ptr @dlsym(ptr, ptr)
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declare ptr @getenv(ptr)
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declare i32 @snprintf(ptr, i64, ptr, ...)
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declare i32 @lvk_bind()
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@.lvk_c0 = private unnamed_addr constant [18 x i8] c"libvulkan.1.dylib\00"
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@.lvk_c1 = private unnamed_addr constant [35 x i8] c"@executable_path/libvulkan.1.dylib\00"
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@.lvk_c2 = private unnamed_addr constant [33 x i8] c"/usr/local/lib/libvulkan.1.dylib\00"
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@.lvk_c3 = private unnamed_addr constant [36 x i8] c"/opt/homebrew/lib/libvulkan.1.dylib\00"
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@.lvk_env = private unnamed_addr constant [11 x i8] c"VULKAN_SDK\00"
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@.lvk_fmt = private unnamed_addr constant [25 x i8] c"%s/lib/libvulkan.1.dylib\00"
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@.lvk_fmtm = private unnamed_addr constant [25 x i8] c"%s/lib/libMoltenVK.dylib\00"
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@.lvk_m0 = private unnamed_addr constant [49 x i8] c"@executable_path/../Frameworks/libMoltenVK.dylib\00"
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@.lvk_mr = private unnamed_addr constant [25 x i8] c"@rpath/libMoltenVK.dylib\00"
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@.lvk_m1 = private unnamed_addr constant [35 x i8] c"@executable_path/libMoltenVK.dylib\00"
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@.lvk_m2 = private unnamed_addr constant [18 x i8] c"libMoltenVK.dylib\00"
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@lvk_lib = internal global ptr null
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; RTLD_NOW (2) | RTLD_LOCAL (4)
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define internal ptr @lvk_try(ptr %path) {
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entry:
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%h = call ptr @dlopen(ptr %path, i32 6)
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ret ptr %h
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}
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; the candidates in order: a Vulkan loader first (the SDK's, so the validation layer can be
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; stacked in development), then MoltenVK itself, which exports every vk* entry point and is what
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; a bundle ships in Contents/Frameworks - no loader, no ICD json - or, found through the
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; executable's rpath, what ludic.render3d carries (lib/macos-arm64) for every other build.
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@lvk_paths = internal constant [8 x ptr] [ptr @.lvk_c0, ptr @.lvk_c1, ptr @.lvk_c2, ptr @.lvk_c3, ptr @.lvk_m0, ptr @.lvk_mr, ptr @.lvk_m1, ptr @.lvk_m2]
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define i32 @lvk_open() {
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entry:
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%have = load ptr, ptr @lvk_lib
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%open = icmp ne ptr %have, null
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br i1 %open, label %ok, label %loop
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loop:
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%i = phi i32 [ 0, %entry ], [ %i1, %next ]
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%slot = getelementptr [8 x ptr], ptr @lvk_paths, i32 0, i32 %i
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%path = load ptr, ptr %slot
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%h = call ptr @lvk_try(ptr %path)
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%miss = icmp eq ptr %h, null
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br i1 %miss, label %next, label %got
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next:
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%i1 = add i32 %i, 1
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%more = icmp slt i32 %i1, 8
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br i1 %more, label %loop, label %sdk
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got:
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store ptr %h, ptr @lvk_lib
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br label %bind
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sdk:
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%sdkp = call ptr @getenv(ptr @.lvk_env)
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%nosdk = icmp eq ptr %sdkp, null
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br i1 %nosdk, label %fail, label %s1
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s1:
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%buf = alloca [1024 x i8]
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%w = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmt, ptr %sdkp)
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%h4 = call ptr @lvk_try(ptr %buf)
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%n4 = icmp eq ptr %h4, null
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br i1 %n4, label %s2, label %got4
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s2:
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%w2 = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmtm, ptr %sdkp)
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%h5 = call ptr @lvk_try(ptr %buf)
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%n5 = icmp eq ptr %h5, null
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br i1 %n5, label %fail, label %got5
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got4:
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store ptr %h4, ptr @lvk_lib
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br label %bind
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got5:
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store ptr %h5, ptr @lvk_lib
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br label %bind
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bind:
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%n = call i32 @lvk_bind()
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br label %ok
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ok:
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ret i32 1
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fail:
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ret i32 0
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}
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define ptr @lvk_sym(ptr %name) {
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entry:
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%lib = load ptr, ptr @lvk_lib
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%none = icmp eq ptr %lib, null
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br i1 %none, label %no, label %look
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look:
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%p = call ptr @dlsym(ptr %lib, ptr %name)
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ret ptr %p
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no:
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ret ptr null
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}
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define i32 @lvk_has(ptr %name) {
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entry:
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%p = call ptr @lvk_sym(ptr %name)
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%there = icmp ne ptr %p, null
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%r = zext i1 %there to i32
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ret i32 %r
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}
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; ---- Streamline: Windows only. The same symbols, so a program that calls them links everywhere. ----
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define void @lvk_sl_prefer(i32 %on) {
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entry:
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ret void
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}
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define i32 @lvk_sl_active() {
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entry:
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ret i32 0
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}
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define i32 @lsl_slInit(ptr %a0, i64 %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slShutdown() {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slIsFeatureSupported(i32 %a0, ptr %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slIsFeatureLoaded(i32 %a0, ptr %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slGetFeatureRequirements(i32 %a0, ptr %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slGetFeatureFunction(i32 %a0, ptr %a1, ptr %a2) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slGetNewFrameToken(ptr %a0, ptr %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slSetTagForFrame(ptr %a0, ptr %a1, ptr %a2, i32 %a3, ptr %a4) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slSetConstants(ptr %a0, ptr %a1, ptr %a2) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slEvaluateFeature(i32 %a0, ptr %a1, ptr %a2, i32 %a3, ptr %a4) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_slFreeResources(i32 %a0, ptr %a1) {
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entry:
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ret i32 -1
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}
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define i32 @lsl_call_p(ptr %fn, ptr %a0) {
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entry:
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%r = call i32 %fn(ptr %a0)
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ret i32 %r
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}
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define i32 @lsl_call_pp(ptr %fn, ptr %a0, ptr %a1) {
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entry:
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%r = call i32 %fn(ptr %a0, ptr %a1)
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ret i32 %r
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}
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define i32 @lsl_call_ppp(ptr %fn, ptr %a0, ptr %a1, ptr %a2) {
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entry:
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%r = call i32 %fn(ptr %a0, ptr %a1, ptr %a2)
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ret i32 %r
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}
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define i32 @lsl_call_ip(ptr %fn, i32 %a0, ptr %a1) {
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entry:
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%r = call i32 %fn(i32 %a0, ptr %a1)
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ret i32 %r
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}
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; a command-buffer command with three counts, through a pointer (vkCmdDrawMeshTasksEXT: the Streamline
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; interposer exports no such command, so it is looked up per device with vkGetDeviceProcAddr)
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define void @lsl_call_piii(ptr %fn, ptr %a0, i32 %a1, i32 %a2, i32 %a3) {
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entry:
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call void %fn(ptr %a0, i32 %a1, i32 %a2, i32 %a3)
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ret void
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}
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; ---- acceleration structures: commands the Streamline interposer does not export --------------------
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; vkCreateAccelerationStructureKHR(device, info, allocator, out) -> VkResult
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define i32 @lsl_call_pppp(ptr %fn, ptr %a0, ptr %a1, ptr %a2, ptr %a3) {
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entry:
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%r = call i32 %fn(ptr %a0, ptr %a1, ptr %a2, ptr %a3)
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ret i32 %r
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}
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; vkDestroyAccelerationStructureKHR(device, handle, allocator)
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define void @lsl_call_plp(ptr %fn, ptr %a0, i64 %a1, ptr %a2) {
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entry:
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call void %fn(ptr %a0, i64 %a1, ptr %a2)
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ret void
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}
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; vkGetAccelerationStructureBuildSizesKHR(device, buildType, info, maxPrimitiveCounts, sizes)
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define void @lsl_call_pippp(ptr %fn, ptr %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4) {
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entry:
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call void %fn(ptr %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4)
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ret void
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}
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; vkCmdBuildAccelerationStructuresKHR(commandBuffer, infoCount, infos, buildRangeInfos)
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define void @lsl_call_pipp(ptr %fn, ptr %a0, i32 %a1, ptr %a2, ptr %a3) {
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entry:
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call void %fn(ptr %a0, i32 %a1, ptr %a2, ptr %a3)
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ret void
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}
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; vkGetAccelerationStructureDeviceAddressKHR(device, info) -> VkDeviceAddress
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define i64 @lsl_call_pp_l(ptr %fn, ptr %a0, ptr %a1) {
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entry:
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%r = call i64 %fn(ptr %a0, ptr %a1)
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ret i64 %r
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}
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; ---- the frame's autorelease pool --------------------------------------------------------------
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; MoltenVK and CAMetalLayer autorelease objects on every frame (the drawable, each render pass's
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; descriptor), and a program that pumps its own events never drains a pool: without this they are
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; kept for the life of the process - 160 MB/s of small allocations in a windowed valley.
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; lvk_frame_pool() pops the pool the last frame pushed and pushes the next one.
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declare ptr @objc_autoreleasePoolPush()
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declare void @objc_autoreleasePoolPop(ptr)
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@lvk_pool = internal global ptr null
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define void @lvk_frame_pool() {
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entry:
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%old = load ptr, ptr @lvk_pool
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%have = icmp ne ptr %old, null
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br i1 %have, label %pop, label %push
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pop:
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call void @objc_autoreleasePoolPop(ptr %old)
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br label %push
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push:
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%p = call ptr @objc_autoreleasePoolPush()
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store ptr %p, ptr @lvk_pool
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ret void
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}
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; ---- the heap in use --------------------------------------------------------------------------
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; malloc's live bytes across the default zones, for a test that proves a path allocates nothing in
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; its steady state (render3d's examples/rendering/steady.ludic). malloc_statistics_t is four
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; words: blocks_in_use (u32, padded), size_in_use, max_size_in_use, size_allocated.
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declare void @malloc_zone_statistics(ptr, ptr)
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define i64 @lvk_heap_bytes() {
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entry:
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%st = alloca [4 x i64], align 8
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call void @malloc_zone_statistics(ptr null, ptr %st)
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%p = getelementptr [4 x i64], ptr %st, i32 0, i32 1
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%n = load i64, ptr %p
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ret i64 %n
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}
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