PLATFORM PROFILE (-platform pod|dev / BT_PLATFORM / run.cmd pod; default dev): an env-preset selector, NOT a code fork -- it picks which environment the existing video/gauge/input code reads. dev = single 800x600 window + keyboard (the working build); pod = RIO input + (on real hardware) the multi-surface gauges/MFDs, mirroring content/SETENV.BAT (the pod path -- FindBestAdapterIndices / SVGA16 -- is left untouched). The multi-surface needs the pod's 2 video cards, so -platform pod does NOT auto-enable L4GAUGE on a dev box (stays bootable, single-window). Also fixes a real engine bug: SVGA16::BuildWindows PostQuitMessage'd on a CreateDevice failure but fell through to a null-device deref (segfault) -- now breaks (inert on the pod). GAUGE DEV-COMPOSITE, Milestone A (option B; opt-in BT_DEV_GAUGES, default OFF): wake the (dormant) gauge renderer so its CPU-rastered pixelBuffer can later be composited into the dev window, WITHOUT touching the pod SVGA16 output path. SVGA16 does no per-surface D3D in this mode (a DevGaugeComposite() gate forces the no-surface path + short-circuits Update/Refresh). Waking the never-exercised gauge subsystem exposed 4 latent reconstruction bugs, each guarded: SVGA16::Update / Refresh (empty mSurfaces[]), LBE4ControlsManager::MakeLinkedLamp (NULL lamp manager), L4GaugeRenderer::NotifyOfNewInterestingEntity (garbage warehouse chain). It now boots STABLY; the gauge reconstruction is incomplete (shadowed lamp-manager + warehouse members) -- Milestone B (the composite pass) will reveal whether the content is real. See docs/GAUGE_COMPOSITE.md. Verified: default DEV un-regressed (combat DESTROYED, 0 crashes); pod path untouched; BT_DEV_GAUGES boots stable. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Gauge / MFD render pipeline — map + dev-composite plan
Status: pipeline MAPPED (workflow gauge-pipeline-map, 2026-07); the dev composite is planned, not
yet built. This is the execute-ready plan for making the pod's gauges/MFDs render + be VISUALLY testable
on a dev box — the "MFD compositing on dev" follow-up the platform profile gates (see §8 / the PLATFORM
PROFILE entry in CLAUDE.md). Companion: the platform-profile scaffold (-platform pod|dev).
The draw model — CONFIRMED (the good news)
CPU-raster → texture-upload, DEVICE-INDEPENDENT. Every gauge widget (the radar included) is a software
rasterizer that writes 16-bit R5G6B5 pixels into ONE shared CPU buffer (Video16BitBuffered::pixelBuffer,
a PixelMap16, L4VB16.h:140). Logical surfaces are packed by BIT-PLANE into that one 640×480×16 buffer
(each MFD = one bit mask; the radar/secondary = the low byte, palette-indexed). D3D is touched ONLY in
SVGA16::Update (L4VB16.cpp:4041): LockRect a D3DPOOL_SYSTEMMEM staging texture → a CPU expand loop
(palette-LUT for the radar, case 0; bit-plane→RGB-channel demux for the MFDs, case 1/2) → UnlockRect →
UpdateTexture staging→D3DPOOL_DEFAULT → ONE fullscreen textured quad (TRIANGLEFAN) → Present, per
surface on its own per-adapter device. So redirecting the content to a texture on the MAIN device is a
small change: the entire raster stays byte-identical; only the upload target + the final blit move.
The 3 gotchas (why it's a multi-step build, not a one-liner)
- DORMANT in BT.
BTL4GaugeRendererpassesL4GaugeRenderer(false, NULL,NULL,NULL)(btl4grnd.cpp:151) →NUMGAUGEWINDOWS=0; andMakeGaugeRendereronly builds anything ifgetenv("L4GAUGE")(btl4app.cpp:353). Both must change to wake it. With 0 surfaces,SVGA16::Updatemay index an emptymSurfaces[]→ guard needed. - RP↔BT PORT-NAME MISMATCH.
SVGA16::Updatehardcodes the Red-Planet MFD port namesauxUL2/auxC/auxUR2/auxLL/auxLR(L4VB16.cpp:4056-4061), but BT'scontent/GAUGE/L4GAUGE.CFGnames themHeat/Comm/Mfd1/Mfd2/Mfd3(:4395-4410).GetGraphicsPortreturns NULL for the RP names → the MFD branch early-outs ("No MFDs to draw"). ONLY thesec/radar surface matches today — the 5 MFDs render nothing until the names are reconciled. - CROSS-DEVICE + STATE. Folding onto the main device means the gauge blit shares the main render state
(save/restore around it) + an ORDERING concern: is
l4_application->GetVideoRenderer()->GetDevice()valid when the gauge renderer builds duringApplication::Initialize? Verify build order or defer texture creation.
Architecture options (dev)
- (A)
SVGA16dev-composite branch. InSVGA16::BuildWindows/Update, when a dev-composite flag is set, use the MAIN device for the staging/default textures, skip the per-adapter device/window/Present; the main renderer composites the DEFAULT textures as insets. Reuses the expand loops verbatim; branches the pod code (guard on the flag → inert on pod). - (B) Bypass
SVGA16. Leave theSVGA16pod path untouched; add a composite pass in the main renderer that reads the sharedpixelBuffer+ palette directly and runs the expand + inset blit itself. Best protects the pod path; re-implements the expand + needspixelBuffer/palette accessors onVideo16BitBuffered/SVGA16. - RECOMMEND (B) for the beachhead (pod path untouched); fall back to (A) if reusing the expand loops wholesale is preferred. Decide this with the operator before building — it's the main design fork.
Beachhead (Step 1) — one surface visible on dev
Goal: the secondary/radar surface composited as an INSET in the existing 800×600 window (no 2nd window yet). It's the one surface that works WITHOUT the port-name fix, so it proves the whole chain end-to-end.
- Wake it via a dev-composite opt-in (e.g.
BT_DEV_GAUGESenv, default OFF so DEV/pod defaults are unaffected; or gate on-platform podon a dev box). When on: setL4GAUGE(soMakeGaugeRendererbuilds)- set the composite flag. Guard
SVGA16::Updatefor 0 surfaces (no crash).
- set the composite flag. Guard
- Raster: the widgets already raster into
pixelBuffer(driven byGaugeRenderer::ProcessOneActiveGauge). - Composite: each frame, in the main renderer's present, upload the secondary-expanded pixels to a
main-device texture + draw an inset quad (
XYZRHW|TEX1), main render state saved/restored. Reach the buffer viaGetGaugeRenderer().
- Verify: the radar/secondary inset appears; DEV default (no
BT_DEV_GAUGES) un-regressed; pod path untouched; 0 crashes / 0 heap.
Follow-ups (after the beachhead)
- Step 2 — reconcile the MFD port names (rename in
L4GAUGE.CFGor inSVGA16::Update) → the 5 MFDs render. - Step 3 — the 2-window layout (3D-view window + an instrument-panel window tiling radar + the 5 MFDs).
- Confirm the MFD widget CONTENT is actually fed each frame (entity→gauge routing
BTL4GaugeRenderer::NotifyOfNewInterestingEntity→ theL4Warehousegauge-image bin).
Key files / hooks
engine/MUNGA_L4/L4VB16.cpp:SVGA16::Update:4041(the CPU→texture→blit crux; expand loops :4124-4191),SVGA16::BuildWindows:101(per-surface device/window/texture — the pod path),Video16BitBuffered::Draw*(:761/847/1607/1839, the software raster intopixelBuffer),pixelBufferL4VB16.h:140, RP port names :4056-4061.engine/MUNGA_L4/L4GREND.cpp:L4GaugeRendererctor:57 (buildsSVGA16fromL4GAUGE.INI),ExecuteBackgroundDisplayUpdate:369(callsgraphicsDisplay->Update),BuildGraphicsPort:485(every port shares ONEpixelBuffer, bit-plane per port).engine/MUNGA/GAUGREND.cpp:ExecuteForeground:3556/ProcessOneActiveGauge:3836(draw-all-gauges intopixelBuffer).game/reconstructed/btl4grnd.cpp: ctor:151 (the un-dormant point — NULL indices),NotifyOfNewInterestingEntity:250(routesGaugeImageStreamtype-0x12 entities to moving/static bins).game/reconstructed/btl4rdr.cpp:MapDisplay(the radar; draws into the secondary surface).- Main device:
l4_application->GetVideoRenderer()->GetDevice()(L4VIDEO.h:376). - Config:
content/GAUGE/L4GAUGE.CFG(port→bitmask map, MechInit :4395-4410),L4GAUGE.INI(640×480×16 page).
Surface → content map (for the 2-window layout)
- Surface 0 = SECONDARY / radar (640×480, palette-indexed low byte
sec0x003F +overlay0x00C0): the radarMapDisplay+ secondary instruments (message board / heading / speed arc / armor-critical-heat maps). - Surface 1(+2) = the 5 MFDs (bit-planes 0x0100–0x8000 of the shared buffer, demuxed to R/G/B channels;
pod spans them as one 1280×480):
Mfd1=LL,Mfd2=UC,Mfd3=LR,Heat=UL,Comm=UR (+Eng1-3). Plasma(CFG port 10,L4PLASMA=com2) is an EXTERNAL serial annunciator — not a D3D surface.
Progress log
Milestone A DONE (2026-07) — the gauge renderer is woken + boots STABLY on a dev box (opt-in
BT_DEV_GAUGES, default OFF; default DEV + pod paths verified un-regressed — DEV combat DESTROYED,
0 crashes). Option B chosen. BT_DEV_GAUGES sets L4GAUGE (so MakeGaugeRenderer builds the
renderer) and SVGA16 does NO per-surface D3D (a file-static DevGaugeComposite() gate forces the
no-surface path in BuildWindows + short-circuits Update/Refresh). ⚠ Reality-check: FindBestAdapterIndices
hands the gauge renderer 3 non-null indices even on a dev box (all the primary adapter), so the earlier
"passes NULL → 0 surfaces" assumption was wrong — the gate is keyed on BT_DEV_GAUGES, not the count.
Waking the (never-exercised) gauge subsystem exposed a cascade of 4 dormant-path bugs, each guarded:
SVGA16::Update(L4VB16.cpp) — indexed emptymSurfaces[]; guardedDevGaugeComposite()||NUM<=0.SVGA16::Refresh— same; guarded.LBE4ControlsManager::MakeLinkedLamp(L4CTRL.cpp:2057) —GetGaugeRenderer()->GetLampManager()returns NULL (recon gap inBTL4GaugeRenderer); guarded (skip the linked lamp when null).L4GaugeRenderer::NotifyOfNewInterestingEntity(L4GREND.cpp:440) —warehousePointer->gaugeImageBinhas a garbage internal chain (recon shadow of the warehouse); guarded (skip the per-mech gauge-IMAGE cache underBT_DEV_GAUGES).
⚠ KEY FINDING: the gauge subsystem's RECONSTRUCTION IS INCOMPLETE. It was dormant/never-exercised, so
these latent recon bugs (lamp-manager offset, warehouse init) only surfaced on waking it. It now BOOTS
stably, but whether the widgets raster MEANINGFUL content into pixelBuffer is UNVERIFIED until the
composite (Milestone B) draws it. The per-mech gauge IMAGES (armor diagrams via the warehouse) are
currently skipped; the radar/secondary map + instruments read the mech directly and may render partially.
So the beachhead's real question shifted from "composite a working buffer" to "how complete is the gauge
recon." FAITHFUL FOLLOW-UPS: fix the BTL4GaugeRenderer lamp-manager + warehouse reconstruction (shadowed
members) so per-mech gauges + lamps work (needed for real MFD content anyway).
Milestone B (NEXT) — the composite pass: a new SVGA16 method (has access to pixelBuffer + the sec
port + palette) creates a texture on the MAIN device (l4_application->GetVideoRenderer()->GetDevice()),
runs the secondary palette-expand (L4VB16.cpp:4124-4147) into it, and the main renderer draws it as an inset
quad (state save/restore) after the 3D pass. This is what reveals whether the content is real or garbage.