glass dirty-skip: fold palette generation into the repaint token
Latent flaw in thec9e25e5dirty-skip (now in master): the token hashes plane PIXELS + lamp state only, but the ColorMapper gauge family (armor rosette tints, the adpal/adpal2 damage flash) animates by writing CLUT entries with ZERO pixel churn -- so a glass window whose plane is pixel-static held stale colors while the D3D surround (which re-expands every frame) tracked live. New SVGA16::paletteGeneration, bumped by the palette writers: - BuildSecondaryColor: only on a REAL entry change (the flash alternates palettes every Execute writing identical RGB at zero damage -- an unconditional bump would repaint every palette-expanding window every pump for nothing); - BuildSecondaryPalette / BuildAuxiliaryPalette / BlankPalette (full rebuilds): unconditionally. GlassWindowToken folds it in for palette-expanding windows (monoTint < 0, or all windows under BT_GLASS_MFD_PAL); mono-tint windows don't read the palette and keep their pixel-only token. KB: glass-cockpit.md gains the repaint-pump section (recordsf3d27f5+c9e25e5+ this). Companion branch sec-phantom-fix carries the idx-254 translation-table fix -- disjoint hunks, merges in either order. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -203,6 +203,32 @@ appears in the cfg like any panel and honours `,noframe`. Verified: a drag wrote
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at 321,222. NB the plasma window blits directly every frame (`GetDC`+`StretchDIBits`), so unlike
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the panels it has no `WM_TIMER` focus-throttle to worry about.
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## Glass-panel repaint pump — perf + dirty-skip (2026-08-09/10) [T2 measured]
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The exploded per-display windows are pure CPU/GDI (`ExpandPlaneToBGRA` +
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`StretchDIBits`), repainted synchronously on the MAIN render thread by
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`BTGlassPanels_Tick` (~16 Hz). Three layered changes after a playtester reported
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~20 fps in panels mode vs ~130 fps in the surround:
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1. **HALFTONE → COLORONCOLOR** (`f3d27f5`, in master): the `HALFTONE` stretch
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(GDI's per-output-pixel resample) × 7 windows per pump was the primary sink;
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nearest is crisper for the low-res MFD pixels anyway. `BT_GLASS_SMOOTH=1` restores.
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2. **Per-window dirty-skip** (`c9e25e5`, in master): each window carries a change
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token = FNV over `SVGA16::PlaneChecksum(mask)` (the shared pixelBuffer masked to
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every port that can feed the window) + each button's RENDERED lamp brightness +
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held/latch. The pump re-blits only windows whose token moved: ~31 pumps/2s →
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4-15 window repaints vs 217-224 always-on. `BT_GLASS_DIRTY=1` logs the tally.
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3. **Palette generation in the token** (branch `glass-palette-token`): the
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ColorMapper family (armor rosette tints, adpal/adpal2 damage flash) animates by
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CLUT writes with ZERO pixel churn — invisible to a pixel checksum.
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`SVGA16::paletteGeneration` is bumped by the palette writers
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(`BuildSecondaryColor` only on a REAL entry change, since the flash alternates
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palettes every Execute writing identical RGB at zero damage; full rebuilds
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unconditionally) and folded into the token for palette-expanding windows
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(`monoTint < 0`, or all under `BT_GLASS_MFD_PAL`). Without it the glass radar
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held stale armor tints between pixel repaints while the D3D surround (which
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re-expands every frame) tracked live.
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**Turning it OFF: `L4PLASMA=NONE` (also `OFF`/`0`, 2026-08-06) [T2].** `L4GREND` creates a
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marquee whenever `L4PLASMA` is set at all (`SCREEN` → the desktop window, anything else → a real
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`PlasmaDisplay` on that serial port), and the GLASS profile force-defaults it to `SCREEN` — so on
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