Cache compositor source pixels

This commit is contained in:
gamer147
2026-07-11 14:37:35 -04:00
parent af87aade48
commit 4be116e432
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.

View File

@@ -303,10 +303,11 @@ public partial class Main : Godot.Control
// ---- retained per-frame compositor (main thread, from _Process) ----
// Clear the screen and composite the VM's current VISIBLE gfx objects in ascending-handle order (= the
// engine's z-order), each blitting its live surface's rect at its position. Decoded AGF surfaces are cached
// engine's z-order), each blitting its live surface's rect at its position. Decoded AGF pixels are cached
// by catalog identity (this runs every frame). Native scale/translation matrix channels are sampled independently by
// GfxState and applied here; object opacity comes only from the actual blend/color path.
private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), Image?> _imgCache = new();
private sealed record CachedPixels(int Width, int Height, byte[] Rgba);
private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), CachedPixels> _pixelCache = new();
private void Recomposite()
{
@@ -463,7 +464,7 @@ public partial class Main : Godot.Control
foreach (var kv in curr) _lastGfxDecision[kv.Key] = kv.Value;
}
// Blit one object's surface rect. The source Image is cached per (path, colorKey): on first load, texels
// Blit one object's surface rect. Static source pixels are cached per (assetId, colorKey): on first use, texels
// matching the surface colorkey are made transparent (native bakes the key at load — engine-re.md §Blend).
// Mode 0 uses tintStrength to LERP texel RGB toward tint. Mode 1 sets multiplyTint and uses packed RGB as
// multiplicative modulation while alpha is object opacity.
@@ -472,30 +473,46 @@ public partial class Main : Godot.Control
bool dynamic = false)
{
var cacheKey = (assetId, colorKey);
Image? src;
int sourceWidth, sourceHeight;
byte[] sourcePixels;
if (dynamic)
{
// Decoder samples replace the pixels of one retained surface. Catalog identity is stable across
// those samples, so the static AGF cache key would otherwise freeze the very first movie frame.
src = Image.CreateFromData(decoded.Width, decoded.Height, false, Image.Format.Rgba8, decoded.Pixels);
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey)) BakeColorKey(src, colorKey);
// Decoder samples replace the pixels of one retained surface. Never enter them in the static cache.
// Clone only when applying a key so the decoder-owned newest-frame buffer remains untouched.
sourceWidth = decoded.Width;
sourceHeight = decoded.Height;
sourcePixels = decoded.Pixels;
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
{
sourcePixels = (byte[])sourcePixels.Clone();
BakeColorKey(sourcePixels, colorKey);
}
}
else if (!_imgCache.TryGetValue(cacheKey, out src))
else
{
src = Image.CreateFromData(decoded.Width, decoded.Height, false, Image.Format.Rgba8, decoded.Pixels);
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey)) BakeColorKey(src, colorKey);
_imgCache[cacheKey] = src;
if (!_pixelCache.TryGetValue(cacheKey, out var cached))
{
byte[] pixels = decoded.Pixels;
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
{
pixels = (byte[])pixels.Clone();
BakeColorKey(pixels, colorKey);
}
cached = new CachedPixels(decoded.Width, decoded.Height, pixels);
_pixelCache[cacheKey] = cached;
}
sourceWidth = cached.Width;
sourceHeight = cached.Height;
sourcePixels = cached.Rgba;
}
if (src == null) return;
int sw = w > 0 ? w : src.GetWidth();
int sh = h > 0 ? h : src.GetHeight();
sw = System.Math.Min(sw, src.GetWidth() - srcX);
sh = System.Math.Min(sh, src.GetHeight() - srcY);
int sw = w > 0 ? w : sourceWidth;
int sh = h > 0 ? h : sourceHeight;
sw = System.Math.Min(sw, sourceWidth - srcX);
sh = System.Math.Min(sh, sourceHeight - srcY);
if (sw <= 0 || sh <= 0) return;
byte[] ss = src.GetData();
Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
_screenPixels, ScreenWidth, ScreenHeight, ss, src.GetWidth(), src.GetHeight(),
_screenPixels, ScreenWidth, ScreenHeight, sourcePixels, sourceWidth, sourceHeight,
srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint);
}
@@ -529,14 +546,11 @@ public partial class Main : Godot.Control
}
// Make colorkey-matching texels transparent (native colorkey is baked at surface load).
private static void BakeColorKey(Image img, long colorKey)
private static void BakeColorKey(byte[] px, long colorKey)
{
byte[] px = img.GetData();
int w = img.GetWidth(), h = img.GetHeight();
for (int i = 0; i < px.Length; i += 4)
if (Age.Engine.Model.BlendMath.ColorKeyMatches(px[i], px[i + 1], px[i + 2], colorKey))
px[i + 3] = 0;
img.SetData(w, h, false, img.GetFormat(), px);
}
// Decode VFS-owned bytes in Godot. BGM loops; voice plays once, cutting off any prior line.