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>
67 lines
2.7 KiB
Text
67 lines
2.7 KiB
Text
# 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
|
|
}
|
|
|
|
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)
|
|
print(`steady: the buffer path gained {grew_b} bytes over 5000 rounds, the frame {grew_f} over 600`)
|
|
# 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 ok { print("STEADY OK") } else { print("STEADY FAILED") }
|
|
quit()
|
|
}
|
|
|
|
handler Present(render3d_st: mut Render3dState) phase Render {
|
|
r3d_present(render3d_st)
|
|
}
|
|
}
|