Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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70ada2789f | ||
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3aeb2dbbe8 | ||
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c9e25e59c5 | ||
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f3d27f51c2 |
@@ -783,6 +783,22 @@ pattern across entries [2^bits..255] (high-index art degrades to its
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index-mod-2^bits colour IN-PLANE, can never leak). The 1995 binary ships the
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SAME 64-entry fill and relied on 6-bit art discipline -- garbage is not a
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preservable behaviour, so the cycle-fill is a guarded PORT deviation.
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**REFINED 2026-08-10 [T1] -- the cycle-fill itself made phantoms.** The
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in-plane wrap mapped art index 254 onto plane slot 62 = the LIVE
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`colorMapperMultiArmor` right-armor damage slot, and idx-254 art EXISTS:
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every SMODE.PCC frame fills the INACTIVE control-mode box interiors with 254
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(active border/text idx 9 yellow, inactive borders idx 5 orange-red), and
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BTSEC1.PCX carries a stray 52x13 idx-254 bar at port (199-250, 101-113) --
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between the heading dial and the armor rosette, geometrically a scratch
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duplicate of the rosette quadrant bars. Both lit up in the current
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right-armor colour (adpal ramp green/orange/red) on EVERY render path --
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playtester-reported as "red boxes around MID/ADV" + "a block between Armor
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and Heading". On the shipped machine those regions rendered BLACK (the
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garbage entry's low plane bits were 0 -> in-plane index 0), so the fill now
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maps [2^bits..255] to `translationTable[0]` (plane BACKGROUND) -- authentic
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on-screen result, same no-leak guarantee. NB the 2026-07-19 audit verified
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smode BEFORE the 07-25 cycle-fill landed, which is why the row said CORRECT.
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Post-fix: **0 leaks over 60s** on the same probe; sim3 3-pod regression clean.
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**The tripwires are DEFAULT-ON in every build** (BT_PLANE_AUDIT=0 opts out): the
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plane-leak trap, plus an out-of-bounds draw-start trap in `buildDestPointer`
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@@ -203,6 +203,31 @@ 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 (branch `glass-panel-perf`)
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after a playtester reported ~20 fps in panels mode vs ~130 fps in the surround:
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1. **HALFTONE → COLORONCOLOR** (`f3d27f5`): the `HALFTONE` stretch (GDI's
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per-output-pixel resample) × 7 windows per pump was the primary sink; nearest
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is crisper for the low-res MFD pixels anyway. `BT_GLASS_SMOOTH=1` restores.
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2. **Per-window dirty-skip** (`c9e25e5`): each window carries a change token =
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FNV over `SVGA16::PlaneChecksum(mask)` (the shared pixelBuffer masked to every
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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** (2026-08-10): the ColorMapper family
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(armor rosette tints, adpal/adpal2 damage flash) animates by CLUT writes with
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ZERO pixel churn — invisible to a pixel checksum. `SVGA16::paletteGeneration`
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is bumped by the palette writers (`BuildSecondaryColor` only on a REAL entry
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change, since the flash alternates palettes every Execute writing identical
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RGB at zero damage; full rebuilds unconditionally) and folded into the token
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for palette-expanding windows (`monoTint < 0`, or all under `BT_GLASS_MFD_PAL`).
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Without it the glass radar held stale armor tints between pixel repaints while
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the D3D surround (which 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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@@ -696,7 +696,7 @@ reconfigure/externalConfigure); parse-skip list EMPTY ([gskip]=0), all 50 attr b
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| 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 |
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| 31 | sec: schematic HEAT view (cmHeat) | subsystem currentTemperature tint | #6 pixel-verified; re-cycled this audit (mask 0x450421→0x490421→0x510421) | T2 | CORRECT |
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| 32 | sec: view cycling (N / pod 0x15) | CycleDisplayMode → vtbl+0x4C @4d1ae4 | #6 resolution re-verified live ([mode] display notify 0/1/2) | T2 | CORRECT |
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| 33 | sec: CONTROL MODE lamp (BAS/MID/ADV) | ControlsMapper/DisplayMode oneOfSeveralPixInt | attr wave incr.5; M-cycle verified #6 | T2 | CORRECT |
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| 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 |
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| 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) |
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| 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) |
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| 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 |
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@@ -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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@@ -1180,7 +1186,16 @@ static void
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info.bmiHeader.biCompression = BI_RGB;
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const RECT &r = w->surfaceRect;
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SetStretchBltMode(dc, HALFTONE);
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// STRETCH MODE (perf, 2026-08-09): default COLORONCOLOR. HALFTONE runs a
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// per-output-pixel resample filter; done synchronously for all 7 glass windows
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// every ~16 Hz repaint (BTGlassPanels_Tick), it was the per-display-mode perf
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// sink -- playtesters saw ~20 fps in the exploded panels vs ~130 fps in the
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// cockpit surround (same scene, same machine). The MFDs are low-res pixel
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// content, so nearest-neighbour reads crisp (and closer to the pod CRT).
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// BT_GLASS_SMOOTH=1 restores HALFTONE for anyone who prefers smoothing to speed.
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static int sSmooth = -1;
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if (sSmooth < 0) sSmooth = getenv("BT_GLASS_SMOOTH") ? 1 : 0;
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SetStretchBltMode(dc, sSmooth ? HALFTONE : COLORONCOLOR);
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SetBrushOrgEx(dc, 0, 0, NULL);
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StretchDIBits(dc,
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r.left, r.top, r.right - r.left, r.bottom - r.top,
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@@ -1778,6 +1793,74 @@ 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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{
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token ^= svga->PlaneChecksum(combined);
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// PALETTE-ANIMATED content (2026-08-10): a palette-expanding window
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// (the radar; MFDs under BT_GLASS_MFD_PAL) changes colour with ZERO
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// pixel writes -- the ColorMapper family (armor rosette tints, the
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// adpal/adpal2 damage flash) writes CLUT entries. Fold the palette
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// write generation in so those changes repaint; mono-tint windows
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// don't read the palette and keep their pixel-only token.
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static int sPalTok = -1;
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if (sPalTok < 0) sPalTok = getenv("BT_GLASS_MFD_PAL") ? 1 : 0;
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if (w->monoTint < 0 || sPalTok)
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token = (token ^ svga->PaletteGeneration()) * 16777619UL;
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}
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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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@@ -1790,12 +1873,38 @@ 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
|
||||
// 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;
|
||||
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;
|
||||
}
|
||||
|
||||
//===========================================================================//
|
||||
// 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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@@ -5423,6 +5445,7 @@ SVGA16::SVGA16(
|
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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");
|
||||
@@ -7168,6 +7191,7 @@ void
|
||||
|
||||
svga_palette->paletteData.Valid = True;
|
||||
svga_palette->modified = True;
|
||||
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild)
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -7212,6 +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
|
||||
@@ -7253,21 +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;
|
||||
}
|
||||
@@ -7288,6 +7329,8 @@ void
|
||||
|
||||
svga_palette->paletteData.Valid = True;
|
||||
svga_palette->modified = True;
|
||||
if (palette_changed)
|
||||
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -7391,6 +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 " <<
|
||||
@@ -7501,6 +7545,7 @@ void
|
||||
|
||||
svga_palette->paletteData.Valid = True;
|
||||
svga_palette->modified = True;
|
||||
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild)
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -7535,17 +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();
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
@@ -419,6 +428,17 @@ public:
|
||||
// dwords; the image is written TOP-DOWN. *outW/*outH receive the produced size.
|
||||
void ExpandPlaneToBGRA(int mask, int paletteID, int monoTint, int rotateQuadrant,
|
||||
unsigned long *dst, int *outW, int *outH);
|
||||
|
||||
// GLASS dirty-skip (L4GLASSWIN, 2026-08-09): FNV-1a checksum of the shared
|
||||
// gauge pixelBuffer, masked to the bits a given window can show. Lets the
|
||||
// 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; }
|
||||
};
|
||||
|
||||
//########################################################################
|
||||
|
||||
Reference in New Issue
Block a user