ludic/runtime/native/vk_mac.ll
Orkuncakilkaya df6ea046c3 render3d: VkAllocationCallbacks counted (R3D_ALLOC_VK), pipeline create infos freed, actor pool at init
Plan 25.1c: vk_mac.ll's @lvk_ac (posix_memalign under a 16-byte header of scope/offset/size, atomic
counters) passed at every render3d create/destroy (49 sites; the caps probe keeps its own null pair);
lvk_ac_bytes/_peak/_allocs/_scope_bytes for the fence, Vk.alloc_bytes. vk_win.ll: null and 0.
MoltenVK 1.4.2 counted 0 live bytes through them in steady. Fence findings: gvk_pipeline freed its 17
create infos (and reuses one bufs list); actor_init fills ac_spare with 512 records (actor_fresh,
m4_new, v3_new at first placement in play). Compiled, not run (the user's call).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:46:19 +03:00

407 lines
13 KiB
LLVM

; ============================================================================
; vk_mac.ll — the Vulkan loader, for macOS, written in LLVM IR.
;
; macOS has no Vulkan of its own: the LunarG loader and MoltenVK (Vulkan over
; Metal) come with the Vulkan SDK or with a game that bundles them. So the loader
; is looked for at run time - beside the executable, in the usual library
; directories, then MoltenVK on its own (a bundle's Contents/Frameworks), then under
; $VULKAN_SDK - and a Mac without any gets 0 from vk_open and stays on OpenGL. The contract is vk_win.ll's:
;
; lvk_open() -> 1 | 0 lvk_sym(name) -> ptr lvk_has(name) -> 1 | 0
;
; MoltenVK is a portability driver: an instance must ask for
; VK_KHR_portability_enumeration (and the ENUMERATE_PORTABILITY flag) to see it.
; ============================================================================
declare ptr @dlopen(ptr, i32)
declare ptr @dlsym(ptr, ptr)
declare ptr @getenv(ptr)
declare i32 @snprintf(ptr, i64, ptr, ...)
declare i32 @lvk_bind()
@.lvk_c0 = private unnamed_addr constant [18 x i8] c"libvulkan.1.dylib\00"
@.lvk_c1 = private unnamed_addr constant [35 x i8] c"@executable_path/libvulkan.1.dylib\00"
@.lvk_c2 = private unnamed_addr constant [33 x i8] c"/usr/local/lib/libvulkan.1.dylib\00"
@.lvk_c3 = private unnamed_addr constant [36 x i8] c"/opt/homebrew/lib/libvulkan.1.dylib\00"
@.lvk_env = private unnamed_addr constant [11 x i8] c"VULKAN_SDK\00"
@.lvk_fmt = private unnamed_addr constant [25 x i8] c"%s/lib/libvulkan.1.dylib\00"
@.lvk_fmtm = private unnamed_addr constant [25 x i8] c"%s/lib/libMoltenVK.dylib\00"
@.lvk_m0 = private unnamed_addr constant [49 x i8] c"@executable_path/../Frameworks/libMoltenVK.dylib\00"
@.lvk_mr = private unnamed_addr constant [25 x i8] c"@rpath/libMoltenVK.dylib\00"
@.lvk_m1 = private unnamed_addr constant [35 x i8] c"@executable_path/libMoltenVK.dylib\00"
@.lvk_m2 = private unnamed_addr constant [18 x i8] c"libMoltenVK.dylib\00"
@lvk_lib = internal global ptr null
; RTLD_NOW (2) | RTLD_LOCAL (4)
define internal ptr @lvk_try(ptr %path) {
entry:
%h = call ptr @dlopen(ptr %path, i32 6)
ret ptr %h
}
; the candidates in order: a Vulkan loader first (the SDK's, so the validation layer can be
; stacked in development), then MoltenVK itself, which exports every vk* entry point and is what
; a bundle ships in Contents/Frameworks - no loader, no ICD json - or, found through the
; executable's rpath, what ludic.render3d carries (lib/macos-arm64) for every other build.
@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]
define i32 @lvk_open() {
entry:
%have = load ptr, ptr @lvk_lib
%open = icmp ne ptr %have, null
br i1 %open, label %ok, label %loop
loop:
%i = phi i32 [ 0, %entry ], [ %i1, %next ]
%slot = getelementptr [8 x ptr], ptr @lvk_paths, i32 0, i32 %i
%path = load ptr, ptr %slot
%h = call ptr @lvk_try(ptr %path)
%miss = icmp eq ptr %h, null
br i1 %miss, label %next, label %got
next:
%i1 = add i32 %i, 1
%more = icmp slt i32 %i1, 8
br i1 %more, label %loop, label %sdk
got:
store ptr %h, ptr @lvk_lib
br label %bind
sdk:
%sdkp = call ptr @getenv(ptr @.lvk_env)
%nosdk = icmp eq ptr %sdkp, null
br i1 %nosdk, label %fail, label %s1
s1:
%buf = alloca [1024 x i8]
%w = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmt, ptr %sdkp)
%h4 = call ptr @lvk_try(ptr %buf)
%n4 = icmp eq ptr %h4, null
br i1 %n4, label %s2, label %got4
s2:
%w2 = call i32 (ptr, i64, ptr, ...) @snprintf(ptr %buf, i64 1024, ptr @.lvk_fmtm, ptr %sdkp)
%h5 = call ptr @lvk_try(ptr %buf)
%n5 = icmp eq ptr %h5, null
br i1 %n5, label %fail, label %got5
got4:
store ptr %h4, ptr @lvk_lib
br label %bind
got5:
store ptr %h5, ptr @lvk_lib
br label %bind
bind:
%n = call i32 @lvk_bind()
br label %ok
ok:
ret i32 1
fail:
ret i32 0
}
define ptr @lvk_sym(ptr %name) {
entry:
%lib = load ptr, ptr @lvk_lib
%none = icmp eq ptr %lib, null
br i1 %none, label %no, label %look
look:
%p = call ptr @dlsym(ptr %lib, ptr %name)
ret ptr %p
no:
ret ptr null
}
define i32 @lvk_has(ptr %name) {
entry:
%p = call ptr @lvk_sym(ptr %name)
%there = icmp ne ptr %p, null
%r = zext i1 %there to i32
ret i32 %r
}
; ---- Streamline: Windows only. The same symbols, so a program that calls them links everywhere. ----
define void @lvk_sl_prefer(i32 %on) {
entry:
ret void
}
define i32 @lvk_sl_active() {
entry:
ret i32 0
}
define i32 @lsl_slInit(ptr %a0, i64 %a1) {
entry:
ret i32 -1
}
define i32 @lsl_slShutdown() {
entry:
ret i32 -1
}
define i32 @lsl_slIsFeatureSupported(i32 %a0, ptr %a1) {
entry:
ret i32 -1
}
define i32 @lsl_slIsFeatureLoaded(i32 %a0, ptr %a1) {
entry:
ret i32 -1
}
define i32 @lsl_slGetFeatureRequirements(i32 %a0, ptr %a1) {
entry:
ret i32 -1
}
define i32 @lsl_slGetFeatureFunction(i32 %a0, ptr %a1, ptr %a2) {
entry:
ret i32 -1
}
define i32 @lsl_slGetNewFrameToken(ptr %a0, ptr %a1) {
entry:
ret i32 -1
}
define i32 @lsl_slSetTagForFrame(ptr %a0, ptr %a1, ptr %a2, i32 %a3, ptr %a4) {
entry:
ret i32 -1
}
define i32 @lsl_slSetConstants(ptr %a0, ptr %a1, ptr %a2) {
entry:
ret i32 -1
}
define i32 @lsl_slEvaluateFeature(i32 %a0, ptr %a1, ptr %a2, i32 %a3, ptr %a4) {
entry:
ret i32 -1
}
define i32 @lsl_slFreeResources(i32 %a0, ptr %a1) {
entry:
ret i32 -1
}
define i32 @lsl_call_p(ptr %fn, ptr %a0) {
entry:
%r = call i32 %fn(ptr %a0)
ret i32 %r
}
define i32 @lsl_call_pp(ptr %fn, ptr %a0, ptr %a1) {
entry:
%r = call i32 %fn(ptr %a0, ptr %a1)
ret i32 %r
}
define i32 @lsl_call_ppp(ptr %fn, ptr %a0, ptr %a1, ptr %a2) {
entry:
%r = call i32 %fn(ptr %a0, ptr %a1, ptr %a2)
ret i32 %r
}
define i32 @lsl_call_ip(ptr %fn, i32 %a0, ptr %a1) {
entry:
%r = call i32 %fn(i32 %a0, ptr %a1)
ret i32 %r
}
; a command-buffer command with three counts, through a pointer (vkCmdDrawMeshTasksEXT: the Streamline
; interposer exports no such command, so it is looked up per device with vkGetDeviceProcAddr)
define void @lsl_call_piii(ptr %fn, ptr %a0, i32 %a1, i32 %a2, i32 %a3) {
entry:
call void %fn(ptr %a0, i32 %a1, i32 %a2, i32 %a3)
ret void
}
; ---- acceleration structures: commands the Streamline interposer does not export --------------------
; vkCreateAccelerationStructureKHR(device, info, allocator, out) -> VkResult
define i32 @lsl_call_pppp(ptr %fn, ptr %a0, ptr %a1, ptr %a2, ptr %a3) {
entry:
%r = call i32 %fn(ptr %a0, ptr %a1, ptr %a2, ptr %a3)
ret i32 %r
}
; vkDestroyAccelerationStructureKHR(device, handle, allocator)
define void @lsl_call_plp(ptr %fn, ptr %a0, i64 %a1, ptr %a2) {
entry:
call void %fn(ptr %a0, i64 %a1, ptr %a2)
ret void
}
; vkGetAccelerationStructureBuildSizesKHR(device, buildType, info, maxPrimitiveCounts, sizes)
define void @lsl_call_pippp(ptr %fn, ptr %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4) {
entry:
call void %fn(ptr %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4)
ret void
}
; vkCmdBuildAccelerationStructuresKHR(commandBuffer, infoCount, infos, buildRangeInfos)
define void @lsl_call_pipp(ptr %fn, ptr %a0, i32 %a1, ptr %a2, ptr %a3) {
entry:
call void %fn(ptr %a0, i32 %a1, ptr %a2, ptr %a3)
ret void
}
; vkGetAccelerationStructureDeviceAddressKHR(device, info) -> VkDeviceAddress
define i64 @lsl_call_pp_l(ptr %fn, ptr %a0, ptr %a1) {
entry:
%r = call i64 %fn(ptr %a0, ptr %a1)
ret i64 %r
}
; ---- the frame's autorelease pool --------------------------------------------------------------
; MoltenVK and CAMetalLayer autorelease objects on every frame (the drawable, each render pass's
; descriptor), and a program that pumps its own events never drains a pool: without this they are
; kept for the life of the process - 160 MB/s of small allocations in a windowed valley.
; lvk_frame_pool() pops the pool the last frame pushed and pushes the next one.
declare ptr @objc_autoreleasePoolPush()
declare void @objc_autoreleasePoolPop(ptr)
@lvk_pool = internal global ptr null
define void @lvk_frame_pool() {
entry:
%old = load ptr, ptr @lvk_pool
%have = icmp ne ptr %old, null
br i1 %have, label %pop, label %push
pop:
call void @objc_autoreleasePoolPop(ptr %old)
br label %push
push:
%p = call ptr @objc_autoreleasePoolPush()
store ptr %p, ptr @lvk_pool
ret void
}
; ---- the heap in use --------------------------------------------------------------------------
; malloc's live bytes across the default zones, for a test that proves a path allocates nothing in
; its steady state (render3d's examples/rendering/steady.ludic). malloc_statistics_t is four
; words: blocks_in_use (u32, padded), size_in_use, max_size_in_use, size_allocated.
declare void @malloc_zone_statistics(ptr, ptr)
define i64 @lvk_heap_bytes() {
entry:
%st = alloca [4 x i64], align 8
call void @malloc_zone_statistics(ptr null, ptr %st)
%p = getelementptr [4 x i64], ptr %st, i32 0, i32 1
%n = load i64, ptr %p
ret i64 %n
}
; VkAllocationCallbacks (memory plan 25.1c): render3d hands @lvk_ac to every Vulkan create and
; destroy when R3D_ALLOC_VK=1, so MoltenVK's own host allocations are counted - live bytes, the peak,
; allocations made and bytes per VkSystemAllocationScope - for the fence to read (lvk_ac_*).
; Metal's own allocations are never seen here. libc underneath, never the fence's allocator. Each
; block carries a 16-byte header before it: scope (i32), the offset to malloc's block (i32), size
; (i64); the offset is the alignment asked, at least 16, so the block keeps it. The counters are
; atomics: MoltenVK allocates from its completion handlers' threads too.
@lvk_ac_live = global i64 0
@lvk_ac_peak_v = global i64 0
@lvk_ac_n = global i64 0
@lvk_ac_scope = global [5 x i64] zeroinitializer
@lvk_ac = global [6 x ptr] [ptr null, ptr @lvk_ac_alloc, ptr @lvk_ac_realloc, ptr @lvk_ac_free, ptr null, ptr null]
declare i32 @posix_memalign(ptr, i64, i64)
declare void @free(ptr)
declare ptr @memcpy(ptr, ptr, i64)
define internal void @lvk_ac_count(i32 %scope, i64 %d, i64 %n) {
entry:
%old = atomicrmw add ptr @lvk_ac_live, i64 %d seq_cst
%new = add i64 %old, %d
%pk = atomicrmw max ptr @lvk_ac_peak_v, i64 %new seq_cst
%nn = atomicrmw add ptr @lvk_ac_n, i64 %n seq_cst
%lo = icmp slt i32 %scope, 0
%hi = icmp sgt i32 %scope, 4
%bad = or i1 %lo, %hi
%sc = select i1 %bad, i32 1, i32 %scope
%sp = getelementptr [5 x i64], ptr @lvk_ac_scope, i32 0, i32 %sc
%sv = atomicrmw add ptr %sp, i64 %d seq_cst
ret void
}
define internal ptr @lvk_ac_alloc(ptr %ud, i64 %size, i64 %align, i32 %scope) {
entry:
%z = icmp eq i64 %size, 0
br i1 %z, label %none, label %go
none:
ret ptr null
go:
%small = icmp ult i64 %align, 16
%a = select i1 %small, i64 16, i64 %align
%tot = add i64 %size, %a
%slot = alloca ptr, align 8
%r = call i32 @posix_memalign(ptr %slot, i64 %a, i64 %tot)
%ok = icmp eq i32 %r, 0
br i1 %ok, label %have, label %none
have:
%base = load ptr, ptr %slot
%p = getelementptr i8, ptr %base, i64 %a
%h = getelementptr i8, ptr %p, i64 -16
store i32 %scope, ptr %h
%ha = getelementptr i8, ptr %h, i64 4
%a32 = trunc i64 %a to i32
store i32 %a32, ptr %ha
%hs = getelementptr i8, ptr %h, i64 8
store i64 %size, ptr %hs
call void @lvk_ac_count(i32 %scope, i64 %size, i64 1)
ret ptr %p
}
define internal void @lvk_ac_free(ptr %ud, ptr %p) {
entry:
%z = icmp eq ptr %p, null
br i1 %z, label %done, label %go
done:
ret void
go:
%h = getelementptr i8, ptr %p, i64 -16
%scope = load i32, ptr %h
%ha = getelementptr i8, ptr %h, i64 4
%a32 = load i32, ptr %ha
%hs = getelementptr i8, ptr %h, i64 8
%size = load i64, ptr %hs
%neg = sub i64 0, %size
call void @lvk_ac_count(i32 %scope, i64 %neg, i64 0)
%a = zext i32 %a32 to i64
%na = sub i64 0, %a
%base = getelementptr i8, ptr %p, i64 %na
call void @free(ptr %base)
ret void
}
; a new block at the asked alignment, the old one's bytes copied, the old one freed: realloc itself
; only keeps 16
define internal ptr @lvk_ac_realloc(ptr %ud, ptr %old, i64 %size, i64 %align, i32 %scope) {
entry:
%nold = icmp eq ptr %old, null
br i1 %nold, label %fresh, label %chk
fresh:
%f = call ptr @lvk_ac_alloc(ptr %ud, i64 %size, i64 %align, i32 %scope)
ret ptr %f
chk:
%z = icmp eq i64 %size, 0
br i1 %z, label %drop, label %move
drop:
call void @lvk_ac_free(ptr %ud, ptr %old)
ret ptr null
move:
%nb = call ptr @lvk_ac_alloc(ptr %ud, i64 %size, i64 %align, i32 %scope)
%nz = icmp eq ptr %nb, null
br i1 %nz, label %fail, label %copy
fail:
ret ptr null
copy:
%hs = getelementptr i8, ptr %old, i64 -8
%osz = load i64, ptr %hs
%less = icmp ult i64 %osz, %size
%n = select i1 %less, i64 %osz, i64 %size
%cp = call ptr @memcpy(ptr %nb, ptr %old, i64 %n)
call void @lvk_ac_free(ptr %ud, ptr %old)
ret ptr %nb
}
define ptr @lvk_ac_ptr() {
entry:
ret ptr @lvk_ac
}
define i64 @lvk_ac_bytes() {
entry:
%v = load atomic i64, ptr @lvk_ac_live seq_cst, align 8
ret i64 %v
}
define i64 @lvk_ac_peak() {
entry:
%v = load atomic i64, ptr @lvk_ac_peak_v seq_cst, align 8
ret i64 %v
}
define i64 @lvk_ac_allocs() {
entry:
%v = load atomic i64, ptr @lvk_ac_n seq_cst, align 8
ret i64 %v
}
define i64 @lvk_ac_scope_bytes(i32 %scope) {
entry:
%lo = icmp slt i32 %scope, 0
%hi = icmp sgt i32 %scope, 4
%bad = or i1 %lo, %hi
br i1 %bad, label %none, label %read
none:
ret i64 0
read:
%sp = getelementptr [5 x i64], ptr @lvk_ac_scope, i32 0, i32 %scope
%v = load atomic i64, ptr %sp seq_cst, align 8
ret i64 %v
}