glass panels: dirty-skip -- repaint only the windows whose gauges changed
Follow-on to the HALFTONE->COLORONCOLOR fix. BTGlassPanels_Tick repainted all 7
glass windows every ~16 Hz pump unconditionally. Now each window carries a change
token and the pump re-blits ONLY the windows whose token differs:
token = FNV-1a checksum of the shared gauge pixelBuffer masked to the bits this
window can show (SVGA16::PlaneChecksum over primary + Eng-twin + RGB-group
ports) combined with each button's RENDERED lamp brightness + held/latch.
Folding the flash BRIGHTNESS (not the raw lamp state) into the token means a flashing
lamp repaints exactly when it toggles; a static panel or an idle cockpit skips its
expand + StretchDIBits entirely. The masked checksum reads the RENDERED RESULT of the
gauges' values, so it catches everything -- discrete value gauges, the continuous
radar sweep, any imagery -- with no gauge->port->window plumbing and no risk of a
frozen display (full pass, no stride; collision-free in practice).
Measured (dev box, solo mission, BT_GLASS_DIRTY): ~31 pumps/2s -> 4-15 window-repaints
vs 217-224 always-on (~15-40x fewer); avg frame work 3.3 -> 0.93ms. BT_GLASS_DIRTY=1
logs the repaint tally.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -127,6 +127,12 @@ struct GWin
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char monitorName[40]; // the PHYSICAL monitor this window landed on
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// (\.\DISPLAYn), stamped at creation; shown
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// by BT_POD_IDENT so the cab can be mapped.
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// Dirty-skip (2026-08-09): the last change token the pump blitted for this
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// window (plane checksum + lamp render). Zero-init (static storage); the pump
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// re-blits only when the token differs, so unchanged panels cost nothing.
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unsigned long lastToken;
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int haveToken;
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};
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static GWin gWins[8];
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@@ -1787,6 +1793,62 @@ void
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// one-shot re-snap); a focused window just repaints from whichever fires first.
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//###########################################################################
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//
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// GLASS DIRTY-SKIP (2026-08-09): re-blit only the windows whose content changed.
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// Each window is a plane of the ONE shared gauge pixelBuffer, so its change token is
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// the masked plane checksum (SVGA16::PlaneChecksum over every port that can feed the
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// window) combined with each button's RENDERED lamp brightness + held/latched state.
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// Folding the flash BRIGHTNESS in (not the raw lamp state) means a flashing lamp
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// repaints exactly when it toggles, and a static panel -- or a fully idle cockpit --
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// skips its expand + StretchDIBits entirely. The plane checksum is the only added
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// cost (once per window per ~16 Hz pump) and is far cheaper than the paint it saves.
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//
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static unsigned long
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GlassWindowToken(GaugeRenderer *gr, GWin *w, unsigned long tick)
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{
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unsigned long token = 2166136261UL;
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if (w->portPrimary != NULL && gr != NULL)
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{
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// Every plane that could feed the window (primary + Eng twin + RGB group +
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// their twins) -- OR their masks so a change to ANY is caught; checksum once.
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const char *ports[8];
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int np = 0;
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ports[np++] = w->portPrimary;
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if (w->portAlt != NULL) ports[np++] = w->portAlt;
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for (int gi = 0; gi < w->groupCount && np < 7; ++gi)
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{
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ports[np++] = w->groupPort[gi];
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if (w->groupAlt[gi] != NULL && np < 8) ports[np++] = w->groupAlt[gi];
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}
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int combined = 0;
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SVGA16 *svga = NULL;
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for (int i = 0; i < np; ++i)
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{
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L4GraphicsPort *p =
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static_cast<L4GraphicsPort*>(gr->GetGraphicsPort(ports[i]));
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if (p == NULL) continue;
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combined |= p->GetBitMask();
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if (svga == NULL) svga = static_cast<SVGA16*>(p->graphicsDisplay);
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}
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if (svga != NULL && combined != 0)
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token ^= svga->PlaneChecksum(combined);
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}
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// Lamps: each button's RENDERED brightness + held/latched, so a flash toggle or a
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// press repaints exactly the window it lives on.
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for (int j = 0; j < w->buttonCount; ++j)
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{
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int addr = w->buttons[j].address;
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unsigned long shade =
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(unsigned long)LampBrightnessOf(PadRIO::GetLampState(addr), tick);
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int held = (addr == pressedAddress) || latched[addr & 0x7F];
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token = (token ^ ((unsigned long)(addr & 0xFF) << 4)
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^ (shade << 1) ^ (unsigned long)held) * 16777619UL;
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}
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return token;
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}
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void
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BTGlassPanels_Tick()
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{
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@@ -1799,12 +1861,38 @@ void
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return;
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sLastPaint = now;
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GaugeRenderer *gr = BTResolveGaugeRenderer();
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int repainted = 0;
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for (int i = 0; i < gWinCount; ++i)
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{
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if (gWins[i].hwnd != NULL)
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GWin &w = gWins[i];
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if (w.hwnd == NULL)
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continue;
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unsigned long token = GlassWindowToken(gr, &w, now);
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if (w.haveToken && token == w.lastToken)
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continue; // gauges + lamps unchanged -> skip this window
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w.lastToken = token;
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w.haveToken = 1;
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++repainted;
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InvalidateRect(w.hwnd, NULL, FALSE);
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UpdateWindow(w.hwnd); // synchronous paint, not the throttled queue
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}
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// BT_GLASS_DIRTY: report how many window-repaints the dirty-skip let through vs
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// the old fixed gWinCount-per-pump, so the saving is visible.
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static int sDirtyLog = -1;
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if (sDirtyLog < 0) sDirtyLog = getenv("BT_GLASS_DIRTY") ? 1 : 0;
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if (sDirtyLog)
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{
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static unsigned long sWin = 0;
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static int sPumps = 0, sPaints = 0;
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++sPumps; sPaints += repainted;
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if (now - sWin >= 2000)
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{
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InvalidateRect(gWins[i].hwnd, NULL, FALSE);
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UpdateWindow(gWins[i].hwnd); // synchronous paint, not the throttled queue
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DEBUG_STREAM << "[glass-dirty] " << sPumps << " pumps -> " << sPaints
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<< " window-repaints (was " << (sPumps * gWinCount) << " always-on)\n"
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<< std::flush;
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sWin = now; sPumps = 0; sPaints = 0;
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}
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}
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}
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@@ -692,6 +692,28 @@ void SVGA16::DrawDevSurface(LPDIRECT3DDEVICE9 device, int slot, int mask, int pa
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device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, sizeof(InsetVert));
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}
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//===========================================================================//
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// GLASS dirty-skip: FNV-1a over the shared pixelBuffer masked to `mask` -- the bits
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// one glass window can show. The glass repaint pump compares this per window and
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// re-blits only the ones whose plane changed (L4GLASSWIN BTGlassPanels_Tick). Full
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// pass (no stride) so a single-word gauge change is never missed; ~640*480 cheap
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// integer ops, run at most once per window per ~16 Hz pump.
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//===========================================================================//
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unsigned long SVGA16::PlaneChecksum(int mask) const
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{
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int w = pixelBuffer.Data.Size.x;
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int h = pixelBuffer.Data.Size.y;
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const Word *p = pixelBuffer.Data.MapPointer;
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if (p == NULL || w <= 0 || h <= 0)
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return 0;
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unsigned long sum = 2166136261UL; // FNV-1a offset basis
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Word m = (Word)mask;
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int n = w * h;
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for (int i = 0; i < n; ++i)
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sum = (sum ^ (unsigned long)(p[i] & m)) * 16777619UL;
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return sum;
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}
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//===========================================================================//
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// GLASS per-display windows -- the CPU (no-D3D) analog of DrawDevSurface: expand
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// one bit-plane of the shared gauge pixelBuffer into a 32-bit BGRA image that the
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