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>
123 lines
9.4 KiB
Markdown
123 lines
9.4 KiB
Markdown
# Gauge / MFD render pipeline — map + dev-composite plan
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**Status:** pipeline MAPPED (workflow `gauge-pipeline-map`, 2026-07); the dev composite is **planned, not
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yet built**. This is the execute-ready plan for making the pod's gauges/MFDs render + be VISUALLY testable
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on a dev box — the "MFD compositing on dev" follow-up the platform profile gates (see §8 / the PLATFORM
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PROFILE entry in CLAUDE.md). Companion: the platform-profile scaffold (`-platform pod|dev`).
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## The draw model — CONFIRMED (the good news)
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**CPU-raster → texture-upload, DEVICE-INDEPENDENT.** Every gauge widget (the radar included) is a *software
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rasterizer* that writes 16-bit R5G6B5 pixels into ONE shared CPU buffer (`Video16BitBuffered::pixelBuffer`,
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a `PixelMap16`, `L4VB16.h:140`). Logical surfaces are packed by **BIT-PLANE** into that one 640×480×16 buffer
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(each MFD = one bit mask; the radar/secondary = the low byte, palette-indexed). D3D is touched **ONLY** in
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`SVGA16::Update` (`L4VB16.cpp:4041`): LockRect a `D3DPOOL_SYSTEMMEM` staging texture → a CPU expand loop
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(palette-LUT for the radar, case 0; bit-plane→RGB-channel demux for the MFDs, case 1/2) → UnlockRect →
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`UpdateTexture` staging→`D3DPOOL_DEFAULT` → ONE fullscreen textured quad (`TRIANGLEFAN`) → `Present`, **per
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surface on its own per-adapter device**. So redirecting the content to a texture on the MAIN device is a
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small change: the entire raster stays byte-identical; only the upload target + the final blit move.
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## The 3 gotchas (why it's a multi-step build, not a one-liner)
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1. **DORMANT in BT.** `BTL4GaugeRenderer` passes `L4GaugeRenderer(false, NULL,NULL,NULL)` (`btl4grnd.cpp:151`)
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→ `NUMGAUGEWINDOWS=0`; and `MakeGaugeRenderer` only builds anything if `getenv("L4GAUGE")` (`btl4app.cpp:353`).
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Both must change to wake it. With 0 surfaces, `SVGA16::Update` may index an empty `mSurfaces[]` → guard needed.
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2. **RP↔BT PORT-NAME MISMATCH.** `SVGA16::Update` hardcodes the Red-Planet MFD port names
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`auxUL2/auxC/auxUR2/auxLL/auxLR` (`L4VB16.cpp:4056-4061`), but BT's `content/GAUGE/L4GAUGE.CFG` names them
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`Heat/Comm/Mfd1/Mfd2/Mfd3` (:4395-4410). `GetGraphicsPort` returns NULL for the RP names → the MFD branch
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early-outs ("No MFDs to draw"). **ONLY the `sec`/radar surface matches today** — the 5 MFDs render nothing
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until the names are reconciled.
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3. **CROSS-DEVICE + STATE.** Folding onto the main device means the gauge blit shares the main render state
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(save/restore around it) + an ORDERING concern: is `l4_application->GetVideoRenderer()->GetDevice()` valid
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when the gauge renderer builds during `Application::Initialize`? Verify build order or defer texture creation.
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## Architecture options (dev)
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- **(A) `SVGA16` dev-composite branch.** In `SVGA16::BuildWindows`/`Update`, when a dev-composite flag is set,
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use the MAIN device for the staging/default textures, skip the per-adapter device/window/`Present`; the main
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renderer composites the DEFAULT textures as insets. Reuses the expand loops verbatim; **branches the pod
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code** (guard on the flag → inert on pod).
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- **(B) Bypass `SVGA16`.** Leave the `SVGA16` pod path untouched; add a composite pass in the main renderer
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that reads the shared `pixelBuffer` + palette directly and runs the expand + inset blit itself. **Best
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protects the pod path**; re-implements the expand + needs `pixelBuffer`/palette accessors on
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`Video16BitBuffered`/`SVGA16`.
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- **RECOMMEND (B)** for the beachhead (pod path untouched); fall back to (A) if reusing the expand loops
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wholesale is preferred. Decide this with the operator before building — it's the main design fork.
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## Beachhead (Step 1) — one surface visible on dev
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Goal: the **secondary/radar** surface composited as an **INSET** in the existing 800×600 window (no 2nd
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window yet). It's the one surface that works WITHOUT the port-name fix, so it proves the whole chain end-to-end.
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1. **Wake** it via a dev-composite opt-in (e.g. `BT_DEV_GAUGES` env, default OFF so DEV/pod defaults are
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unaffected; or gate on `-platform pod` on a dev box). When on: set `L4GAUGE` (so `MakeGaugeRenderer` builds)
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+ set the composite flag. Guard `SVGA16::Update` for 0 surfaces (no crash).
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2. **Raster**: the widgets already raster into `pixelBuffer` (driven by `GaugeRenderer::ProcessOneActiveGauge`).
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3. **Composite**: each frame, in the main renderer's present, upload the secondary-expanded pixels to a
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main-device texture + draw an inset quad (`XYZRHW|TEX1`), main render state saved/restored. Reach the buffer
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via `GetGaugeRenderer()`.
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- **Verify**: the radar/secondary inset appears; DEV default (no `BT_DEV_GAUGES`) un-regressed; pod path
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untouched; 0 crashes / 0 heap.
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## Follow-ups (after the beachhead)
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- **Step 2** — reconcile the MFD port names (rename in `L4GAUGE.CFG` or in `SVGA16::Update`) → the 5 MFDs render.
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- **Step 3** — the 2-window layout (3D-view window + an instrument-panel window tiling radar + the 5 MFDs).
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- Confirm the MFD widget CONTENT is actually fed each frame (entity→gauge routing
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`BTL4GaugeRenderer::NotifyOfNewInterestingEntity` → the `L4Warehouse` gauge-image bin).
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## Key files / hooks
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- `engine/MUNGA_L4/L4VB16.cpp`: `SVGA16::Update:4041` (the CPU→texture→blit crux; expand loops :4124-4191),
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`SVGA16::BuildWindows:101` (per-surface device/window/texture — the pod path), `Video16BitBuffered::Draw*`
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(:761/847/1607/1839, the software raster into `pixelBuffer`), `pixelBuffer` `L4VB16.h:140`, RP port names :4056-4061.
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- `engine/MUNGA_L4/L4GREND.cpp`: `L4GaugeRenderer` ctor:57 (builds `SVGA16` from `L4GAUGE.INI`),
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`ExecuteBackgroundDisplayUpdate:369` (calls `graphicsDisplay->Update`), `BuildGraphicsPort:485` (every port
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shares ONE `pixelBuffer`, bit-plane per port).
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- `engine/MUNGA/GAUGREND.cpp`: `ExecuteForeground:3556` / `ProcessOneActiveGauge:3836` (draw-all-gauges into `pixelBuffer`).
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- `game/reconstructed/btl4grnd.cpp`: ctor:151 (the un-dormant point — NULL indices),
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`NotifyOfNewInterestingEntity:250` (routes `GaugeImageStream` type-0x12 entities to moving/static bins).
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- `game/reconstructed/btl4rdr.cpp`: `MapDisplay` (the radar; draws into the secondary surface).
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- Main device: `l4_application->GetVideoRenderer()->GetDevice()` (`L4VIDEO.h:376`).
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- Config: `content/GAUGE/L4GAUGE.CFG` (port→bitmask map, MechInit :4395-4410), `L4GAUGE.INI` (640×480×16 page).
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## Surface → content map (for the 2-window layout)
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- **Surface 0 = SECONDARY / radar** (640×480, palette-indexed low byte `sec` 0x003F + `overlay` 0x00C0):
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the radar `MapDisplay` + secondary instruments (message board / heading / speed arc / armor-critical-heat maps).
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- **Surface 1(+2) = the 5 MFDs** (bit-planes 0x0100–0x8000 of the shared buffer, demuxed to R/G/B channels;
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pod spans them as one 1280×480): `Mfd1`=LL, `Mfd2`=UC, `Mfd3`=LR, `Heat`=UL, `Comm`=UR (+ `Eng1-3`).
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- `Plasma` (CFG port 10, `L4PLASMA=com2`) is an EXTERNAL serial annunciator — not a D3D surface.
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## Progress log
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**Milestone A DONE (2026-07) — the gauge renderer is woken + boots STABLY on a dev box** (opt-in
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`BT_DEV_GAUGES`, default OFF; default DEV + pod paths verified un-regressed — DEV combat DESTROYED,
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0 crashes). Option **B** chosen. `BT_DEV_GAUGES` sets `L4GAUGE` (so `MakeGaugeRenderer` builds the
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renderer) and `SVGA16` does NO per-surface D3D (a file-static `DevGaugeComposite()` gate forces the
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no-surface path in `BuildWindows` + short-circuits `Update`/`Refresh`). ⚠ Reality-check: `FindBestAdapterIndices`
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hands the gauge renderer **3 non-null indices even on a dev box** (all the primary adapter), so the earlier
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"passes NULL → 0 surfaces" assumption was wrong — the gate is keyed on `BT_DEV_GAUGES`, not the count.
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Waking the (never-exercised) gauge subsystem exposed a **cascade of 4 dormant-path bugs**, each guarded:
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1. `SVGA16::Update` (L4VB16.cpp) — indexed empty `mSurfaces[]`; guarded `DevGaugeComposite()||NUM<=0`.
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2. `SVGA16::Refresh` — same; guarded.
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3. `LBE4ControlsManager::MakeLinkedLamp` (L4CTRL.cpp:2057) — `GetGaugeRenderer()->GetLampManager()`
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returns NULL (recon gap in `BTL4GaugeRenderer`); guarded (skip the linked lamp when null).
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4. `L4GaugeRenderer::NotifyOfNewInterestingEntity` (L4GREND.cpp:440) — `warehousePointer->gaugeImageBin`
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has a garbage internal chain (recon shadow of the warehouse); guarded (skip the per-mech gauge-IMAGE
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cache under `BT_DEV_GAUGES`).
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⚠ **KEY FINDING: the gauge subsystem's RECONSTRUCTION IS INCOMPLETE.** It was dormant/never-exercised, so
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these latent recon bugs (lamp-manager offset, warehouse init) only surfaced on waking it. It now BOOTS
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stably, but whether the widgets raster MEANINGFUL content into `pixelBuffer` is UNVERIFIED until the
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composite (Milestone B) draws it. The per-mech gauge IMAGES (armor diagrams via the warehouse) are
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currently skipped; the radar/secondary map + instruments read the mech directly and *may* render partially.
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So the beachhead's real question shifted from "composite a working buffer" to "how complete is the gauge
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recon." FAITHFUL FOLLOW-UPS: fix the `BTL4GaugeRenderer` lamp-manager + warehouse reconstruction (shadowed
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members) so per-mech gauges + lamps work (needed for real MFD content anyway).
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**Milestone B (NEXT) — the composite pass:** a new `SVGA16` method (has access to `pixelBuffer` + the `sec`
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port + palette) creates a texture on the MAIN device (`l4_application->GetVideoRenderer()->GetDevice()`),
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runs the secondary palette-expand (L4VB16.cpp:4124-4147) into it, and the main renderer draws it as an inset
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quad (state save/restore) after the 3D pass. This is what reveals whether the content is real or garbage.
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