Split Main compositor into partial class

This commit is contained in:
gamer147
2026-08-02 18:38:12 -04:00
parent f673ce826b
commit 4fca225066
4 changed files with 586 additions and 572 deletions

View File

@@ -25,15 +25,7 @@ public partial class Main : Godot.Control
private WindowLaunchOptions _windowOptions;
private Sys4AssetCatalog _catalog = null!;
private IAssetStore _assetStore = null!;
private TextureRect _screenView = null!; // shows the composited screen backbuffer
private Image _screen = null!; // SYS4INI-sized immediate-mode canvas
private ImageTexture _screenTex = null!;
private GpuRetainedRenderer _gpuRenderer = null!;
private bool _useGpuBackend = true;
private ImageTexture? _ageCursorTexture;
// 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 byte[] _screenPixels = [];
private Label _status = null!;
private Label _locatorHud = null!;
private VirtualMachine _vm = null!;
@@ -65,10 +57,6 @@ public partial class Main : Godot.Control
private string? _seqDir; // --shot-sequence <dir>: dump one PNG per frame (verify paced anim)
private int _seqFrames = 180; // --frames <n>: how many frames to dump (default ~3s @60fps)
private int _seqIdx;
private string? _gfxLogPath; // --gfx-log <file>: log per-object compositor draw/skip CHANGES
private System.IO.StreamWriter? _gfxLog;
private readonly System.Collections.Generic.Dictionary<long, string> _lastGfxDecision = new();
private int _gfxLogFrame;
private string? _timelineLogPath; // --timeline-log <jsonl>: synchronized VM/host/compositor evidence
private GodotTimelineLog? _timeline;
private int _timelineFrame;
@@ -1046,559 +1034,6 @@ public partial class Main : Godot.Control
catch (System.Exception e) { GD.Print($"[trace-histogram] write failed: {e.Message}"); }
}
// ---- 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 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 sealed record CachedPixels(int Width, int Height, byte[] Rgba);
private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), CachedPixels> _pixelCache = new();
private readonly System.Collections.Generic.List<RenderObject> _visibleSnapshot = new(1024);
private void Recomposite()
{
bool gpuSnapshotCaptured = false;
BackbufferPublicationPolicy publicationPolicy = default;
if (_useGpuBackend &&
TryRecompositeGpu(out gpuSnapshotCaptured, out publicationPolicy)) return;
_gpuRenderer.Visible = false;
_screenView.Visible = true;
RecompositeSoftware(
gpuSnapshotCaptured ? _visibleSnapshot : null,
publicationPolicy.PreserveExistingPixels);
}
private bool TryRecompositeGpu(
out bool snapshotCaptured,
out BackbufferPublicationPolicy publicationPolicy)
{
snapshotCaptured = false;
publicationPolicy = default;
// Preserve the existing high-volume object/timeline diagnostics exactly. They are debugging tools,
// not performance workloads, and their software decision strings remain the canonical evidence.
if (_gfxLogPath != null || _timeline != null) return false;
long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
if (_host.TrySnapshotScreenTransition(out _)) return false; // P4: whole-screen offscreen targets
publicationPolicy =
_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
snapshotCaptured = true;
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
// Additive LERP-tint has not appeared in the target workloads and needs a dedicated additive shader
// variant before leaving the software oracle.
if (_visibleSnapshot.Any(v =>
v.Blend == BlendKind.Additive && !v.MultiplyTint && v.TintStrength > 0))
return false;
if (_perf != null)
{
var presentStep = _trace.LatestStep;
_perf.RecordPresentationCoordinate(presentStep?.Script ?? "<startup>",
presentStep?.Offset ?? -1, presentStep?.Opcode ?? -1);
}
_perf?.BeginRecomposite(screenTransition: false);
_gpuRenderer.BeginFrame(publicationPolicy.AppendGpuLayers);
foreach (var v in _visibleSnapshot)
{
_perf?.RecordObject(v.TimeVarying);
var affine = Transform2DMath.Build(v.Transform, v.Rotation, v.ScaleCycle)
.FromLocalOrigin(v.DstX, v.DstY);
if (v.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
float opacity = v.Alpha / 255f;
var rawObject = _vm.Gfx.TryGet(v.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (v.SurfaceTransition is { } transition)
{
_perf?.RecordTransitionLayer();
DrawTransitionRangeGpu(_visibleSnapshot, transition);
}
else if (v.SurfaceResId == 0 && texture == null)
{
if (v.Blend != BlendKind.Opaque)
{
int width = v.W > 0 ? v.W : _screenWidth;
int height = v.H > 0 ? v.H : _screenHeight;
float fillOpacity = v.MultiplyTint
? opacity
: opacity * v.TintStrength / 255f;
_perf?.RecordFillLayer();
if (_gpuRenderer.DrawFill(width, height, affine, v.Tint, fillOpacity))
_perf?.RecordGpuLayer(width, height, affine, _screenWidth, _screenHeight,
dynamic: false, BlendKind.Alpha);
}
else _perf?.RecordSkippedLayer();
}
else
{
if (texture == null && !movieSurfaceBound)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(v.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null) _perf?.RecordSkippedLayer();
else
{
var resolved = texture.Value;
bool drawn = _gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, v.ColorKey,
v.SrcX, v.SrcY, v.W, v.H, affine, v.Tint, v.TintStrength,
opacity, v.MultiplyTint, resolved.IsDynamic,
rawObject?.SourceSlot ?? v.Handle, v.Blend);
if (drawn)
_perf?.RecordGpuLayer(v.W, v.H, affine, _screenWidth, _screenHeight,
resolved.IsDynamic, v.Blend);
}
}
}
var stats = _gpuRenderer.EndFrame();
_perf?.RecordGpu(stats.DrawItems, stats.TextureUploads, stats.TextureUploadTicks);
_screenView.Visible = false;
_gpuRenderer.Visible = true;
_perf?.EndRecomposite();
return true;
}
// Native type-0 retained range transition: range A has already passed through ordinary z-order;
// republish range B at the transition placeholder with progress-scaled source opacity. This mirrors
// DrawTransitionRange's software-oracle order without allocating an offscreen CPU surface.
private int DrawTransitionRangeGpu(IReadOnlyList<RenderObject> visible, SurfaceTransitionState transition)
{
int drawn = 0;
long end = transition.RangeBStart + transition.RangeBCount;
foreach (var source in visible)
{
if (source.Handle < transition.RangeBStart || source.Handle >= end || source.SurfaceTransition != null)
continue;
_perf?.RecordObject(source.TimeVarying);
var affine = Transform2DMath.Build(source.Transform, source.Rotation, source.ScaleCycle)
.FromLocalOrigin(source.DstX, source.DstY);
if (source.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
float opacity = source.Alpha / 255f * (float)transition.Progress;
var rawObject = _vm.Gfx.TryGet(source.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (source.SurfaceResId == 0 && texture == null)
{
if (source.Blend == BlendKind.Opaque)
{
_perf?.RecordSkippedLayer();
continue;
}
int width = source.W > 0 ? source.W : _screenWidth;
int height = source.H > 0 ? source.H : _screenHeight;
_perf?.RecordFillLayer();
if (_gpuRenderer.DrawFill(width, height, affine, source.Tint,
opacity * source.TintStrength / 255f))
{
_perf?.RecordGpuLayer(width, height, affine, _screenWidth, _screenHeight,
dynamic: false, BlendKind.Alpha);
drawn++;
}
continue;
}
if (!movieSurfaceBound && texture == null)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(source.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
continue;
}
var resolved = texture.Value;
if (_gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, source.ColorKey,
source.SrcX, source.SrcY, source.W, source.H, affine, source.Tint, source.TintStrength,
opacity, source.MultiplyTint, resolved.IsDynamic,
rawObject?.SourceSlot ?? source.Handle, source.Blend))
{
_perf?.RecordGpuLayer(source.W, source.H, affine, _screenWidth, _screenHeight,
resolved.IsDynamic, source.Blend);
drawn++;
}
}
return drawn;
}
private void RecompositeSoftware(
IReadOnlyList<RenderObject>? sampledVisible = null,
bool preserveExistingPixels = false)
{
if (_perf != null)
{
var presentStep = _trace.LatestStep;
_perf.RecordPresentationCoordinate(presentStep?.Script ?? "<startup>",
presentStep?.Offset ?? -1, presentStep?.Opcode ?? -1);
}
long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
bool hasScreenTransition = _host.TrySnapshotScreenTransition(out var transition);
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
if (!hasScreenTransition && sampledVisible == null)
{
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
preserveExistingPixels = _host.SnapshotBackbufferObjects(
_vm.Gfx, _clock.NowMs, _visibleSnapshot).PreserveExistingPixels;
_perf?.RecordSnapshotAllocation(
PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
}
if (hasScreenTransition) preserveExistingPixels = false;
_perf?.BeginRecomposite(hasScreenTransition);
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
if (!preserveExistingPixels)
{
System.Array.Clear(_screenPixels);
}
_perf?.RecordClear(PerformanceFrameLog.Timestamp() - phase);
System.Collections.Generic.Dictionary<long, string>? decisions = _gfxLogPath != null || _timeline != null ? new() : null;
if (hasScreenTransition)
{
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
// Native mode 4 keeps the captured source opaque and alpha-composites the complete target
// surface over it. Each offscreen target has an opaque-black clear beneath its objects.
CompositeVisibleObjects(transition.Source, 1f, decisions);
FillQuad(0, 0, _screenWidth, _screenHeight, 0, (float)transition.Progress);
CompositeVisibleObjects(transition.Target, (float)transition.Progress, decisions);
_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
}
else
{
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
CompositeVisibleObjects(sampledVisible ?? _visibleSnapshot, 1f, decisions);
_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
}
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
_screen.SetData(_screenWidth, _screenHeight, false, Image.Format.Rgba8, _screenPixels);
_perf?.RecordSetDataAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSetData(PerformanceFrameLog.Timestamp() - phase);
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
_screenTex.Update(_screen);
_perf?.RecordTextureUpdate(PerformanceFrameLog.Timestamp() - phase);
if (decisions != null) LogGfxDecisionChanges(decisions);
_perf?.EndRecomposite();
}
private void CompositeVisibleObjects(
IReadOnlyList<RenderObject> visible,
float globalOpacity,
System.Collections.Generic.Dictionary<long, string>? decisions)
{
int z = 0;
foreach (var v in visible) // interpolate at the retained-presentation clock
{
_perf?.RecordObject(v.TimeVarying);
var t = v.Transform;
var affine = Age.Engine.Model.Transform2DMath.Build(t, v.Rotation, v.ScaleCycle);
var localToDest = affine.FromLocalOrigin(v.DstX, v.DstY);
if (v.RangeTransform is { } rangeTransform)
localToDest = localToDest.Then(rangeTransform);
var projected = localToDest.Apply(0, 0);
int dstX = (int)System.Math.Round(projected.X);
int dstY = (int)System.Math.Round(projected.Y);
float opacity = v.Alpha / 255f * globalOpacity; // transform Z is never opacity
float strength = v.TintStrength / 255f; // tint-blend / fill strength
var rawObject = _vm.Gfx.TryGet(v.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var surfaceTexture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
// These strings exist only for --gfx-log/timeline diagnostics. DEBUGMAP visits roughly one
// thousand retained objects per composition, so formatting them unconditionally creates
// several megabytes of short-lived garbage even in an ordinary run.
string? outcome = null;
if (v.SurfaceTransition is { } transition)
{
_perf?.RecordTransitionLayer();
int layers = DrawTransitionRange(visible, transition);
if (decisions != null)
outcome = $"TRANSITION slot={transition.TargetSlot} key=0x{transition.CommandKey:x} " +
$"progress={transition.Progress:0.000} forced={transition.Forced} layers={layers}";
}
else if (v.SurfaceResId == 0 && surfaceTexture == null)
{
// A colored object with no bound surface = a fade/flash fill (e.g. fade-to-black). Its presence
// is the tint STRENGTH (0=absent, 255=solid), scaled by any object opacity. Uncolored surfaceless
// objects are render targets — still skipped (slice C).
if (v.Blend != Age.Engine.Model.BlendKind.Opaque)
{
int baseW = v.W > 0 ? v.W : _screenWidth;
int baseH = v.H > 0 ? v.H : _screenHeight;
// One-shot/mode-1 packed color supplies opacity directly. Static mode-0 fills retain
// the tint-strength convention used by the existing effect objects.
float fillA = v.MultiplyTint ? opacity : opacity * strength;
_perf?.RecordFillLayer();
FillAffineQuad(baseW, baseH, localToDest, v.Tint, fillA);
if (decisions != null)
outcome = $"FILL tint=0x{v.Tint:x6} a={fillA:0.00} {baseW}x{baseH}@({dstX},{dstY}) " +
$"base=({v.DstX},{v.DstY}) anchor=({t.AnchorX:0.0},{t.AnchorY:0.0}) " +
$"scale=({t.ScaleX:0.00},{t.ScaleY:0.00}) " +
$"trans=({t.TranslateX:0.0},{t.TranslateY:0.0}) rot={v.Rotation.AngleDegrees:0.0}" +
ColorTimeline(v.ColorTransition);
}
else
{
_perf?.RecordSkippedLayer();
if (decisions != null) outcome = "SKIP(no-resId, opaque render-target)";
}
}
else
{
var texture = surfaceTexture;
if (texture == null && !movieSurfaceBound)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(v.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
if (decisions != null) outcome = $"SKIP(resId=0x{v.SurfaceResId:x} UNRESOLVED)";
}
else
{
BlitLayer(texture.Value.Image, texture.Value.AssetId, v.ColorKey, v.Tint, strength, v.SrcX, v.SrcY, v.W, v.H,
localToDest, opacity, v.MultiplyTint, texture.Value.IsDynamic, v.Blend);
if (decisions != null)
outcome = $"slot={rawObject?.SourceSlot} DRAWN resId=0x{v.SurfaceResId:x} {texture.Value.Name} " +
$"src=({v.SrcX},{v.SrcY} {v.W}x{v.H}) base=({v.DstX},{v.DstY}) " +
$"anchor=({t.AnchorX:0.0},{t.AnchorY:0.0}) dst=({dstX},{dstY}) " +
$"scale=({t.ScaleX:0.00},{t.ScaleY:0.00}) trans=({t.TranslateX:0.0},{t.TranslateY:0.0}) " +
$"rot=({t.RotationAngleDegrees:0.0}+{v.Rotation.AngleDegrees:0.0}) " +
$"mode={rawObject?.StaticColorMode} op={opacity:0.00} tintStr={strength:0.00}" +
ColorTimeline(v.ColorTransition);
}
}
if (decisions != null) decisions[v.Handle] = $"z{z} {outcome}";
z++;
}
}
private static string ColorTimeline(Age.Engine.Model.ColorTransitionState? state)
=> state is { } c
? $" color=0x{c.Current:x8}->0x{c.Target:x8} colorProgress={c.Progress:0.000}"
: "";
// Native type-0 surface commands first leave range A in normal z-order, then alpha-composite range B
// into the target surface. SC0000 binds that target to handle+2, above both source handles, so drawing
// range B here with progress produces old*(1-progress)+new*progress without disturbing ambient channels.
private int DrawTransitionRange(IReadOnlyList<RenderObject> visible, SurfaceTransitionState transition)
{
int drawn = 0;
long end = transition.RangeBStart + transition.RangeBCount;
foreach (var source in visible)
{
if (source.Handle < transition.RangeBStart || source.Handle >= end || source.SurfaceTransition != null)
continue;
_perf?.RecordObject(source.TimeVarying);
var affine = Transform2DMath.Build(source.Transform, source.Rotation, source.ScaleCycle)
.FromLocalOrigin(source.DstX, source.DstY);
if (source.RangeTransform is { } rangeTransform)
affine = affine.Then(rangeTransform);
float opacity = source.Alpha / 255f * (float)transition.Progress;
var rawObject = _vm.Gfx.TryGet(source.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (source.SurfaceResId == 0 && texture == null)
{
if (source.Blend == BlendKind.Opaque)
{
_perf?.RecordSkippedLayer();
continue;
}
int w = source.W > 0 ? source.W : _screenWidth;
int h = source.H > 0 ? source.H : _screenHeight;
_perf?.RecordFillLayer();
FillAffineQuad(w, h, affine, source.Tint, opacity * source.TintStrength / 255f);
}
else
{
if (!movieSurfaceBound && texture == null)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(source.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
continue;
}
BlitLayer(texture.Value.Image, texture.Value.AssetId, source.ColorKey, source.Tint, source.TintStrength / 255f,
source.SrcX, source.SrcY, source.W, source.H, affine, opacity, source.MultiplyTint,
texture.Value.IsDynamic, source.Blend);
}
drawn++;
}
return drawn;
}
// Diagnostic (--gfx-log): print, per rendered frame, only the objects whose compositor outcome CHANGED
// since last frame (added / gone / drawn↔skip / resId change). Quiet until something actually changes, so
// the frame where the background drops out — and WHY — stands out. See systematic-debugging of the grey-BG.
private void LogGfxDecisionChanges(System.Collections.Generic.Dictionary<long, string> curr)
{
if (_gfxLogPath != null && _gfxLog == null)
{
var dir = System.IO.Path.GetDirectoryName(_gfxLogPath);
if (!string.IsNullOrEmpty(dir)) System.IO.Directory.CreateDirectory(dir);
_gfxLog = new System.IO.StreamWriter(_gfxLogPath!) { AutoFlush = true };
}
_gfxLogFrame++;
var lines = new System.Collections.Generic.List<string>();
foreach (var kv in curr)
if (!_lastGfxDecision.TryGetValue(kv.Key, out var prev) || prev != kv.Value)
lines.Add($" 0x{kv.Key:x}: {kv.Value}" + (_lastGfxDecision.ContainsKey(kv.Key) ? "" : " [NEW]"));
foreach (var kv in _lastGfxDecision)
if (!curr.ContainsKey(kv.Key))
lines.Add($" 0x{kv.Key:x}: GONE (was {kv.Value})");
if (lines.Count > 0 && _gfxLog != null)
{
_gfxLog.WriteLine($"[frame {_gfxLogFrame} nowMs={_clock.NowMs} page={_pageCount}] {curr.Count} visible, {lines.Count} changes:");
foreach (var l in lines) _gfxLog.WriteLine(l);
}
if (lines.Count > 0)
_timeline?.Event("objects", new() { ["visible_count"] = curr.Count, ["changes"] = lines.ToArray() });
_lastGfxDecision.Clear();
foreach (var kv in curr) _lastGfxDecision[kv.Key] = kv.Value;
}
// 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 uses packed RGB modulation and
// SRCALPHA/ONE additive composition; black source pixels therefore contribute nothing.
private void BlitLayer(RgbaImage decoded, int assetId, long colorKey, long tint, float tintStrength, int srcX, int srcY, int w, int h,
Age.Engine.Model.Affine2D localToDest, float alpha = 1f, bool multiplyTint = false,
bool dynamic = false, BlendKind blend = BlendKind.Alpha)
{
// Native gfx_object_blit_d3d9 clips the explicit source rectangle and returns without drawing when
// right<=left or bottom<=top. FIELD deliberately creates zero-area prototype objects from SO005;
// expanding those dimensions to the full texture leaks the entire spritesheet onto the map.
if (w <= 0 || h <= 0) return;
long sourcePrepStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long sourcePrepAllocated = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
var cacheKey = (assetId, colorKey);
int sourceWidth, sourceHeight;
byte[] sourcePixels;
if (dynamic)
{
// 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 (!_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;
}
int sw = w;
int sh = h;
sw = System.Math.Min(sw, sourceWidth - srcX);
sh = System.Math.Min(sh, sourceHeight - srcY);
_perf?.RecordSourcePrep(PerformanceFrameLog.Timestamp() - sourcePrepStarted);
_perf?.RecordSourcePrepAllocation(PerformanceFrameLog.AllocatedBytes() - sourcePrepAllocated);
if (sw <= 0 || sh <= 0) return;
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
_screenPixels, _screenWidth, _screenHeight, sourcePixels, sourceWidth, sourceHeight,
srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint, blend);
_perf?.RecordRaster(sw, sh, localToDest, _screenWidth, _screenHeight, dynamic, blend,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha)
{
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
Age.Engine.Model.SoftwareAffineRasterizer.FillRgba(
_screenPixels, _screenWidth, _screenHeight, w, h, localToDest, tint, alpha);
_perf?.RecordRaster(w, h, localToDest, _screenWidth, _screenHeight, false, BlendKind.Alpha,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
// Alpha-blend a solid tint (0xRRGGBB) rectangle over the screen — the surfaceless fade/flash fill.
private void FillQuad(int dstX, int dstY, int w, int h, long tint, float alpha)
{
int ia = (int)(System.Math.Clamp(alpha, 0f, 1f) * 255);
if (ia == 0) return;
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
int tr = (int)((tint >> 16) & 0xff), tg = (int)((tint >> 8) & 0xff), tb = (int)(tint & 0xff);
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;
for (int y = y0; y < y1; y++)
for (int x = x0; x < x1; x++)
{
int dxp = dstX + x, dyp = dstY + y;
int di = (dyp * dw + dxp) * 4;
dst[di] = (byte)((tr * ia + dst[di] * (255 - ia)) / 255);
dst[di + 1] = (byte)((tg * ia + dst[di + 1] * (255 - ia)) / 255);
dst[di + 2] = (byte)((tb * ia + dst[di + 2] * (255 - ia)) / 255);
dst[di + 3] = (byte)System.Math.Min(255, dst[di + 3] + ia);
}
_perf?.RecordFillLayer();
_perf?.RecordRaster(w, h, new Affine2D(1, 0, 0, 1, dstX, dstY),
_screenWidth, _screenHeight, false, BlendKind.Alpha,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
// Make colorkey-matching texels transparent (native colorkey is baked at surface load).
private static void BakeColorKey(byte[] px, long colorKey)
{
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;
}
public void PageBreak()
{
_pageCount++;