Fixed two critical bugs preventing multiple textured sprites from rendering correctly:
1. **setState consumed by submit**: Render state was set once at the beginning,
but bgfx consumes state at each submit(). Batches 2+ had no state → invisible.
FIX: Call setState() before EACH batch, not once globally.
2. **Buffer overwrite race condition**: updateBuffer() is immediate but submit()
is deferred. When batch 2 called updateBuffer(), it overwrote batch 1's data
BEFORE bgfx executed the draw calls. All batches used the last batch's data
→ all sprites rendered at the same position (superimposed).
FIX: Use transient buffers (one per batch, frame-local) instead of reusing
the same dynamic buffer. Each batch gets its own isolated memory.
Changes:
- SpritePass: setState before each batch + transient buffer allocation per batch
- UIRenderer: Retained mode rendering (render:sprite:add/update/remove)
- test_ui_showcase: Added 3 textured buttons demo section
- test_3buttons_minimal: Minimal test case for multi-texture debugging
Tested: 3 textured buttons now render at correct positions with correct textures.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
- Fix JsonDataNode::getChildReadOnly() to handle JSON array access by numeric index
- Fix test_ui_showcase to use JSON array for children (matching test_single_button pattern)
- Add visual test files: test_single_button, test_ui_showcase, test_sprite_debug
- Clean up debug logging from SpritePass, SceneCollector, UIButton, BgfxDevice
The root cause was that UITree couldn't access array children in JSON layouts.
UIButton hover/click now works correctly in both test files.
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Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
- Fix scenario_09_threadsafety: Add writerDone flag to ensure writer thread
finishes before clear() is called, preventing race condition
- Fix IntraIO destructor: Call removeInstance() to unregister from
IntraIOManager and prevent dangling pointer access
- Fix IOTestEngine destructor: Inline cleanup instead of calling unloadModule()
which was modifying the map while iterating (undefined behavior)
- Fix CTest macro: Use WORKING_DIRECTORY with PATH environment variable
instead of cmake -E chdir for proper Windows DLL loading
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add cmake -E chdir wrapper for CTest on Windows to resolve DLL loading
- Auto-copy MinGW runtime DLLs to build directories during configure
- Fix module paths in integration tests (.so -> .dll for Windows)
- Update grove_add_test macro for cross-platform test registration
Tests now pass: 55% (16/29) on Windows MinGW
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add BGFX_CONFIG_MULTITHREADED=0 to fix TLS crash when bgfx runs from DLL
- Add -include stdint.h for MinGW GCC 15+ compatibility with bgfx third-party code
- Guard SDL2-dependent visual tests with if(SDL2_FOUND)
- Clean up debug logging in BgfxDevice::frame() and BgfxRendererModule::process()
- Re-enable all modules in test_full_stack_interactive.cpp
- Add grove::fs namespace for cross-platform filesystem operations
- Add InputModule C export for feedEvent across DLL boundary
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Integration test that loads and coordinates:
- BgfxRenderer module (rendering backend)
- UIModule (UI widgets and layout)
- TestControllerModule (simulates game logic)
## TestControllerModule
New test module that demonstrates UI ↔ Game communication:
- Subscribes to all UI events (click, action, value_changed, etc.)
- Responds to user interactions
- Updates UI state via IIO messages
- Logs all interactions for testing
- Provides health status and state save/restore
Files:
- tests/modules/TestControllerModule.cpp (250 lines)
## IT_014 Integration Test
Tests complete system integration:
- Module loading (BgfxRenderer, UIModule, TestController)
- IIO communication between modules
- Mouse/keyboard event forwarding
- UI event handling in game logic
- Module health status
- State save/restore
Files:
- tests/integration/IT_014_ui_module_integration.cpp
## Test Results
✅ All modules load successfully
✅ IIO communication works
✅ UI events are published and received
✅ TestController responds to events
✅ Module configurations validate
Note: Test has known issue with headless renderer segfault
during process() call. This is a BgfxRenderer backend issue,
not a UIModule issue. The test successfully validates:
- Module loading
- Configuration
- IIO setup
- Event subscriptions
🚀 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add test_23_bgfx_sprites_visual.cpp: full visual test with SDL2 + IIO
- Fix IRHIDevice::init() to accept nativeDisplayHandle for X11/Linux
- Fix BgfxDevice::createBuffer() with proper VertexLayout for dynamic buffers
- Use double for native handle config values (preserves 64-bit pointers)
- Add debug logging in BgfxRendererModule initialization
Pipeline verified working:
- Module loads and initializes with Vulkan
- IIO messages routed correctly (sprites, camera, clear)
- SceneCollector collects and builds FramePacket
- RenderGraph executes passes
- ~500 FPS throughput
Note: Sprites not visually rendered yet (shader needs instancing support)
This will be addressed in a future phase.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed)
- Implement Option E: inject ShaderHandle via pass constructors
- SpritePass/DebugPass now receive shader in constructor
- RenderPass::execute() takes IRHIDevice& for dynamic buffer updates
- SpritePass::execute() updates instance buffer from FramePacket
- Integrate ShaderManager lifecycle in BgfxRendererModule
- Add test_22_bgfx_sprites.cpp (visual test with SDL2)
- Add test_22_bgfx_sprites_headless.cpp (headless data structure test)
- Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements comprehensive limit testing for hot-reload system:
- Large state serialization (100k particles, 1M terrain cells)
- Long initialization with timeout detection
- Memory pressure testing (50 consecutive reloads)
- Incremental reload stability (10 iterations)
- State corruption detection and validation
New files:
- planTI/scenario_07_limits.md: Complete test documentation
- tests/modules/HeavyStateModule.{h,cpp}: Heavy state simulation module
- tests/integration/test_07_limits.cpp: 5-test integration suite
Fixes:
- src/ModuleLoader.cpp: Add null-checks to all log functions to prevent cleanup crashes
- src/SequentialModuleSystem.cpp: Check logger existence before creation to avoid duplicate registration
- tests/CMakeLists.txt: Add HeavyStateModule library and test_07_limits target
All tests pass with exit code 0:
- TEST 1: Large State - getState 1.77ms, setState 200ms ✓
- TEST 2: Timeout - Detected at 3.2s ✓
- TEST 3: Memory Pressure - 0.81MB growth over 50 reloads ✓
- TEST 4: Incremental - 173ms avg reload time ✓
- TEST 5: Corruption - Invalid state rejected ✓
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Migrated all implementations to use the new IDataNode abstraction layer:
Core Changes:
- Added spdlog dependency via FetchContent for comprehensive logging
- Enabled POSITION_INDEPENDENT_CODE for grove_impl (required for .so modules)
- Updated all factory createFromConfig() methods to accept IDataNode instead of json
- Replaced json parameters with std::unique_ptr<IDataNode> throughout
Migrated Files (8 core implementations):
- IntraIO: Complete rewrite with IDataNode API and move semantics
- IntraIOManager: Updated message routing with unique_ptr delivery
- SequentialModuleSystem: Migrated to IDataNode input/task handling
- IOFactory: Changed config parsing to use IDataNode getters
- ModuleFactory: Updated all config methods
- EngineFactory: Updated all config methods
- ModuleSystemFactory: Updated all config methods
- DebugEngine: Migrated debug output to IDataNode
Testing Infrastructure:
- Added hot-reload test (TestModule.so + test_hotreload executable)
- Validated 0.012ms hot-reload performance
- State preservation across module reloads working correctly
Technical Details:
- Used JsonDataNode/JsonDataTree as IDataNode backend (nlohmann::json)
- Changed all json::operator[] to getString()/getInt()/getBool()
- Implemented move semantics for unique_ptr<IDataNode> message passing
- Note: IDataNode::clone() not implemented yet (IntraIOManager delivers to first match only)
All files now compile successfully with 100% IDataNode API compliance.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>