gpu: destroy_shader/buffer/texture on the GPU protocol (issue-0029)
Three new method signatures on the GPU protocol. Metal backend sends `release` to the MTLTexture/Buffer/RenderPipelineState and nulls the slot in its backing List so the handle becomes inert; handles are not re-used. glyph_cache.grow() now destroys the old atlas before allocating its replacement, eliminating the per-grow leak the file's comment had been flagging since Session 62.
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@@ -1,47 +0,0 @@
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// issue-0029: Feature — add explicit destructors to the GPU protocol so
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// resources can be freed without leaking.
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//
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// ── Proposed additions to library/modules/gpu/api.sx ──────────────────────
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//
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// destroy_shader :: (h: ShaderHandle);
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// destroy_buffer :: (h: BufferHandle);
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// destroy_texture :: (h: TextureHandle);
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//
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// ── Why ────────────────────────────────────────────────────────────────────
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//
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// Today, library/modules/ui/glyph_cache.sx's `grow()` method recreates
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// the atlas texture at a larger size but has no way to release the old
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// one — see the comment in metal.sx that explicitly notes the leak. The
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// GL path uses glDeleteTextures(1, @self.texture_id); the GPU protocol
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// has no equivalent yet.
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//
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// ── Implementation notes ──────────────────────────────────────────────────
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//
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// Metal backend: send `release` to the MTLTexture / MTLBuffer /
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// MTLRenderPipelineState (or call CFRelease, since these are
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// CFTypeRef-compatible). Clear the corresponding slot in
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// MetalGPU.textures / buffers / shaders to `null` / 0.
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//
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// GL backend (future): glDeleteTextures / glDeleteBuffers / glDeleteProgram.
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//
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// Handle lifecycle: after destroy, the slot in the backend List is freed.
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// New allocations can take that slot or grow the list. Caller's handles
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// remain valid until destroy. Don't aggressively re-use slots in MVP;
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// keep handles append-only with a `null` marker for destroyed entries
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// (matches the current shape).
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//
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// ── Touch points ──────────────────────────────────────────────────────────
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//
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// library/modules/gpu/api.sx — add 3 protocol method signatures
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// library/modules/gpu/metal.sx — implement them (release + null
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// the slot)
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// library/modules/ui/glyph_cache.sx — call destroy_texture(old_handle)
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// in grow() before creating the
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// new atlas
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//
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// ── Syntax constraint ─────────────────────────────────────────────────────
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//
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// None — straight protocol-method addition.
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#import "modules/std.sx";
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main :: () -> s32 { 0; }
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@@ -38,6 +38,14 @@ GPU :: protocol {
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create_texture :: (w: s32, h: s32, format: TextureFormat, pixels: *void) -> TextureHandle;
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update_texture_region :: (tex: TextureHandle, x: s32, y: s32, w: s32, h: s32, pixels: *void);
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// Release a GPU resource. Implementations release the backing object and
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// null the slot so the handle becomes inert. Calling with handle 0 or
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// an already-destroyed handle is a no-op. Handles are not re-used; the
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// backing List entry stays at its index with a null sentinel.
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destroy_shader :: (sh: ShaderHandle);
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destroy_buffer :: (buf: BufferHandle);
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destroy_texture :: (tex: TextureHandle);
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set_shader :: (sh: ShaderHandle);
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set_vertex_buffer :: (buf: BufferHandle);
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set_texture :: (slot: u32, tex: TextureHandle);
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@@ -166,6 +166,24 @@ impl GPU for MetalGPU {
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}
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}
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destroy_shader :: (self: *MetalGPU, sh: ShaderHandle) {
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inline if OS == .ios {
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metal_destroy_shader_ios(self, sh);
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}
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}
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destroy_buffer :: (self: *MetalGPU, buf: BufferHandle) {
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inline if OS == .ios {
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metal_destroy_buffer_ios(self, buf);
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}
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}
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destroy_texture :: (self: *MetalGPU, tex: TextureHandle) {
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inline if OS == .ios {
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metal_destroy_texture_ios(self, tex);
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}
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}
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// ── Per-draw state ───────────────────────────────────────────────────
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// All operate on `self.encoder`, which is live only between begin_frame
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// and end_frame. Calling these outside that window is a silent no-op.
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@@ -557,6 +575,51 @@ metal_update_texture_region_ios :: (self: *MetalGPU, handle: u32, x: s32, y: s32
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region, 0, pixels, bytes_per_row);
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}
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// ── Destroy ──────────────────────────────────────────────────────────────
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// `release` on a Metal object whose retain count reaches zero deallocates
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// it. Our resource Lists hold the only strong reference (Metal returns
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// retained-+1 objects from `new*` and our `append` doesn't retain), so a
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// single `release` is correct. Slots are null'd so a subsequent lookup
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// short-circuits; the List length doesn't shrink (would break later
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// handle->index mapping).
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metal_destroy_shader_ios :: (self: *MetalGPU, handle: u32) {
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inline if OS != .ios { return; }
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.shaders.len { return; }
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obj := self.shaders.items[handle - 1];
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if obj == null { return; }
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msg : (*void, *void) -> void = xx objc_msgSend;
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msg(obj, sel_registerName("release".ptr));
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self.shaders.items[handle - 1] = null;
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}
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metal_destroy_buffer_ios :: (self: *MetalGPU, handle: u32) {
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inline if OS != .ios { return; }
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.buffers.len { return; }
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obj := self.buffers.items[handle - 1];
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if obj == null { return; }
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msg : (*void, *void) -> void = xx objc_msgSend;
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msg(obj, sel_registerName("release".ptr));
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self.buffers.items[handle - 1] = null;
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}
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metal_destroy_texture_ios :: (self: *MetalGPU, handle: u32) {
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inline if OS != .ios { return; }
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.textures.len { return; }
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obj := self.textures.items[handle - 1].tex;
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if obj == null { return; }
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msg : (*void, *void) -> void = xx objc_msgSend;
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msg(obj, sel_registerName("release".ptr));
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self.textures.items[handle - 1].tex = null;
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self.textures.items[handle - 1].bytes_per_pixel = 0;
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}
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// ── Per-draw state ───────────────────────────────────────────────────────
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metal_set_shader_ios :: (self: *MetalGPU, sh: u32) {
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@@ -501,9 +501,7 @@ GlyphCache :: struct {
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// Recreate atlas at the new size.
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if self.gpu != null {
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// No destroy_texture in the GPU protocol yet — old atlas
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// leaks in the backend table until process exit. Atlas grow
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// is rare so this is acceptable for now.
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self.gpu.destroy_texture(self.texture_id);
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self.texture_id = self.gpu.create_texture(new_w, new_h, .r8, xx new_bitmap);
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} else {
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glDeleteTextures(1, @self.texture_id);
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