Cache compositor source pixels
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@@ -1318,3 +1318,22 @@ positioned at `(-400,-600)` and the full-screen `0xcf08` copy has completed its
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confirmed that ordinary manual play displays the correct CGs. Keep this shot-path state discrepancy open
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and do not use page 1 as an absolute scene-fidelity oracle; it predates and is pixel-identical across quick
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win 2.
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**Quick win 3 implemented (2026-07-11).** Static compositor sources no longer round-trip through Godot
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`Image.CreateFromData()` / `Image.GetData()`. The cache now retains `(width,height,RGBA)` directly under
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`(assetId,colorKey)`: unkeyed assets reuse their decoded `RgbaImage.Pixels`, while keyed variants clone and
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bake transparency once so the canonical decoded asset remains reusable under other keys. Dynamic movie
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samples never enter this cache; they use the decoder-owned newest-frame bytes directly, cloning only if a
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color key must be applied.
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The differential page-1 PNG remains byte-identical at SHA-256
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`E669355772D4D9118BE80AC93595F78BB467B088659DEA4CC2D2B7D0F05B62BE` (subject to the shot-path oracle
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caveat above). A bounded 220-frame sequence reached VFS movie publication at render frame 141 and captured
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multiple distinct movie-frame hashes, confirming dynamic samples still change rather than freezing in the
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static cache. Engine **135/135**, zero-warning Godot build, and threaded `SELFTEST OK` remain clean.
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The normal-speed FPS samples were effectively unchanged from quick win 2 (54/26/38, then 58-60, versus
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53/26/39, then 59-60). Source copying was therefore no longer a material bottleneck after the shared
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backbuffer landed. The cleanup removes needless Godot objects/copies and helps future layer-heavy scenes,
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but the measured next target is the general inverse-affine per-pixel path—especially identity-transform,
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opaque-copy, and axis-aligned fill fast paths.
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@@ -303,10 +303,11 @@ public partial class Main : Godot.Control
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// ---- retained per-frame compositor (main thread, from _Process) ----
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// Clear the screen and composite the VM's current VISIBLE gfx objects in ascending-handle order (= the
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// engine's z-order), each blitting its live surface's rect at its position. Decoded AGF surfaces are cached
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// engine's z-order), each blitting its live surface's rect at its position. Decoded AGF pixels are cached
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// by catalog identity (this runs every frame). Native scale/translation matrix channels are sampled independently by
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// GfxState and applied here; object opacity comes only from the actual blend/color path.
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private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), Image?> _imgCache = new();
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private sealed record CachedPixels(int Width, int Height, byte[] Rgba);
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private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), CachedPixels> _pixelCache = new();
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private void Recomposite()
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{
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@@ -463,7 +464,7 @@ public partial class Main : Godot.Control
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foreach (var kv in curr) _lastGfxDecision[kv.Key] = kv.Value;
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}
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// Blit one object's surface rect. The source Image is cached per (path, colorKey): on first load, texels
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// Blit one object's surface rect. Static source pixels are cached per (assetId, colorKey): on first use, texels
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// matching the surface colorkey are made transparent (native bakes the key at load — engine-re.md §Blend).
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// Mode 0 uses tintStrength to LERP texel RGB toward tint. Mode 1 sets multiplyTint and uses packed RGB as
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// multiplicative modulation while alpha is object opacity.
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@@ -472,30 +473,46 @@ public partial class Main : Godot.Control
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bool dynamic = false)
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{
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var cacheKey = (assetId, colorKey);
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Image? src;
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int sourceWidth, sourceHeight;
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byte[] sourcePixels;
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if (dynamic)
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{
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// Decoder samples replace the pixels of one retained surface. Catalog identity is stable across
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// those samples, so the static AGF cache key would otherwise freeze the very first movie frame.
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src = Image.CreateFromData(decoded.Width, decoded.Height, false, Image.Format.Rgba8, decoded.Pixels);
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if (Age.Engine.Model.BlendMath.HasColorKey(colorKey)) BakeColorKey(src, colorKey);
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// Decoder samples replace the pixels of one retained surface. Never enter them in the static cache.
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// Clone only when applying a key so the decoder-owned newest-frame buffer remains untouched.
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sourceWidth = decoded.Width;
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sourceHeight = decoded.Height;
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sourcePixels = decoded.Pixels;
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if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
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{
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sourcePixels = (byte[])sourcePixels.Clone();
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BakeColorKey(sourcePixels, colorKey);
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}
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}
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else if (!_imgCache.TryGetValue(cacheKey, out src))
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else
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{
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src = Image.CreateFromData(decoded.Width, decoded.Height, false, Image.Format.Rgba8, decoded.Pixels);
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if (Age.Engine.Model.BlendMath.HasColorKey(colorKey)) BakeColorKey(src, colorKey);
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_imgCache[cacheKey] = src;
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if (!_pixelCache.TryGetValue(cacheKey, out var cached))
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{
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byte[] pixels = decoded.Pixels;
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if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
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{
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pixels = (byte[])pixels.Clone();
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BakeColorKey(pixels, colorKey);
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}
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cached = new CachedPixels(decoded.Width, decoded.Height, pixels);
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_pixelCache[cacheKey] = cached;
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}
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sourceWidth = cached.Width;
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sourceHeight = cached.Height;
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sourcePixels = cached.Rgba;
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}
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if (src == null) return;
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int sw = w > 0 ? w : src.GetWidth();
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int sh = h > 0 ? h : src.GetHeight();
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sw = System.Math.Min(sw, src.GetWidth() - srcX);
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sh = System.Math.Min(sh, src.GetHeight() - srcY);
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int sw = w > 0 ? w : sourceWidth;
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int sh = h > 0 ? h : sourceHeight;
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sw = System.Math.Min(sw, sourceWidth - srcX);
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sh = System.Math.Min(sh, sourceHeight - srcY);
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if (sw <= 0 || sh <= 0) return;
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byte[] ss = src.GetData();
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Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
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_screenPixels, ScreenWidth, ScreenHeight, ss, src.GetWidth(), src.GetHeight(),
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_screenPixels, ScreenWidth, ScreenHeight, sourcePixels, sourceWidth, sourceHeight,
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srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint);
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}
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@@ -529,14 +546,11 @@ public partial class Main : Godot.Control
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}
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// Make colorkey-matching texels transparent (native colorkey is baked at surface load).
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private static void BakeColorKey(Image img, long colorKey)
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private static void BakeColorKey(byte[] px, long colorKey)
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{
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byte[] px = img.GetData();
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int w = img.GetWidth(), h = img.GetHeight();
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for (int i = 0; i < px.Length; i += 4)
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if (Age.Engine.Model.BlendMath.ColorKeyMatches(px[i], px[i + 1], px[i + 2], colorKey))
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px[i + 3] = 0;
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img.SetData(w, h, false, img.GetFormat(), px);
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}
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// Decode VFS-owned bytes in Godot. BGM loops; voice plays once, cutting off any prior line.
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