Cache compositor source pixels

This commit is contained in:
gamer147
2026-07-11 14:37:35 -04:00
parent 3bee46611a
commit 0cb72e0d5e
2 changed files with 56 additions and 23 deletions

View File

@@ -1318,3 +1318,22 @@ positioned at `(-400,-600)` and the full-screen `0xcf08` copy has completed its
confirmed that ordinary manual play displays the correct CGs. Keep this shot-path state discrepancy open
and do not use page 1 as an absolute scene-fidelity oracle; it predates and is pixel-identical across quick
win 2.
**Quick win 3 implemented (2026-07-11).** Static compositor sources no longer round-trip through Godot
`Image.CreateFromData()` / `Image.GetData()`. The cache now retains `(width,height,RGBA)` directly under
`(assetId,colorKey)`: unkeyed assets reuse their decoded `RgbaImage.Pixels`, while keyed variants clone and
bake transparency once so the canonical decoded asset remains reusable under other keys. Dynamic movie
samples never enter this cache; they use the decoder-owned newest-frame bytes directly, cloning only if a
color key must be applied.
The differential page-1 PNG remains byte-identical at SHA-256
`E669355772D4D9118BE80AC93595F78BB467B088659DEA4CC2D2B7D0F05B62BE` (subject to the shot-path oracle
caveat above). A bounded 220-frame sequence reached VFS movie publication at render frame 141 and captured
multiple distinct movie-frame hashes, confirming dynamic samples still change rather than freezing in the
static cache. Engine **135/135**, zero-warning Godot build, and threaded `SELFTEST OK` remain clean.
The normal-speed FPS samples were effectively unchanged from quick win 2 (54/26/38, then 58-60, versus
53/26/39, then 59-60). Source copying was therefore no longer a material bottleneck after the shared
backbuffer landed. The cleanup removes needless Godot objects/copies and helps future layer-heavy scenes,
but the measured next target is the general inverse-affine per-pixel path—especially identity-transform,
opaque-copy, and axis-aligned fill fast paths.