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Module overlay

Module overlay 

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The diagnostics debug overlay (Plan 0011): a final compositing pass that, when enabled, paints a translucent panel over the scene with a frame-time sparkline, a GPU-footprint bar, a numeric fps / frame-ms / MB readout, and the analysis block (Plan 0049): the four normalized levels and the downbeat estimator’s lock state.

The analysis levels are meters, not just numbers, and that is the point. Plan 0048 Phase 6 asks whether the levels “ride the music without pumping or going numb” — a judgement about how a value moves against music you are hearing, made at a glance while it plays. Four digits re-rendered sixty times a second do not answer that; four bars do. The numbers stay beside them for the moments when a magnitude is what you want.

Everything is drawn as solid-color quads through one instanced pipeline — the same instanced-quad pattern the scenes use — so there is no new dependency and no texture: even the digits are quads, one per lit font pixel (see overlay_font). The pass loads (does not clear) the scene, so it truly composites on top; when the overlay flag is off the renderer skips this pass entirely (no transparent draw), so a live show pays nothing.

Structs§

Overlay
The overlay’s instanced-quad pipeline plus reusable CPU scratch (rebuilt each frame with no steady-state allocation).