diff --git a/docs/phase-a-slice-plan.md b/docs/phase-a-slice-plan.md index 1d04399..62300a6 100644 --- a/docs/phase-a-slice-plan.md +++ b/docs/phase-a-slice-plan.md @@ -1294,3 +1294,27 @@ builds with zero warnings and threaded `SELFTEST OK`. A matching hidden-window V using `--speed 8` only to reach the static state quickly, held **60 FPS / 16.66 ms per frame** for all eight reported samples, versus the pre-change 23-25 FPS. Buffer batching/source-pixel caching and rasterizer fast paths remain independent follow-ups. + +**Quick win 2 implemented (2026-07-11).** The Godot compositor now owns one reusable 800x600 RGBA8 +managed backbuffer. `Recomposite()` clears it once, every image/fill/transition layer mutates that same +array in z-order through the unchanged `SoftwareAffineRasterizer`, and only the completed frame crosses the +Godot boundary via one `Image.SetData()` plus one `ImageTexture.Update()`. The former per-layer screen +`Image.GetData()` / `Image.SetData()` round trip is gone. Static source images still call `GetData()` per +draw; source-pixel caching remains the next independent optimization. + +Visual validation used the same SC0000 page-1 command before and after the refactor (`--speed 8 --shot-page +1 --shot-settle 3`). The two PNG files are byte-identical, both SHA-256 +`E669355772D4D9118BE80AC93595F78BB467B088659DEA4CC2D2B7D0F05B62BE`. A 12-second normal-speed windowed +Vulkan probe now reported 53, 26, and 39 FPS through the initial heavier active intervals, then 59-60 FPS +through lighter/static intervals; the old compositor had remained around 23-25 FPS. Validation also holds +at engine **135/135**, zero-warning Godot build, and threaded `SELFTEST OK`. The general per-pixel affine +loop is now the clearest remaining active-frame cost. + +The byte-identical page-1 capture is a **differential compositor oracle only**, not a claim that the +automated `--shot` path has the correct interactive presentation state. Both the pre- and post-refactor +captures show fallback `SO013A` rather than the expected first event CG. The matching gfx log proves this is +not resource-load failure: `EV049AA.AGF` resolves and loads into slot 3, but at capture its handle `0x0` is +positioned at `(-400,-600)` and the full-screen `0xcf08` copy has completed its fade to alpha zero. The user +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. diff --git a/godot/Main.cs b/godot/Main.cs index a170fb6..4f8755d 100644 --- a/godot/Main.cs +++ b/godot/Main.cs @@ -12,9 +12,14 @@ using Script = Age.Engine.Model.Script; // disambiguate from Godot.Script [SupportedOSPlatform("windows")] public partial class Main : Godot.Control { + private const int ScreenWidth = 800; + private const int ScreenHeight = 600; private TextureRect _screenView = null!; // shows the composited screen backbuffer private Image _screen = null!; // 800x600 immediate-mode canvas private ImageTexture _screenTex = null!; + // One managed composition target for the entire frame. Layer helpers mutate it in place; only the + // completed frame crosses the Godot Image boundary, avoiding a full GetData/SetData round-trip per layer. + private readonly byte[] _screenPixels = new byte[ScreenWidth * ScreenHeight * 4]; private Label _text = null!; private Label _speaker = null!; private Label _status = null!; @@ -55,7 +60,7 @@ public partial class Main : Godot.Control public override void _Ready() { // Screen backbuffer: one 800x600 canvas that draw-texture blits into, shown behind the dialogue. - _screen = Image.CreateEmpty(800, 600, false, Image.Format.Rgba8); + _screen = Image.CreateEmpty(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8); _screenTex = ImageTexture.CreateFromImage(_screen); _screenView = new TextureRect { @@ -305,7 +310,7 @@ public partial class Main : Godot.Control private void Recomposite() { - _screen.Fill(new Color(0, 0, 0, 0)); + System.Array.Clear(_screenPixels); _speaker.Visible = false; System.Collections.Generic.Dictionary? decisions = _gfxLogPath != null || _timeline != null ? new() : null; int z = 0; @@ -377,6 +382,7 @@ public partial class Main : Godot.Control } z++; } + _screen.SetData(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8, _screenPixels); _screenTex.Update(_screen); if (decisions != null) LogGfxDecisionChanges(decisions); } @@ -487,19 +493,16 @@ public partial class Main : Godot.Control sw = System.Math.Min(sw, src.GetWidth() - srcX); sh = System.Math.Min(sh, src.GetHeight() - srcY); if (sw <= 0 || sh <= 0) return; - byte[] dst = _screen.GetData(); byte[] ss = src.GetData(); + byte[] ss = src.GetData(); Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba( - dst, _screen.GetWidth(), _screen.GetHeight(), ss, src.GetWidth(), src.GetHeight(), + _screenPixels, ScreenWidth, ScreenHeight, ss, src.GetWidth(), src.GetHeight(), srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint); - _screen.SetData(_screen.GetWidth(), _screen.GetHeight(), false, _screen.GetFormat(), dst); } private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha) { - byte[] dst = _screen.GetData(); Age.Engine.Model.SoftwareAffineRasterizer.FillRgba( - dst, _screen.GetWidth(), _screen.GetHeight(), w, h, localToDest, tint, alpha); - _screen.SetData(_screen.GetWidth(), _screen.GetHeight(), false, _screen.GetFormat(), dst); + _screenPixels, ScreenWidth, ScreenHeight, w, h, localToDest, tint, alpha); } // Alpha-blend a solid tint (0xRRGGBB) rectangle over the screen — the surfaceless fade/flash fill. @@ -508,8 +511,8 @@ public partial class Main : Godot.Control int ia = (int)(System.Math.Clamp(alpha, 0f, 1f) * 255); if (ia == 0) return; int tr = (int)((tint >> 16) & 0xff), tg = (int)((tint >> 8) & 0xff), tb = (int)(tint & 0xff); - byte[] dst = _screen.GetData(); - int dw = _screen.GetWidth(), dh = _screen.GetHeight(); + byte[] dst = _screenPixels; + int dw = ScreenWidth, dh = ScreenHeight; int x0 = System.Math.Max(0, -dstX), x1 = System.Math.Min(w, dw - dstX); int y0 = System.Math.Max(0, -dstY), y1 = System.Math.Min(h, dh - dstY); if (x1 <= x0 || y1 <= y0) return; @@ -523,7 +526,6 @@ public partial class Main : Godot.Control dst[di + 2] = (byte)((tb * ia + dst[di + 2] * (255 - ia)) / 255); dst[di + 3] = (byte)System.Math.Min(255, dst[di + 3] + ia); } - _screen.SetData(dw, dh, false, _screen.GetFormat(), dst); } // Make colorkey-matching texels transparent (native colorkey is baked at surface load).