Refresh STATUS.md/ROADMAP.md for the Scene.set()/UI caching/CI work
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
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@@ -13,10 +13,15 @@ for a memory/CPU optimization survey specifically targeting the PSP build
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3. Update entity interaction, triggers, chunk management, and other
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systems that currently assume tile-based positioning so they work
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with the new 3D positioning/movement code.
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4. Investigate and fix poor UI rendering performance. Rendering the
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console alone tanks framerate despite the existing mesh
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optimizations, so there is likely more headroom to find in the
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vertex/text rendering path.
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4. Investigate and fix poor UI rendering performance. First pass done
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(2026-07-31): slider/tab/frame/textbox now cache their sprite
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geometry instead of rebuilding it every frame, and the console's
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vertex buffer is fixed-size instead of alloc/free churn (see
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`STATUS.md`'s "UI rendering performance" note for detail). Still
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open: per-widget material/color changes still force a sprite-batch
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flush each time (color is per-material, not per-vertex), so a row of
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alternating highlighted widgets still costs one draw call per
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widget.
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5. Create UI elements for displaying status indicators, e.g. network
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connection state and save-in-progress.
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6. Fully test saving end-to-end on all supported platforms.
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@@ -62,14 +67,23 @@ fix:
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`docker/vita/` reference `-DDUSK_TARGET_SYSTEM=vita`, but no
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`cmake/targets/vita.cmake` exists, so the build is currently broken.
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Either implement it or remove the dangling scripts/Dockerfile.
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4. Add per-PR CI build coverage for at least one non-Linux target (PSP,
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Knulli, GameCube, Wii currently only build on tag push, so
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regressions there are invisible until a release).
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5. Tackle milestone 4 above (poor UI rendering performance) with a
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concrete lead: extend `uiconsole.c`'s cached-mesh pattern (rebuild
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only on dirty) to the general widget framework
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(`uiframe.c`/`uilabel.c`/buttons/menus), which currently rebuilds and
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re-uploads geometry via `spriteBatchBuffer`/`meshFlush` every frame.
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4. Per-PR CI build coverage for non-Linux targets: first pass added
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2026-07-31 as `run-tests-gamecube-dolphin`/`run-tests-wii-dolphin`
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(build the ISO, boot it in Dolphin under Xvfb) and
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`run-tests-psp-ppsspp` (build the EBOOT, boot it in PPSSPPHeadless)
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in `.github/workflows/test.yml`, plus matching
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`scripts/test-*-dolphin.sh`/`scripts/test-psp-ppsspp.sh` (+ `-docker`
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variants). Marked `continue-on-error: true` since none of these have
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actually been exercised on a real runner yet -- verify they pass
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before relying on them, and drop the flag once they do. Knulli still
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has no per-PR coverage at all.
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5. Milestone 4 above (poor UI rendering performance) has a first pass
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in (2026-07-31, see `STATUS.md`) -- remaining concrete lead: sprite
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batch flushes are keyed on shader+material (including tint color),
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so per-widget color changes (e.g. focus highlight) still force a
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flush per widget; moving tint to per-vertex color would let a whole
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row of widgets batch into one draw call regardless of highlight
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state.
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6. Revisit the GameCube/Wii networking static-IP workaround in
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`networkdolphin.c` -- it's standing in for an unresolved suspected
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memory-corruption bug in `if_config()`'s DHCP path.
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@@ -6,14 +6,14 @@ whenever picking a new roadmap milestone) rather than trusting it blindly.
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See `ROADMAP.md` for the ordered feature milestones this status feeds into,
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and `CLAUDE.md` for coding conventions.
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Last surveyed: 2026-07-30, at commit `e61914ba`.
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Last surveyed: 2026-07-31, at commit `8f8fa8f8`.
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## Core engine (`src/dusk/`)
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| Subsystem | Maturity | Notes |
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|------------|------------------------------------|-------|
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| asset | Mature, fully wired | Model loading's "async" path is actually synchronous (`assetmodelloader.h`) -- only real stub found in core. |
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| script | Mature for its current scope | Registered modules: `modulePlatform`, `moduleComponent`, `moduleEntity`, `moduleScene` only. No typed per-component JS wrappers (all components go through the generic `Component`). No unit tests. |
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| script | Mature for its current scope | Registered modules: `modulePlatform`, `moduleComponent`/`moduleComponentList` (typed Position/Physics/Renderable wrappers), `moduleEntity`, `moduleScene` (with `Scene.set()` module lifecycle), `moduleMesh`, `moduleTime`, `moduleRequire` (CommonJS-style `require()`/`module.exports`). Entry point is `scripts/init.js`, which does `require('./overworldscene.js')` + `Scene.set()`. Has unit tests (`test/script/`). |
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| entity | Mature | Engine-level prefab lists are empty sentinels; all real prefabs live in `duskrpg`. |
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| scene | Mature | Same prefab-delegation pattern as entity. No JSON serialize/deserialize (removed by design). |
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| save | Mature, but undocumented | Slot-based, yyjson + CRC32, platform stream hooks. Not covered in `CLAUDE.md`, no tests. |
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@@ -21,21 +21,39 @@ Last surveyed: 2026-07-30, at commit `e61914ba`.
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| physics | Mature, recently churned | Recent revert/re-disable of "old ent code" suggests component wiring around physics isn't fully settled. Well tested. |
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| animation | Early/mid-stage | Keyframes + easing only, no blend trees or state machines. Terse commit history ("ANIM") suggests still iterating. |
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| display | Most mature/battle-tested | Backbone of the engine; dominated by platform optimization commits. |
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| ui | Actively churning | Widget framework has had features added and ripped out repeatedly (story/battle UI added then removed). Rendering path is the likely root cause of roadmap item 4 (see below). No tests at all. |
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| console | Small, finished for its scope | Already has the cached-mesh optimization pattern the rest of `ui/` lacks. |
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| ui | Actively churning, perf pass done | Widget framework has had features added and ripped out repeatedly (story/battle UI added then removed). No JS bindings yet (from-scratch surface if that's picked up). Sprite-cache pass landed for slider/tab/frame/textbox (see roadmap item 4 below); still no scripted pointer/hit-testing. Has unit tests for the new caching logic (`test/ui/`), but nothing exercises actual draw calls -- see below. |
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| console | Small, finished for its scope | Fixed-size cached mesh (no more alloc/free churn), same pattern the rest of `ui/` now follows. |
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| event | Clean, small, finished | Pub/sub, rebuilt to replace the old input system. |
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| game | Intentionally header-only | Real implementation lives in `duskrpg/game/game.c`. |
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### UI rendering performance (roadmap item 4)
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Confirmed root-cause candidate: `src/dusk/ui/debug/uiconsole.c` caches a
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persistent mesh and only rebuilds on dirty/scroll change. The rest of the
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widget framework (`uiframe.c`, `uilabel.c`, buttons, menus, settings
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screens) still goes through `spriteBatchBuffer`/`spriteBatchFlush` and
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re-uploads vertex data via `meshFlush` every frame, with a full flush
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forced on every shader/material change. This is almost certainly what
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"tanks framerate" on PSP. Fix direction: extend the console's cached-mesh
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pattern to the general widget path (rebuild only on dirty, not every
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frame).
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First pass landed 2026-07-31: `uislider`/`uitab` now cache their non-text
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quads (track/fill/markers, tab background) relative to origin and only
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rebuild on state change, translating into position at draw time.
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`uiframe.c` grew `uiFrameDrawCached()`, which skips rebuilding its 9-slice
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sprites when x/y/width/height match the last call; wired into the
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confirm dialog, settings panel, and textbox (each owns its own
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`uiframecache_t`). `uitextbox` no longer does one `spriteBatchBuffer` call
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per visible glyph -- it builds a per-page glyph cache once and slices a
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prefix by scroll each frame. `uiconsole` dropped its alloc/free vertex
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buffer for a fixed 512-glyph array. `uifps` skips its label rebuild when
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the formatted FPS string hasn't changed.
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Still open: every widget still issues its own `spriteBatchBuffer` call
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per material/color, so a row of alternating highlighted/plain widgets
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still forces a GPU flush per widget (color is applied via material, not
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per-vertex) -- that's the next real win if PSP framerate is still an
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issue. No scripted pointer/hit-testing exists either; input is still
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100% gamepad/keyboard directional-focus (`ui/focus/`).
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Test coverage caveat: `test/ui/` and `test/display/test_spritebatchsprite.c`
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cover the new caching *logic* (geometry math, exercised by constructing
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widget structs directly) but cannot exercise `uiXxxDraw()`/`uiFrameDraw()`
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themselves -- those need `FONT_DEFAULT`/`UI_FRAME`'s GL texture, which
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needs a live GL context this test binary doesn't have (confirmed: calling
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`fontInitDefault()` in a test asserts in `texturegl.c`). This is true of
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the whole rendering layer, not something newly introduced -- there's no
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GL-backed test harness anywhere in the repo yet.
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## Game layer (`src/duskrpg/`)
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