diff --git a/context/gauges-hud.md b/context/gauges-hud.md index 55d65a7..20cfb92 100644 --- a/context/gauges-hud.md +++ b/context/gauges-hud.md @@ -783,6 +783,22 @@ pattern across entries [2^bits..255] (high-index art degrades to its index-mod-2^bits colour IN-PLANE, can never leak). The 1995 binary ships the SAME 64-entry fill and relied on 6-bit art discipline -- garbage is not a preservable behaviour, so the cycle-fill is a guarded PORT deviation. + +**REFINED 2026-08-10 [T1] -- the cycle-fill itself made phantoms.** The +in-plane wrap mapped art index 254 onto plane slot 62 = the LIVE +`colorMapperMultiArmor` right-armor damage slot, and idx-254 art EXISTS: +every SMODE.PCC frame fills the INACTIVE control-mode box interiors with 254 +(active border/text idx 9 yellow, inactive borders idx 5 orange-red), and +BTSEC1.PCX carries a stray 52x13 idx-254 bar at port (199-250, 101-113) -- +between the heading dial and the armor rosette, geometrically a scratch +duplicate of the rosette quadrant bars. Both lit up in the current +right-armor colour (adpal ramp green/orange/red) on EVERY render path -- +playtester-reported as "red boxes around MID/ADV" + "a block between Armor +and Heading". On the shipped machine those regions rendered BLACK (the +garbage entry's low plane bits were 0 -> in-plane index 0), so the fill now +maps [2^bits..255] to `translationTable[0]` (plane BACKGROUND) -- authentic +on-screen result, same no-leak guarantee. NB the 2026-07-19 audit verified +smode BEFORE the 07-25 cycle-fill landed, which is why the row said CORRECT. Post-fix: **0 leaks over 60s** on the same probe; sim3 3-pod regression clean. **The tripwires are DEFAULT-ON in every build** (BT_PLANE_AUDIT=0 opts out): the plane-leak trap, plus an out-of-bounds draw-start trap in `buildDestPointer` diff --git a/context/glass-cockpit.md b/context/glass-cockpit.md index 6254292..a6ba309 100644 --- a/context/glass-cockpit.md +++ b/context/glass-cockpit.md @@ -203,6 +203,31 @@ appears in the cfg like any panel and honours `,noframe`. Verified: a drag wrote at 321,222. NB the plasma window blits directly every frame (`GetDC`+`StretchDIBits`), so unlike the panels it has no `WM_TIMER` focus-throttle to worry about. +## Glass-panel repaint pump — perf + dirty-skip (2026-08-09/10) [T2 measured] + +The exploded per-display windows are pure CPU/GDI (`ExpandPlaneToBGRA` + +`StretchDIBits`), repainted synchronously on the MAIN render thread by +`BTGlassPanels_Tick` (~16 Hz). Three layered changes (branch `glass-panel-perf`) +after a playtester reported ~20 fps in panels mode vs ~130 fps in the surround: + +1. **HALFTONE → COLORONCOLOR** (`f3d27f5`): the `HALFTONE` stretch (GDI's + per-output-pixel resample) × 7 windows per pump was the primary sink; nearest + is crisper for the low-res MFD pixels anyway. `BT_GLASS_SMOOTH=1` restores. +2. **Per-window dirty-skip** (`c9e25e5`): each window carries a change token = + FNV over `SVGA16::PlaneChecksum(mask)` (the shared pixelBuffer masked to every + port that can feed the window) + each button's RENDERED lamp brightness + + held/latch. The pump re-blits only windows whose token moved: ~31 pumps/2s → + 4-15 window repaints vs 217-224 always-on. `BT_GLASS_DIRTY=1` logs the tally. +3. **Palette generation in the token** (2026-08-10): the ColorMapper family + (armor rosette tints, adpal/adpal2 damage flash) animates by CLUT writes with + ZERO pixel churn — invisible to a pixel checksum. `SVGA16::paletteGeneration` + is bumped by the palette writers (`BuildSecondaryColor` only on a REAL entry + change, since the flash alternates palettes every Execute writing identical + RGB at zero damage; full rebuilds unconditionally) and folded into the token + for palette-expanding windows (`monoTint < 0`, or all under `BT_GLASS_MFD_PAL`). + Without it the glass radar held stale armor tints between pixel repaints while + the D3D surround (which re-expands every frame) tracked live. + **Turning it OFF: `L4PLASMA=NONE` (also `OFF`/`0`, 2026-08-06) [T2].** `L4GREND` creates a marquee whenever `L4PLASMA` is set at all (`SCREEN` → the desktop window, anything else → a real `PlasmaDisplay` on that serial port), and the GLASS profile force-defaults it to `SCREEN` — so on diff --git a/docs/GAUGE_COMPOSITE.md b/docs/GAUGE_COMPOSITE.md index db95a0b..fc484dd 100644 --- a/docs/GAUGE_COMPOSITE.md +++ b/docs/GAUGE_COMPOSITE.md @@ -696,7 +696,7 @@ reconfigure/externalConfigure); parse-skip list EMPTY ([gskip]=0), all 50 attr b | 30 | sec: schematic CRITICAL view (cmCrit) | subsystem simulationState/damage | LIVE this audit: N-cycle shows the full subsystem list (GEN A-D, LOOP 1-6, HUD, SENSORS, GYRO, TORSO, weapons) | T2 | CORRECT | | 31 | sec: schematic HEAT view (cmHeat) | subsystem currentTemperature tint | #6 pixel-verified; re-cycled this audit (mask 0x450421→0x490421→0x510421) | T2 | CORRECT | | 32 | sec: view cycling (N / pod 0x15) | CycleDisplayMode → vtbl+0x4C @4d1ae4 | #6 resolution re-verified live ([mode] display notify 0/1/2) | T2 | CORRECT | -| 33 | sec: CONTROL MODE lamp (BAS/MID/ADV) | ControlsMapper/DisplayMode oneOfSeveralPixInt | attr wave incr.5; M-cycle verified #6 | T2 | CORRECT | +| 33 | sec: CONTROL MODE lamp (BAS/MID/ADV) | ControlsMapper/**ControlMode** oneOfSeveralPixInt (row previously mislabeled DisplayMode — that is the sibling sdspmod) | attr wave incr.5; M-cycle verified #6. **2026-08-10:** this row's verification PREDATED the 07-25 #48 cycle-fill, which then lit the inactive box interiors (art idx 254 → live armor slot 62) — playtester-reported, re-fixed by mapping out-of-range indices to plane background (see context/gauges-hud.md §#48 REFINED); both render paths re-verified against the reference | T2 | CORRECT | | 34 | sec: duck / searchlight button lamps | duckState (ctor-zeroed only) / Searchlight LightOn | duckState writer missing (P3 leftover) | T3 | DEFERRED-FEED (duck); CORRECT (light attr published) | | 35 | sec: messageBoard ticker | StatusMessagePool (NULL stub) + kill ticker strip 0 | 7fc4acb; kill ticker live 2026-07-12, other strips unsurveyed | T2/T3 | DEFERRED-FEED (partial) | | 36 | MFD preset paging (J/K/L, pod RIO banks) | SetPresetMode table @0051dbf0 (little-endian re-decode) | #9; re-verified live this audit: cycles visit EXACTLY the populated set (MFD1: 1,2,4; MFD2: 1-4; MFD3: 1,2) | T2 | CORRECT | diff --git a/engine/MUNGA_L4/L4GLASSWIN.cpp b/engine/MUNGA_L4/L4GLASSWIN.cpp index 7fb0ad2..8cbe0db 100644 --- a/engine/MUNGA_L4/L4GLASSWIN.cpp +++ b/engine/MUNGA_L4/L4GLASSWIN.cpp @@ -1832,7 +1832,19 @@ static unsigned long if (svga == NULL) svga = static_cast(p->graphicsDisplay); } if (svga != NULL && combined != 0) + { token ^= svga->PlaneChecksum(combined); + // PALETTE-ANIMATED content (2026-08-10): a palette-expanding window + // (the radar; MFDs under BT_GLASS_MFD_PAL) changes colour with ZERO + // pixel writes -- the ColorMapper family (armor rosette tints, the + // adpal/adpal2 damage flash) writes CLUT entries. Fold the palette + // write generation in so those changes repaint; mono-tint windows + // don't read the palette and keep their pixel-only token. + static int sPalTok = -1; + if (sPalTok < 0) sPalTok = getenv("BT_GLASS_MFD_PAL") ? 1 : 0; + if (w->monoTint < 0 || sPalTok) + token = (token ^ svga->PaletteGeneration()) * 16777619UL; + } } // Lamps: each button's RENDERED brightness + held/latched, so a flash toggle or a diff --git a/engine/MUNGA_L4/L4VB16.cpp b/engine/MUNGA_L4/L4VB16.cpp index cd108c4..1692f91 100644 --- a/engine/MUNGA_L4/L4VB16.cpp +++ b/engine/MUNGA_L4/L4VB16.cpp @@ -5445,6 +5445,7 @@ SVGA16::SVGA16( BuildWindows(init_width,init_height,windowed, secondaryIndex, aux1Index, aux2Index); for (int _i = 0; _i < 10; _i++) // DEV-COMPOSITE: lazily created on first surface draw mDevSurfaceTex[_i] = NULL; + paletteGeneration = 0; // GLASS dirty-skip palette tracking //STUBBED: VIDEO RB 1/15/07 # if defined(DEBUG) Tell("SVGA16::SVGA16()\n"); @@ -7190,6 +7191,7 @@ void svga_palette->paletteData.Valid = True; svga_palette->modified = True; + ((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild) Check_Fpu(); } @@ -7234,6 +7236,13 @@ void SVGA16Palette *svga_palette(&((SVGA16 *) graphicsDisplay)->palette[paletteID]); + // GLASS dirty-skip: track whether this write CHANGES anything -- the + // ColorMapper family calls this every Execute (the adpal/adpal2 flash + // alternates palettes even at zero damage, usually writing identical RGB), + // so bump the generation only on a real change or every glass window that + // palette-expands would repaint every pump for nothing. + int palette_changed = 0; + //------------------------------------------- // If any of the ...TransparentZero modes are used, // leave color zero undefined for this bit group by @@ -7275,21 +7284,31 @@ void { case RedChannel: case RedChannelTransparentZero: + if (destination_triplet->Red != source_triplet->Red) + palette_changed = 1; destination_triplet->Red = source_triplet->Red; break; case GreenChannel: case GreenChannelTransparentZero: + if (destination_triplet->Green != source_triplet->Green) + palette_changed = 1; destination_triplet->Green = source_triplet->Green; break; case BlueChannel: case BlueChannelTransparentZero: + if (destination_triplet->Blue != source_triplet->Blue) + palette_changed = 1; destination_triplet->Blue = source_triplet->Blue; break; case AllChannels: case AllChannelsTransparentZero: + if (destination_triplet->Red != source_triplet->Red + || destination_triplet->Green != source_triplet->Green + || destination_triplet->Blue != source_triplet->Blue) + palette_changed = 1; *destination_triplet = *source_triplet; break; } @@ -7310,6 +7329,8 @@ void svga_palette->paletteData.Valid = True; svga_palette->modified = True; + if (palette_changed) + ((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip Check_Fpu(); } @@ -7413,6 +7434,7 @@ void svga_palette->paletteData.Valid = True; svga_palette->modified = True; + ((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild) # if defined(TESTPALETTE) std::cout << "L4GraphicsPort::BuildAuxiliaryPalette for port " << @@ -7523,6 +7545,7 @@ void svga_palette->paletteData.Valid = True; svga_palette->modified = True; + ((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild) Check_Fpu(); } @@ -7557,17 +7580,28 @@ void // LEFT AS HEAP GARBAGE and any pixmap pixel >= that count wrote the // garbage's high bits into other displays' planes (the #48 stray // blocks; convicted live by BT_PLANE_AUDIT -- the 480x640 radar - // background carries index 217). Cycle the in-plane pattern across - // the remainder: high-index art degrades to its (index mod 2^bits) - // colour IN-PLANE, and can never leak. (The 1995 binary shipped the - // same 64-entry fill and relied on art discipline; garbage is not a - // preservable behaviour, so this is a guarded PORT deviation.) + // background carries index 217). Map the remainder to the plane + // BACKGROUND (translationTable[0]): high-index art renders as the + // port's background colour in-plane, and can never leak. + // + // REFINED 2026-08-10 (the sec-surface phantoms): the first #48 fill + // cycled the remainder IN-PLANE (index mod 2^bits), which mapped art + // index 254 onto plane slot 62 -- a LIVE colorMapperMultiArmor damage + // slot. SMODE.PCC's inactive control-mode box interiors and a stray + // 52x13 idx-254 bar baked into BTSEC1.PCX (between the heading dial + // and the armor rosette) lit up in the current right-armor damage + // colour on every render path. On the shipped machine those regions + // rendered BLACK (the heap garbage's low plane bits were 0 -> + // in-plane index 0), so background IS the authentic on-screen result. + // (The 1995 binary shipped the same 64-entry fill and relied on art + // discipline; garbage is not a preservable behaviour, so this stays a + // guarded PORT deviation.) { int filled = 1; for (int b = bitMask & 0xFF; b != 0; b &= (b - 1)) filled <<= 1; for (int i = filled; i < 256; ++i) - translationTable[i] = translationTable[i & (filled - 1)]; + translationTable[i] = translationTable[0]; } Check_Fpu(); } diff --git a/engine/MUNGA_L4/L4VB16.h b/engine/MUNGA_L4/L4VB16.h index bf7d6e1..1a99a9f 100644 --- a/engine/MUNGA_L4/L4VB16.h +++ b/engine/MUNGA_L4/L4VB16.h @@ -382,6 +382,15 @@ protected: SVGA16Palette palette[PaletteCount]; + // GLASS dirty-skip (2026-08-10): bumped by the palette writers + // (L4GraphicsPort::BuildSecondaryColor on a REAL entry change; the full + // palette rebuilds unconditionally) so the glass repaint token can see + // palette-only animation -- the ColorMapper family (armor rosette tints, + // damage flash) changes COLORS with zero pixel writes, which the pixel + // checksum alone can never catch. + unsigned long + paletteGeneration; + private: int NUMGAUGEWINDOWS; HWND *gaugeWindows; @@ -425,6 +434,11 @@ public: // glass repaint pump re-blit ONLY the windows whose plane actually changed // (idle MFDs / static panels skip; the sweeping radar keeps updating). unsigned long PlaneChecksum(int mask) const; + + // GLASS dirty-skip: the palette write generation (see paletteGeneration). + // Folded into the repaint token of palette-expanding windows so ColorMapper + // palette animation (armor tints / damage flash) repaints without pixel churn. + unsigned long PaletteGeneration() const { return paletteGeneration; } }; //########################################################################