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Module stage

Module stage 

Source
Expand description

Runtime stage ids.

Constants§

ACTIVE_ROOM_WINDOW
Active room/chunk window rebuilds, including residency and cache setup.
BOX_PROPS
Solid unbroken editor box props.
BOX_PROP_DEBRIS
Persistent floor debris from broken editor box props.
BOX_PROP_SHARDS
Transient break shards from editor box props.
CAMERA
Editor-playtest camera update.
CD_ROOM_CHUNK_LOAD
Synchronous read of one streamed room chunk from WORLD.PAK.
CD_STREAM_BENCH
Editor-playtest CD streaming benchmark.
CD_STREAM_STEADY
Steady-state portion of the editor-playtest CD streaming benchmark.
CD_WORLD_PACK_STREAM
Sequential read of the real cooked world package.
CELL_COLLECT
Inside ROOM_CELL_SELECT: unique vertex-index collection.
CELL_DEPTH
Inside ROOM_CELL_SELECT: per-cell view transform + frustum accept.
CELL_LOOKUP
Inside ROOM_CELL_SELECT: candidate -> cached cell index lookup.
ENTITY_MARKERS
Legacy entity debug marker rendering.
EQUIPMENT
Player-attached equipment / weapon rendering and hit-volume evaluation.
FAR_VISTA
Distant far-vista ring rendering.
FRAME_CLEAR
Framebuffer clear before scene rendering.
GAME_LOGIC
Phase-3 gameplay layer: entity state machines + logic event graph + effect dispatch, ticked at the top of the update band. Budgeted at 60k cycles per 30 fps frame in docs/game-runtime-plan.md (“Phase 3 budget”).
IDS
Every id declared in this module, in declaration order.
IMAGE_CARDS
Editor-authored image/card props, excluding box props.
IMAGE_PROPS
Editor-authored image/card prop rendering.
MAX_ID
The highest id declared here. Slot counts derive from it, so a new id past the old maximum cannot be dropped by a stale count.
MODEL_BOUNDS
Whole-model bounds tests for placed model instances.
MODEL_DRAW
Placed model draw calls after bounds culling.
MODEL_INSTANCES
Placed model-instance rendering.
OT_SUBMIT
Ordering-table DMA kick (CPU-side setup; excludes the GPU-draw wait).
OT_WAIT
Blocking wait for the ordering-table DMA walk to finish: the CPU-blocked-on-GPU portion of a submit, i.e. GPU draw + DMA cost.
PLAYER
Player model rendering.
PLAYER_BOUNDS
Whole-player bounds test.
PLAYER_DRAW
Player model draw call after bounds culling.
PORTAL_VISIBILITY
Portal traversal and visible-room selection.
PRESENT
Present/vblank wait and framebuffer swap.
RENDER
Whole Scene::render call.
ROOM
Grid-room surface rendering.
ROOM_CELL_SELECT
Cached-room visible-cell lookup and vertex-index gathering.
ROOM_DEPTH_PREP
Cached-room per-vertex depth/fog preparation.
ROOM_PROJECT
Cached-room GTE/CPU vertex projection.
ROOM_SURFACE_CACHE
Runtime room surface-cache construction.
ROOM_SURFACE_DRAW
Cached-room surface culling, lighting, packet build, and command enqueue.
ROOM_VISIBLE_LIST
Cached-room visible-cell/PVS list lookup.
SIM_COLLISION
Player collision gather + motor solve (sim).
SIM_PUMP
Streamed-room sector pump (sim).
SIM_RESIDENCY
Streamed-room residency reconcile (sim).
SIM_ROOM_TRACK
Current-room tracking + active-window refresh (sim).
SIM_SOLVE
Character motor solve (floor snap + wall sweep), excludes the gather.
SKY
Cooked sky/cyclorama backdrop rendering.
TEXTURED_MODEL_FACES
Textured model face culling, packet build, and command enqueue.
TEXTURED_MODEL_JOINTS
Textured model joint pose sampling and transform setup.
TEXTURED_MODEL_PROJECT
Textured model vertex projection.
UPDATE
Per-frame gameplay/update work.
UPDATE_ACTOR
Pre-collision actor work in the fixed update: prop advances, interactables, lock-on, evade/anim input, attack break checks.
UPDATE_WINDOW
Always-on active-room window refresh at the fixed-update tail.
VRAM_UPLOAD
Texture/atlas upload work.
WORLD_FLUSH
Deferred world-command sort and OT insertion.