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@ewowi ewowi commented Jan 12, 2026

Summary by CodeRabbit

  • New Features

    • Monitor now supports configurable matrix depth for 3D-aware sizing.
    • LED driver now supports variable per-output LED counts and configurable component widths (e.g., RGB vs RGBW).
  • Bug Fixes

    • Prevented VU meter needle from drawing outside layer bounds.
    • Corrected 32-bit numeric handling and added support for an additional integer width.
  • Style

    • Minor formatting tweaks and changed default layout granularity to one LED per light.

✏️ Tip: You can customize this high-level summary in your review settings.

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📝 Walkthrough

Walkthrough

Refined control-size encoding and pointer casts; added matrix depth to monitor sizing API; clamped VU meter needle to layer bounds; changed layout default granularity; and overhauled Parlio driver to support per-output LED counts, padding, and variable component widths (RGB/RGBW) with updated APIs.

Changes

Cohort / File(s) Summary
Control type size mapping
src/MoonBase/Nodes.h, src/MoonBase/Nodes.cpp
Reordered size-code checks: size 32 now maps to uint32_t, introduced size 33 for int, and shifted float to 34. updateControl casts 32-bit assignments to uint32_t* and adds an int* branch for size 33.
Monitor matrix dimensions
interface/src/routes/moonbase/monitor/monitor.ts
Added matrixDepth state and changed setMatrixDimensions(width, height, depth = 1); MVP normalization and scaling now include depth.
Parlio driver API & padding
src/MoonLight/Nodes/Drivers/parlio.cpp, src/MoonLight/Nodes/Drivers/parlio.h, src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
Major refactor: support per-output leds_per_output (uint16_t*), compute max_leds_per_output, add first_index_per_output and padding, replace isRGBW with components/COMPONENTS_PER_PIXEL, add offsetW, update transposition/packing functions and show_parlio signature and call sites. Widespread logic and signature changes.
VU meter drawing safety
src/MoonLight/Nodes/Effects/E_MoonLight.h
Clamped VUMeterEffect::drawNeedle end coordinates to layer bounds; minor ternary formatting tweaks.
Layout default change
src/MoonLight/Nodes/Layouts/L_MoonLight.h
Changed TorontoBarGourdsLayout default granularity from 0 to 2 (per-LED granularity by default).
Sandbox note
src/MoonLight/Nodes/Effects/E__Sandbox.h
Added comment reminding effects to keep positions within layer bounds; no behavior change.

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~45 minutes

Possibly related PRs

Poem

🐰 I hopped through bytes and tiny bends,

I nudged the depths and mended ends.
Needles glued inside the frame,
LEDs counted, sized by name.
A little hop — the drivers sing again.

🚥 Pre-merge checks | ✅ 1 | ❌ 2
❌ Failed checks (1 warning, 1 inconclusive)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 52.63% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
Title check ❓ Inconclusive The title '71 preps' is vague and does not clearly convey the primary changes in this complex multi-system PR affecting crash fixes, monitor rendering, and driver improvements. Consider a more descriptive title such as 'Fix VUMeter bounds, monitor scaling, and parlio driver for variable LEDs-per-pin' to better summarize the main objectives.
✅ Passed checks (1 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

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Actionable comments posted: 0

🧹 Nitpick comments (1)
src/MoonBase/Nodes.h (1)

158-163: LGTM! Consider using named constants for size codes.

The type detection logic is correct and consistent with the corresponding handling in Nodes.cpp. The use of std::is_same ensures exact type matching.

Minor suggestion: The magic numbers 33 and 34 for int and float (since they're not actual bit sizes) could be replaced with named constants or an enum for improved readability and maintainability:

enum ControlSize : uint8_t {
  SIZE_UINT8 = 8,
  SIZE_UINT16 = 16,
  SIZE_UINT32 = 32,
  SIZE_INT32 = 33,
  SIZE_FLOAT = 34
};
📜 Review details

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Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between dea3aad and fd48e57.

📒 Files selected for processing (2)
  • src/MoonBase/Nodes.cpp
  • src/MoonBase/Nodes.h
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (1)
src/MoonBase/Nodes.cpp (1)

34-42: LGTM! Changes are consistent with Nodes.h.

The type casting aligns correctly with the size codes defined in Nodes.h:

  • Size 32 → uint32_t*
  • Size 33 → int*
  • Size 34 → float*

ArduinoJson's implicit conversion handles the value assignment appropriately for these numeric types, including negative values for int.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, for some reason the VUMeterEffect causes an idle watchdog crash (not encountered with other effects). Can you analyse the crash report:

E (66625) task_wdt: Task watchdog got triggered. The following tasks/users did not reset the watchdog in time:
E (66625) task_wdt: - AppEffects (CPU 0)
E (66625) task_wdt: - IDLE0 (CPU 0)
E (66625) task_wdt: Tasks currently running:
E (66625) task_wdt: CPU 0: AppEffects
E (66625) task_wdt: CPU 1: AppDrivers
E (66625) task_wdt: Aborting.
E (66625) task_wdt: Print CPU 0 (current core) registers

Core 0 register dump:
MEPC : 0x4004a7e0 RA : 0x4004a818 SP : 0x4ff4b910 GP : 0x4ff14200
TP : 0x4ff4bb70 T0 : 0x00000000 T1 : 0x4fc0089e T2 : 0x00000200
S0/FP : 0x4ff2211c S1 : 0x4ff4b950 A0 : 0x4800b234 A1 : 0x4ff4b950
A2 : 0x3f000000 A3 : 0x4ff4b95c A4 : 0x4ff4b95c A5 : 0x00000080
A6 : 0x0000000c A7 : 0x000000ff S2 : 0x48008d30 S3 : 0x48008d30
S4 : 0x00000001 S5 : 0x00000000 S6 : 0x000000ff S7 : 0x000000ef
S8 : 0x0000002a S9 : 0x0000ffff S10 : 0x0000ffff S11 : 0x00000000
T3 : 0x00000005 T4 : 0x3aa80800 T5 : 0x00000000 T6 : 0x00000000
MSTATUS : 0x0000002a MTVEC : 0x0000ffff MCAUSE : 0x0000ffff MTVAL : 0x000000cd
MHARTID : 0x4ff2211c

Stack memory:
4ff4b910: 0x0000002a 0x0000ffff 0x0000ffff 0x000000cd 0x4ff2211c 0xffffffd6 0x4ff2211c 0x4004aa5a
4ff4b930: 0x00011880 0x4ff00003 0x00000000 0x3f000000 0x00000000 0xffffffd6 0x00000000 0x4004b828
4ff4b950: 0x000000cd 0x00000001 0x00000000 0xbc4a6263 0x011905fb 0x3fc2df25 0x011905fb 0x4f4d00b2
4ff4b970: 0xebb05dc1 0x3f4d8866 0xe0000000 0x3f000000 0x794d00b2 0x3f000000 0x000000cd 0x00000001
4ff4b990: 0x00000000 0x000000cd 0x00000001 0x00000000 0x66666666 0x42980000 0x41f00000 0x3f000000
4ff4b9b0: 0x0000000a 0x4ff2217c 0x48008d30 0x40300000 0x00000000 0x0000003f 0x4800b1c4 0x00000000
4ff4b9d0: 0x0000000a 0x4ff2217c 0x48008d30 0x00000004 0x00000000 0x40450000 0x00000010 0x40051ab0
4ff4b9f0: 0x00001ebe 0x00004000 0x66666666 0x40466666 0x0c77c70d 0x3ff2fd3b 0x66666666 0x40466666
4ff4ba10: 0x00000000 0x40450000 0x4800d8d4 0x00000015 0x66666666 0x3fe66666 0x54442d18 0x400921fb
4ff4ba30: 0x00000000 0x40668000 0x40310000 0x00000000 0x0c77c70d 0x00000000 0x00000001 0x00000000
4ff4ba50: 0x4ff4dcb4 0x004d00b2 0x4f4d00b2 0x4f210060 0x4ff4dcb4 0x00000000 0x00000000 0x00000000
4ff4ba70: 0x4ff014f8 0x4ff0a8a2 0x4ff4baf0 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000
4ff4ba90: 0x0000000a 0x4ff2217c 0x48008d30 0x4ff1e000 0x48008d28 0x4800b1c4 0x4ff2211c 0x4004b536
4ff4bab0: 0x4ff4bb70 0x00000000 0x00000000 0x00000000 0x4ff177a0 0x4ff17000 0x4800d8d4 0x4807b158
4ff4bad0: 0x00000020 0x480198d4 0x480198d4 0x48019130 0x00000000 0x00000000 0x4ff1e000 0x4ff1e000
4ff4baf0: 0x00000000 0x4ff1e000 0x00000001 0x4ff1e000 0x4ff1e000 0x4ff21478 0x4ff21474 0x400497dc
4ff4bb10: 0x00000000 0x4ff17000 0x4ff177a0 0x4004d972 0x00000000 0x00000000 0x00000000 0x00000000
4ff4bb30: 0x00000000 0x00000000 0x00000000 0x4ff0a36e 0x00000000 0x00000000 0x00000000 0x00000000
4ff4bb50: 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5
4ff4bb70: 0x00000001 0x4ff4ab9c 0x4ff4ab9c 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5
4ff4bb90: 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xbaad5678 0x4ff4b4f0 0x011f0005 0x00000015 0x0120000a
4ff4bbb0: 0x4ff4b510 0x01210005 0x00000001 0x0122000a 0x4ff4b530 0x01230005 0x00000007 0x0124000a
4ff4bbd0: 0x4ff4b550 0x01250005 0x4ff4b61c 0x01260005 0x4ff4b598 0x01270005 0x00574f4c 0x01280002
4ff4bbf0: 0x4ff4b5b8 0x01290005 0x4ff4b5dc 0xffff0005 0x0136012b 0x01370020 0x4ff4b4f0 0x012c0005
4ff4bc10: 0x4ff4ab8c 0x00000068 0xabba1234 0x00000056 0x005e0001 0xb5800100 0xd437c64e 0x00450008
4ff4bc30: 0xdd814800 0x11ff0000 0xa8c06188 0x00efbc01 0xd42e0100 0x3400d42e 0x30304d7b 0x00323030
4ff4bc50: 0x0000bb46 0x5a26430e 0xf200431a 0xeeffffb6 0x44424f71 0x00000000 0x8172ff00 0x288a000d
4ff4bc70: 0x87d5463b 0x567842c6 0x0000baad 0x4ff4bc10 0x00000048 0xabba1234 0x0000003c 0x00000018
4ff4bc90: 0x00000000 0x4ff4da90 0x4ff4bc00 0x4ff3b998 0x00000000 0x00000000 0x00000037 0x00001388
4ff4bcb0: 0x00001388 0x7fffffff 0x00000000 0x4ff4bc00 0x00000000 0x400a2dbc 0xbaad5678 0x0000001d
4ff4bcd0: 0x4ff4edfc 0x4ff40014 0x4ff4a268 0x4ff50ec0 0x4f00059c 0x4ff50f08 0x4ff4bcc8 0x00000052
4ff4bcf0: 0xabba1234 0x0000003c 0x00000018 0x00000000 0x4ff4bdfc 0x00a59a00 0x4ff3d8f4 0x00000000

ELF file SHA256: 5229cc99a

Rebooting...

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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect implementation
fd -e cpp -e h "VUMeter" --exec echo "File: {}" \; --exec cat {} \;

Length of output: 0


🏁 Script executed:

#!/bin/bash
# Search for VUMeter in all source files
echo "=== Searching for VUMeter references ==="
rg -n "VUMeter" --type cpp --type c -A 5 -B 2

echo ""
echo "=== Searching in all files including headers ==="
rg -n "class.*VUMeter|VUMeterEffect" -A 3

Length of output: 4431


🏁 Script executed:

#!/bin/bash
# Get the complete VUMeterEffect implementation
echo "=== VUMeterEffect complete implementation ==="
sed -n '1554,1597p' src/MoonLight/Nodes/Effects/E_MoonLight.h

Length of output: 1688


🏁 Script executed:

#!/bin/bash
# Check if drawCircle and drawLine yield internally
echo "=== Searching for drawCircle implementation ==="
rg -n "void.*drawCircle" -A 30 --type cpp --type c

echo ""
echo "=== Searching for drawLine implementation ==="
rg -n "void.*drawLine" -A 30 --type cpp --type c | head -80

Length of output: 10456


🏁 Script executed:

#!/bin/bash
# Get more of the drawLine implementation to see complete loops
echo "=== Complete drawLine soft algorithm ==="
sed -n '485,535p' src/MoonLight/Layers/VirtualLayer.cpp

Length of output: 1790


@ewowi, I've analyzed the crash report and identified the root cause. This is indeed the same watchdog starvation issue described in the retrieved learning from your previous work on extreme load scenarios.

Root Cause Analysis

The crash occurs because VUMeterEffect's nested loops combined with heavy drawing operations take too long without yielding, starving the IDLE task on CPU 0:

  1. VUMeterEffect has nested loops (lines 1581-1586):

    • Outer loop: 4 horizontal iterations
    • Inner loop: 2 vertical iterations
    • Total: 8 iterations
  2. Each iteration calls two computationally expensive functions:

    • drawCircle() - contains a while (x < y) loop (VirtualLayer.cpp:651-673) with 16 setRGB() calls per iteration
    • drawLine() - contains a for loop from x0 to x1 (VirtualLayer.cpp:501-513)
  3. Neither function yields, so for large displays the cumulative time exceeds 5 seconds without giving the IDLE task a chance to run and reset the watchdog.

Recommended Fixes

Based on the retrieved learning, add taskYIELD() calls at strategic points:

Primary fix - VUMeterEffect.loop():

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle((float)sharedData.bands[2 * (band++)] / 2.0, 
                 {layer->size.x * h / nHorizontal, layer->size.y * v / nVertical, 0}, 
                 {layer->size.x / nHorizontal, layer->size.y / nVertical, 0}, 
                 ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band));
      taskYIELD();  // Add yield after each needle draw
    }
  }
}

Defensive fixes - VirtualLayer.cpp:

In drawCircle() (around line 651):

while (x < y) {
  // ... existing setRGB calls ...
  x++;
  taskYIELD();  // Give IDLE task a chance to run
}

In drawLine() soft algorithm (around line 501):

for (uint8_t x = x0; x <= x1; x++) {
  // ... existing setRGB calls ...
  intersectY += gradient;
  if (steep) std::swap(x, y);
  taskYIELD();  // Give IDLE task a chance to run
}

Would you like me to prepare these code changes for you?


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, I first start with the VUMeter loop(), I. don't want to add it in drawCircle or drawLine (yet...). tried taskYield first but that gave a crash immediately. I think we concluded earlier that taskYield is not good, if so describe why and add as learning. So I used addYield(10) - the better alternative isn't it? But it also crashed. I will give you the crash report but with a few lines before - maybe that helps analyzing what led to the crash:

[ 13496][D][NodeManager.h:87] checkAndAlloc(): [💫] ESP32 SvelteKit (4656) Allocate VU Meter ⏹️ ♫💫📺
[ 13508][D][ModuleEffects.h:266] addNode(): [💫] ESP32 SvelteKit (4656) VU Meter ⏹️ ♫💫📺 (p:0x4800ac74 pr:0)
[ 13623][D][NodeManager.h:227] onUpdate(): [💫] ESP32 SvelteKit (4656) remove oldNode: 2 p:0x4800acac
[ 13634][D][Module.h:153] loop(): [💫] ESP32 SvelteKit (4656) requestUIUpdate
E (26642) task_wdt: Task watchdog got triggered. The following tasks/users did not reset the watchdog in time:
E (26642) task_wdt: - AppEffects (CPU 0)
E (26642) task_wdt: - IDLE0 (CPU 0)
E (26642) task_wdt: Tasks currently running:
E (26642) task_wdt: CPU 0: AppEffects
E (26642) task_wdt: CPU 1: AppDrivers
E (26642) task_wdt: Aborting.
E (26642) task_wdt: Print CPU 0 (current core) registers

Core 0 register dump:
MEPC : 0x4004a7ec RA : 0x4004aa5a SP : 0x4ff49340 GP : 0x4ff14200
TP : 0x4ff495a0 T0 : 0x00000000 T1 : 0x4fc0089e T2 : 0x00000200
S0/FP : 0x4ff2211c S1 : 0x4ff49380 A0 : 0x00000000 A1 : 0x4ff49380
A2 : 0x794d00b2 A3 : 0x4ff4938c A4 : 0x00000061 A5 : 0x00000080
A6 : 0x0000000c A7 : 0x000000ff S2 : 0x4ff2211c S3 : 0x48008d78
S4 : 0x00000001 S5 : 0x00000000 S6 : 0x000000ff S7 : 0x000000ef
S8 : 0x0000002a S9 : 0x0000ffff S10 : 0x0000ffff S11 : 0x00000000
T3 : 0x00000005 T4 : 0x3aa80800 T5 : 0x00000000 T6 : 0x00000000
MSTATUS : 0x0000002a MTVEC : 0x0000ffff MCAUSE : 0x0000ffff MTVAL : 0x00000061
MHARTID : 0x4ff2211c

Stack memory:
4ff49340: 0x0000002a 0x0000ffff 0x0000ffff 0x00000061 0x4ff2211c 0xffffffd6 0x4ff2211c 0x4004aa5a
4ff49360: 0x00011880 0x4ff00003 0x004d00b2 0x794d00b2 0x00000000 0xffffffd6 0x00000000 0x4004b7ae
4ff49380: 0x00000061 0x00000000 0x00000000 0xbc4a6263 0x011905fb 0x3fc2df25 0x011905fb 0x4f4d00b2
4ff493a0: 0xebb05dc1 0x3f4d8866 0xe0000000 0x3f4d00b2 0x794d00b2 0x3f4d00b2 0x00000061 0x00000000
4ff493c0: 0x00000000 0x00000061 0x00000000 0x00000000 0x66666666 0x42980000 0x41f00000 0x3f000000
4ff493e0: 0x0000000a 0x4ff2217c 0x48008d78 0x40300000 0x00000000 0x0000003f 0x4800ac74 0x00000000
4ff49400: 0x0000000a 0x4ff2217c 0x48008d78 0x00000004 0x00000000 0x40450000 0x00000010 0x40052a8c
4ff49420: 0x00003d5f 0x00004000 0x66666666 0x40466666 0x0c77c70d 0x3ff2fd3b 0x66666666 0x40466666
4ff49440: 0x00000000 0x40450000 0x4800e1f8 0x00000015 0x66666666 0x3fe66666 0x54442d18 0x400921fb
4ff49460: 0x00000000 0x40668000 0x40310000 0x00000000 0x0c77c70d 0x00000000 0x00000001 0x00000000
4ff49480: 0x4ff3c3ac 0x004d00b2 0x4f4d00b2 0x4f210060 0x4ff3c3ac 0x00000000 0x00000000 0x00000000
4ff494a0: 0x4ff014f8 0x4ff0a8a2 0x4ff49520 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000
4ff494c0: 0x0000000a 0x4ff2217c 0x48008d78 0x4ff1e000 0x48008d70 0x4800ac74 0x4ff2211c 0x4004b536
4ff494e0: 0x4ff495a0 0x00000000 0x00000000 0x00000000 0x4ff177a0 0x4ff17000 0x4800e1f8 0x48070bf8
4ff49500: 0x00000020 0x4801a1f8 0x4801a1f8 0x4800ebf4 0x0000b604 0x00000000 0x4ff1e000 0x4ff1e000
4ff49520: 0x00000000 0x4ff1e000 0x00000001 0x4ff1e000 0x4ff1e000 0x4ff21478 0x4ff21474 0x400497dc
4ff49540: 0x00000000 0x4ff17000 0x4ff177a0 0x4004d972 0x00000000 0x00000000 0x00000000 0x00000000
4ff49560: 0x00000000 0x00000000 0x00000000 0x4ff0a36e 0x00000000 0x00000000 0x00000000 0x00000000
4ff49580: 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5
4ff495a0: 0x00000001 0x4ff485d0 0x4ff485d0 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5
4ff495c0: 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xbaad5678 0x65676173 0x37333a22 0x6e69222c
4ff495e0: 0x22786564 0x222c363a 0x6d6d7573 0x22797261 0x9ce2223a 0x9ff02085 0x2c22a192 0x76654c22
4ff49600: 0x3a226c65 0x574f4c22 0x44222c22 0x65766972 0x22706143 0x454d223a 0x4d554944 0x7b2c7d22
4ff49620: 0x49504722 0x333a224f 0x75222c36 0x65676173 0x2c313a22 0x646e6922 0x3a227865 0x222c3431
4ff49640: 0x6d6d7573 0x4ff485c0 0x0000001c 0xabba1234 0x00000010 0x00000002 0x4ff4c654 0x4ff2e78c
4ff49660: 0x400b7a10 0xbaad5678 0x0000001c 0xabba1234 0x00000010 0x4ff49694 0x4ff593e0 0x4f00059c
4ff49680: 0x4ff59428 0xbaad5678 0x00000028 0xabba1234 0x00000010 0x4ff4a404 0x4ff59a04 0x0000059c
4ff496a0: 0x4ff59a4c 0xbaad5678 0xb33fffff 0x00000000 0x4ff49684 0x00000028 0xabba1234 0x0000001c
4ff496c0: 0x00000000 0x4ff47f16 0x002c002c 0x02011241 0x400c2166 0x4ff2e710 0x4ff47eec 0xbaad5678
4ff496e0: 0x00000019 0x4ff4c400 0x4ff40014 0x52000601 0x73524350 0x000d0270 0x4ff496dc 0x0000006a
4ff49700: 0xabba1234 0x0000005c 0x00000000 0x4ff49708 0x00000000 0x00000000 0x00000000 0x4ff49720
4ff49720: 0xffffffff 0x4ff49720 0x4ff49720 0x00000000 0x4ff49734 0xffffffff 0x4ff49734 0x4ff49734

ELF file SHA256: 40577d602

Rebooting...

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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for VUMeterEffect implementation to see what was changed
echo "=== VUMeterEffect implementation ==="
rg -n "class VUMeterEffect" -A 40 src/

echo ""
echo "=== Search for addYield or vTaskDelay in VUMeter context ==="
rg -n "addYield|vTaskDelay" src/ -C 3

echo ""
echo "=== Look for node allocation and update code ==="
rg -n "checkAndAlloc|onUpdate.*remove" src/MoonBase/NodeManager.h -A 10

Length of output: 7617


@ewowi, I can now explain the issues clearly:

Why taskYIELD() Doesn't Work

Yes, we already concluded this in a previous interaction (per retrieved learning ID 901cae91):

taskYIELD() only yields to equal or higher priority tasks. Since your Effect Task runs at priority 3 and the IDLE task runs at priority 0 (lowest), taskYIELD() will never allow the IDLE task to run. Only vTaskDelay(1) actually blocks the calling task and lets the scheduler run lower-priority tasks like IDLE, which resets the watchdog.

Why addYield(10) at VirtualLayer Level Doesn't Help

Looking at the code, I see addYield(10) is already present in VirtualLayer.cpp:71:

for (auto node : nodes) {
  xSemaphoreTake(node->nodeMutex, portMAX_DELAY);
  node->loop();           // ← VUMeterEffect.loop() executes here
  xSemaphoreGive(node->nodeMutex);
  addYield(10);           // ← Too late if loop() took >5 seconds
}

The problem: If VUMeterEffect.loop() itself takes >5 seconds to complete (nested loops with drawCircle + drawLine for 8 iterations), the watchdog fires before execution reaches the addYield(10) after the loop.

The Real Solution

You need to add vTaskDelay(1) inside the VUMeterEffect nested loops:

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle((float)sharedData.bands[2 * (band++)] / 2.0, 
                 {layer->size.x * h / nHorizontal, layer->size.y * v / nVertical, 0}, 
                 {layer->size.x / nHorizontal, layer->size.y / nVertical, 0}, 
                 ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band));
      vTaskDelay(1);  // ← Add here, after each drawNeedle
    }
  }
}

This ensures the IDLE task gets CPU time every iteration (8 times per loop), preventing the watchdog timeout.

Note: I don't see the vTaskDelay() call in the current VUMeterEffect code from the search results. Did you add it in a different location, or perhaps haven't pushed the change yet?


✏️ Learnings added
Learnt from: ewowi
URL: https://github.com/MoonModules/MoonLight/pull/104

Timestamp: 2026-01-12T15:53:21.506Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.363Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: lib/framework/ESP32SvelteKit.cpp:229-229
Timestamp: 2026-01-04T09:31:07.533Z
Learning: In lib/framework/ESP32SvelteKit.cpp, the SvelteKit loop task stack size of 6KB (6 * 1024 bytes) for non-PSRAM devices has been validated through testing, showing approximately 1500 bytes of free stack remaining under load, providing adequate ~24% headroom.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, I am testing on my local drive, not committed yet, but addYield(10) doesn't prevent crashing (which does a vTaskDelay(1) every 10 times, using vTaskDelay(1) directly also doesn't prevent it.

One other theory. I removed the bound array checks when calling setLight (without a mapping) as I stated the effect should do it. I remembered the needles of the VUMeter effect can get out of the display, could that cause indirectly an idle error (e.g. if writing to another area e.g. the nr of lights could be changed to something ridiculously high - or something

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect drawNeedle implementation
echo "=== VUMeterEffect drawNeedle implementation ==="
rg -n "drawNeedle" src/ -A 20 -B 2

echo ""
echo "=== Check setLight implementation without bounds checking ==="
rg -n "void.*setLight" src/MoonLight/Layers/VirtualLayer.cpp -A 15

echo ""
echo "=== Check setRGB implementation ==="
rg -n "void.*setRGB" src/MoonLight/Layers/VirtualLayer.cpp -A 10

echo ""
echo "=== Check how drawCircle calls setRGB with coordinates ==="
sed -n '640,680p' src/MoonLight/Layers/VirtualLayer.cpp

echo ""
echo "=== Check how drawLine calls setRGB with coordinates ==="
sed -n '495,520p' src/MoonLight/Layers/VirtualLayer.cpp

Length of output: 9203


🏁 Script executed:

#!/bin/bash
# Find setRGB implementation
echo "=== Find setRGB implementation ==="
rg -n "void.*setRGB.*Coord3D" src/MoonLight/Layers/VirtualLayer.cpp -A 20

echo ""
echo "=== Get complete setLight implementation including unmapped path ==="
sed -n '134,180p' src/MoonLight/Layers/VirtualLayer.cpp

echo ""
echo "=== Check if there's an XY to index conversion ==="
rg -n "XY.*index|indexFromCoord" src/MoonLight/Layers/VirtualLayer.cpp -A 5

echo ""
echo "=== Look for oneToOneMapping usage ==="
rg -n "oneToOneMapping" src/MoonLight/Layers/VirtualLayer.cpp -B 2 -A 5

Length of output: 4061


🏁 Script executed:

#!/bin/bash
# Find setRGB that takes Coord3D - it must be in header or cpp
echo "=== Search for setRGB with Coord3D parameter ==="
rg -n "setRGB.*Coord3D|setRGB.*\{" src/MoonLight/Layers/VirtualLayer.h -A 3

echo ""
echo "=== Check VirtualLayer.h for inline setRGB ==="
sed -n '1,200p' src/MoonLight/Layers/VirtualLayer.h | grep -A 10 "setRGB"

echo ""
echo "=== Search for XYZ function that converts coordinates to index ==="
rg -n "XYZ\(|XYZUnModified\(" src/MoonLight/Layers/ -A 2

echo ""
echo "=== Get complete VirtualLayer class definition to find setRGB ==="
rg -n "class VirtualLayer" src/MoonLight/Layers/VirtualLayer.h -A 100 | head -120

Length of output: 17268


@ewowi, excellent theory! You've found the root cause. The crash is definitely caused by memory corruption from out-of-bounds writes, not CPU starvation. Here's the complete vulnerability chain:

The Memory Corruption Chain

  1. VUMeterEffect calculates out-of-bounds coordinates (lines 1567-1568):

    int x1 = x0 - round(size.y * 0.7 * cos((angle + 30) * PI / 180));
    int y1 = y0 - round(size.y * 0.7 * sin((angle + 30) * PI / 180));

    These can easily be negative or exceed display bounds.

  2. drawLine/drawCircle call setRGB with those coordinates:

    layer->drawLine(x0, y0, x1, y1, color, true);
  3. setRGB(Coord3D pos) converts to index (VirtualLayer.h:124):

    void setRGB(Coord3D pos, CRGB color) { setRGB(XYZ(pos), color); }
  4. XYZUnModified does unsigned arithmetic (VirtualLayer.h:110):

    return position.x + position.y * size.x + position.z * size.x * size.y;

    Since Coord3D components are unsigned, negative values wrap around:

    • -1 becomes 65535 (for uint16_t)
    • This produces an astronomical indexV
  5. setLight unmapped path has NO bounds check (VirtualLayer.cpp:173-178):

    } else {
      uint32_t index = indexV * layerP->lights.header.channelsPerLight + offset;
      // if (index + length <= layerP->lights.maxChannels) {  // ❌ COMMENTED OUT
      memcpy(&layerP->lights.channelsE[index], channels, length);
      // }
    }

    This writes to arbitrary memory, corrupting:

    • FreeRTOS task control blocks
    • Watchdog timer data structures
    • Stack memory
    • Other critical system structures
  6. Corruption manifests as watchdog timeout because the watchdog timer's internal state or the IDLE task's control block gets corrupted.

Why vTaskDelay(1) Didn't Help

It's not a scheduling issue—the system is experiencing memory corruption that damages FreeRTOS internals before the watchdog can be properly serviced.

Recommended Fixes

Option 1: Restore bounds checking in setLight (safest):

} else {
  uint32_t index = indexV * layerP->lights.header.channelsPerLight + offset;
  if (index + length <= layerP->lights.maxChannels) {  // ✅ Restore this check
    memcpy(&layerP->lights.channelsE[index], channels, length);
  }
}

Option 2: Add defensive bounds checking to drawCircle/drawLine before calling setRGB—check if coordinates are within 0..size.x-1 and 0..size.y-1.

Option 3: Fix VUMeterEffect to clamp needle coordinates:

void drawNeedle(float angle, Coord3D topLeft, Coord3D size, CRGB color) {
  int x0 = topLeft.x + size.x / 2;
  int y0 = topLeft.y + size.y - 1;

  layer->drawCircle(topLeft.x + size.x / 2, topLeft.y + size.y / 2, size.x / 2, 
                    ColorFromPalette(layerP.palette, 35, 128), false);

  int x1 = x0 - round(size.y * 0.7 * cos((angle + 30) * PI / 180));
  int y1 = y0 - round(size.y * 0.7 * sin((angle + 30) * PI / 180));
  
  // ✅ Clamp to valid bounds
  x1 = max(0, min(x1, (int)layer->size.x - 1));
  y1 = max(0, min(y1, (int)layer->size.y - 1));

  layer->drawLine(x0, y0, x1, y1, color, true);
}

I recommend Option 1 (restore bounds check) because it prevents all effects from causing memory corruption, not just VUMeter. Your original learnings about removing bounds checks for performance (IDs 9d55622b, fb7705fb) apply to the mapped path, but the unmapped path should retain safety checks since it's writing directly to the array based on calculated indices.

Would you like me to prepare these changes?


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.363Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T15:53:21.506Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Option 3: Fix VUMeterEffect to clamp needle coordinates:

This solved the problem, cool.

One more thing, the monitor is not aligned in the centre, it is slight shifted right, causing the right part to fall off the view window. Please come with a fix

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect implementation to see current positioning
echo "=== VUMeterEffect loop() implementation ==="
rg -n "class VUMeterEffect" src/ -A 45 | grep -A 30 "void loop()"

echo ""
echo "=== Check drawNeedle implementation ==="
rg -n "void drawNeedle" src/ -A 20

Length of output: 3362


@ewowi, Great that the clamping fixed the crash! The alignment issue is caused by integer division losing remainder pixels, making the grid left-aligned instead of centered.

The Problem

When layer->size.x doesn't divide evenly by nHorizontal=4, the remainder pixels are lost, causing the grid to be left-aligned. For example:

  • 101 pixels ÷ 4 = 25 pixels per cell (1 pixel remainder lost)
  • Grid uses pixels 0-99, leaving pixel 100 unused
  • This makes the effect appear shifted left relative to the monitor view

The Fix

Calculate an offset to center the grid within the display:

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  // Calculate cell dimensions
  uint16_t cellWidth = layer->size.x / nHorizontal;
  uint16_t cellHeight = layer->size.y / nVertical;
  
  // Calculate offset to center the grid
  uint16_t offsetX = (layer->size.x - cellWidth * nHorizontal) / 2;
  uint16_t offsetY = (layer->size.y - cellHeight * nVertical) / 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle(
        (float)sharedData.bands[2 * (band++)] / 2.0, 
        {offsetX + cellWidth * h, offsetY + cellHeight * v, 0},  // Centered topLeft
        {cellWidth, cellHeight, 0},                              // Cell size
        ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band)
      );
    }
  }
}

This ensures the 4×2 grid is perfectly centered regardless of display dimensions, preventing any part from falling off the edge.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.862Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, Regarding

the monitor is not aligned in the centre, it is slight shifted right, causing the right part to fall off the view window. This is not related to VUMeter so don't you what you are talking about . Is this something I should look into?

It's related to Monitor.svelte and Monitor.ts, it happens with any effect displayed

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

@ewowi, you're absolutely right - I apologize for the confusion. The monitor alignment issue is in the UI components, not the effect code. Let me investigate the Monitor.svelte and Monitor.ts files.


🏁 Script executed:

#!/bin/bash
# Find Monitor.svelte and Monitor.ts files
echo "=== Finding Monitor files ==="
fd -e svelte -e ts "Monitor" --exec echo "File: {}" \; --exec cat {} \;

Length of output: 5056


🏁 Script executed:

#!/bin/bash
# Get the monitor.ts file that contains the rendering logic
echo "=== Monitor.ts rendering logic ==="
cat ./interface/src/routes/moonbase/monitor/monitor.ts

Length of output: 6103


@ewowi, I found the issue! The problem is in the getMVPMatrix() function in monitor.ts. The camera distance calculation and model scaling don't properly account for centering when the LED matrix aspect ratio doesn't match the canvas aspect ratio (2:1).

The Root Cause

The code calculates separate distances for width and height fit, then uses the maximum with padding. However, when one dimension requires more distance than the other, the smaller dimension isn't centered—it's just scaled and positioned at the origin without considering that it should be offset to appear centered in the viewport.

The Fix

Modify the getMVPMatrix() function in monitor.ts:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate LED matrix aspect ratio
  const matrixAspect = matrixWidth / matrixHeight;

  // Calculate scale factor to fit the matrix in the view while maintaining aspect ratio
  let scale = 1.0;
  if (matrixAspect > canvasAspect) {
    // Matrix is wider than canvas - scale to fit width
    scale = normalizedWidth;
  } else {
    // Matrix is taller than canvas - scale to fit height
    scale = normalizedHeight / canvasAspect;
  }

  // Calculate camera distance to fit the scaled matrix
  const effectiveSize = scale;
  const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 1.5; // 1.5 for padding

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Scale uniformly by the effective size to maintain aspect ratio and centering
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

This approach:

  1. Compares the LED matrix aspect ratio with the canvas aspect ratio
  2. Scales appropriately to fit the matrix while maintaining its aspect ratio
  3. Calculates camera distance based on the effective size
  4. Properly centers the content by ensuring uniform scaling considerations

The issue was that the previous code calculated distances for both width and height independently then took the max, which doesn't guarantee proper centering when aspects don't match.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.862Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Calculates camera distance based on the effective size

You proposed const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 1.5; // 1.5 for padding

But the effect was bigger then the display so had to change to

const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 5; // 5 for padding

Could I use 5 instead of 1.5 or do I get off displays under certain circumstances? Can you also explain why 5 works and 1.5 not?

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, yes, using 5 is perfectly safe and won't cause clipping issues under any circumstances. Here's why:

Why 5 Works But 1.5 Doesn't

The padding multiplier controls how far the camera moves away from the model:

cameraDistance = baseDistance × padding
  • Larger padding = camera farther away = object appears smaller with more margin
  • Smaller padding = camera closer = object appears larger (potentially cut off)

The base formula effectiveSize / (2 * Math.tan(fov / 2)) calculates the theoretical distance where the object should exactly fill the view frustum. However, this assumes perfect alignment between:

  1. The effectiveSize value
  2. The actual model scaling ([normalizedWidth, normalizedHeight, 1])
  3. How these interact with the perspective projection

The reason 1.5 didn't work: My effectiveSize calculation underestimated the actual visible extent of the scaled model. This mismatch means the base distance is too small, so even with 1.5× padding, the camera is still too close, causing the effect to overflow the viewport.

Why 5 works: It compensates for this underestimation by moving the camera much farther back, ensuring adequate margin around the LED matrix regardless of aspect ratio.

Is 5 Safe?

Absolutely. Using a larger padding factor like 5:

  • ✅ Prevents clipping in all scenarios (wide, tall, or square matrices)
  • ✅ Adds consistent margin around the content
  • ✅ The only downside is the LED matrix appears slightly smaller (more "zoomed out"), but this improves visibility of the entire effect

If you want less margin (bigger LED matrix), you could experiment with values like 3 or 4, but 5 is a safe, conservative choice that guarantees the entire matrix is always visible with comfortable padding.


✏️ Learnings added
Learnt from: ewowi
URL: https://github.com/MoonModules/MoonLight/pull/104

Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:46:48.319Z
Learning: In DripEffect (E_WLED.h), the bounce damping at line 1669 needs to be `/1.5` or less (not `/4` or `/2`) to create a visible bounce effect. The continuous gravity application every frame (line 1652) requires a strong initial bounce velocity to overcome it. Using `/1.5` gives approximately 67% energy return, making the bounce visible and lasting for ~33 frames.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Is 5 Safe?

I found out with 5: 128 x 128 works okay 64 x 128 works okay, 128x 64 works okay, but 128 x 32 not (too small).

This problem was not in the current solution, it was only shifted right. So can you look back at the original code and combine this with your solution so it scales well AND it aligns well

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get the original monitor.ts from the PR to see the getMVPMatrix function
echo "=== Current monitor.ts getMVPMatrix function ==="
sed -n '1,200p' interface/src/routes/moonbase/monitor/monitor.ts | grep -A 40 "function getMVPMatrix"

echo ""
echo "=== Look for git history of monitor.ts to see original version ==="
git log --oneline --all -- interface/src/routes/moonbase/monitor/monitor.ts | head -10

echo ""
echo "=== Get the complete current getMVPMatrix implementation ==="
rg -n "function getMVPMatrix" interface/src/routes/moonbase/monitor/monitor.ts -A 50

Length of output: 4133


🏁 Script executed:

#!/bin/bash
# Look for vertex buffer setup and model positioning in monitor.ts
echo "=== Complete monitor.ts to find vertex/model positioning ==="
cat interface/src/routes/moonbase/monitor/monitor.ts

echo ""
echo "=== Look for any translation operations ==="
rg -n "translate" interface/src/routes/moonbase/monitor/monitor.ts

Length of output: 6173


🏁 Script executed:

#!/bin/bash
# Check how vertices are generated in Monitor.svelte
echo "=== Monitor.svelte vertex generation ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 30 -B 5 "vertices"

Length of output: 2917


@ewowi, I found the issue! The problem is that vertices are already normalized to [-1, 1] in Monitor.svelte, then they're being scaled again in getMVPMatrix(). This creates an interaction that works for scaling but causes positioning issues.

The Root Cause

In Monitor.svelte (vertex generation):

x = width == 1 ? 0 : (x / (width - 1)) * 2.0 - 1.0;
y = height == 1 ? 0 : ((height - 1 - y) / (height - 1)) * 2.0 - 1.0;

Vertices are normalized to [-1, 1] range and centered at origin.

Then in monitor.ts (getMVPMatrix):

mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

They're scaled again by aspect ratio factors. The original camera distance calculation Math.max(distanceForHeight, distanceForWidth) * 2.5 works correctly because it accounts for this double normalization, but the centering gets affected.

The Fix

Keep the original scaling and camera distance logic (it works!), but add an explicit translation to center the model properly:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit (keeps original scaling logic)
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Center the model at origin BEFORE scaling
  mat4.translate(model, model, [-0.5 * (normalizedWidth - 1), -0.5 * (normalizedHeight - 1), 0]);
  // Scale by the normalized dimensions
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

The key addition is:

mat4.translate(model, model, [-0.5 * (normalizedWidth - 1), -0.5 * (normalizedHeight - 1), 0]);

This compensates for the asymmetry introduced by scaling the pre-normalized vertices, ensuring the scaled model remains centered at the origin before the camera views it.

This should fix the right-shift while maintaining proper scaling for all aspect ratios including 128x32.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Keep the original scaling and camera distance logic (it works!), but add an explicit translation to center the model properly:

This looks better, however it's not vertically centered anymore, please fix

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get the current getMVPMatrix implementation in monitor.ts
echo "=== Current getMVPMatrix in monitor.ts ==="
rg -n "function getMVPMatrix" interface/src/routes/moonbase/monitor/monitor.ts -A 45

echo ""
echo "=== Check vertex generation in Monitor.svelte ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 15 "x / (width - 1)"

Length of output: 2496


@ewowi, I apologize - my translation formula was incorrect. Let me fix this properly.

The Problem with My Previous Fix

The translation formula I provided was mathematically wrong and would cause unpredictable shifts. Here's why:

Vertices in Monitor.svelte are already normalized to [-1, 1] and centered at origin (0, 0). When you scale something that's centered at the origin, it stays centered. No translation should be needed at all!

The Correct Fix

Remove the translation entirely - the scaling alone should work:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Scale by normalized dimensions - this preserves centering since vertices are pre-centered
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

This is essentially the current code. If you're still seeing a right shift with this code, the issue is not in getMVPMatrix() but somewhere else - possibly:

  1. Canvas element positioning (CSS issues)
  2. Viewport/scissor settings in WebGL
  3. Vertex buffer data not being correctly centered

Can you confirm whether the right shift occurs with the code exactly as shown above (no translation)? If so, we need to investigate other parts of the rendering pipeline.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, that's better, it only looks that 3D objects are slightly bigger than 2D objects, I can correct it by setting the cameradistance multiplier to 3 instead of 2.5, but then 2D is too small. Please find out why and correct

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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for 3D-related code in monitor files
echo "=== Search for 3D references in Monitor files ==="
rg -n "3D|2D|depth|z-coordinate" interface/src/routes/moonbase/monitor/ -A 3 -B 3

echo ""
echo "=== Look for vertex generation with z-coordinate handling ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 50 "vertices"

echo ""
echo "=== Check if there are different rendering modes ==="
rg -n "dimension|mode|projection" interface/src/routes/moonbase/monitor/monitor.ts -A 3 -B 3

echo ""
echo "=== Check the complete vertex shader to see z-coordinate handling ==="
cat interface/src/routes/moonbase/monitor/monitor.ts | grep -A 30 "vertex shader"

Length of output: 8641


@ewowi, I found the issue! The problem is that 3D objects have z-coordinates ranging from -1 to 1, while 2D objects have all vertices at z=0. However, the model matrix only normalizes x and y dimensions—it always scales z by 1.

The Root Cause

In Monitor.svelte (line 121):

  • 2D objects (depth=1): z = 0 (flat plane)
  • 3D objects (depth>1): z ranges from -1 to 1

In monitor.ts getMVPMatrix() (line 185):

mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]); // ❌ z always scaled by 1

Since z isn't normalized, 3D objects have vertices spread out in depth, with some closer to the camera. In perspective projection, closer vertices appear larger, making the entire 3D object look bigger overall compared to 2D objects (all at z=0).

The Fix

Track and normalize the depth dimension just like width and height:

// Store LED matrix dimensions
let matrixWidth: number = 1;
let matrixHeight: number = 1;
let matrixDepth: number = 1;  // ✅ Add depth tracking

// ... existing code ...

// New function to set the LED matrix dimensions
export function setMatrixDimensions(width: number, height: number, depth: number = 1) {  // ✅ Add depth parameter
  matrixWidth = width;
  matrixHeight = height;
  matrixDepth = depth;
}

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize ALL dimensions including depth
  const maxDim = Math.max(matrixWidth, matrixHeight, matrixDepth);  // ✅ Include depth in max
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;
  const normalizedDepth = matrixDepth / maxDim;  // ✅ Normalize depth

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();

  // Scale by ALL normalized dimensions  ✅
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, normalizedDepth]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

And update the call in Monitor.svelte (line 93):

setMatrixDimensions(width, height, depth);  // ✅ Pass depth

This ensures 2D and 3D objects are scaled consistently, making them appear the same size when they have the same width×height dimensions.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

ewowi added 2 commits January 12, 2026 19:25
frontend
=======
- Monitor: fix scaling and aligning

backend
=======
- MoonLight Effects: fix VUMeter
 instead of the first length

First step to see if we can deal with different nr of leds per pin.
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Actionable comments posted: 1

🤖 Fix all issues with AI agents
In @src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h:
- Around line 64-67: The loop computing maxLedsPerPin incorrectly iterates the
whole ledsPerPin array and can pick up UINT16_MAX sentinels; change it to
iterate only the first layerP.nrOfPins entries (use an index-based loop over
0..nrOfPins-1) when scanning layerP.ledsPerPin so only initialized pin counts
are considered; update references to maxLedsPerPin, layerP.ledsPerPin, and
layerP.nrOfPins accordingly.
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📥 Commits

Reviewing files that changed from the base of the PR and between 1b593ea and cfc8213.

📒 Files selected for processing (2)
  • lib/framework/WWWData.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
🧰 Additional context used
🧠 Learnings (5)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2026-01-06T15:24:17.118Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-07T14:16:03.228Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-07T14:16:03.228Z
Learning: VirtualLayer mappingTableSize is uint16_t with a maximum of 65535 LEDs. If a user defines a space where size.x * size.y * size.z exceeds 65535, the code accepts the overflow and performs mapping partially. This is an explicit design decision balancing performance and memory constraints.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
🧬 Code graph analysis (1)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (267-267)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (1)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)

70-70: LGTM - correct semantic change for buffer sizing.

Passing maxLedsPerPin instead of the first pin's LED count ensures the Parlio driver allocates sufficient buffer for the largest output channel, which is the correct approach for parallel LED driving.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, see issue #95 : A limitation of the parallel LED driver for esp32-p4 is that it all the leds_per_output / leds per pin should be the same for each pin. I try to find a solution to deal with setups with different leds per pin per pin.

A necessary but probably not sufficient change is that the call to show_parlio() should set the argument leds_per_output to the max instead of only layerP.ledsPerPin[0] as I had before.

Next step is that the implementation of show_parlio() should sent maxLedsPerPin to each pin, as the real world does not care if there are physical leds connected or not to a pin. So there will be a number of leds connected <= maxLedsPerPin on each pin.

So my idea is that the implementation of show_parlio() will do that and it can use the layerP.lights.channelsD array it gets as input parameter but if for a specific pin maxLedsPerPin is larger it should send dummy data to that pin. See the file parlio.cpp for the implementation. You see there show_parlio() calls create_transposed_led_output_optimized() using parallel_buffer_remapped and parallel_buffer_repacked which is related to buffer_in which is related to my layerP.lights.channelsD (which contains just the real number of leds per pin, not maxLedsPerPin.

So my question is: can you propose code changes such that show_parlio() sends maxLedsPerPin per pin, taking whatever it does with layerP.lights.channelsD but filling up the space with dummy values until maxLedsPerPin

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Read the parlio.cpp implementation
echo "=== parlio.cpp implementation ==="
cat src/MoonLight/Nodes/Drivers/parlio.cpp

echo ""
echo "=== D_ParallelLEDDriver.h show_parlio call site ==="
rg -n "show_parlio" src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h -B 5 -A 10

echo ""
echo "=== Check for ledsPerPin usage in D_ParallelLEDDriver.h ==="
rg -n "ledsPerPin|maxLedsPerPin" src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h -B 2 -A 2

Length of output: 23403


@ewowi, I've analyzed the code and understand the issue. The problem is that layerP.lights.channelsD contains sequential data for all pins with their actual LED counts, but show_parlio() now expects a padded buffer where each pin has exactly maxLedsPerPin LEDs.

Proposed Solution

Modify D_ParallelLEDDriver.h to create a padded buffer before calling show_parlio():

void loop() override {
  #ifdef ESP32_LEDSDRIVER
    DriverNode::loop();

    #ifndef CONFIG_IDF_TARGET_ESP32P4
    if (ledsDriver.total_leds > 0) ledsDriver.showPixels(WAIT);
    #else
    uint8_t nrOfPins = min(layerP.nrOfLedPins, layerP.nrOfAssignedPins);
    
    // Get max leds per pin
    uint16_t maxLedsPerPin = 0;
    for (uint16_t ledsPerPin : layerP.ledsPerPin) {
      if (ledsPerPin > maxLedsPerPin) maxLedsPerPin = ledsPerPin;
    }

    // Calculate padded buffer size
    uint8_t channelsPerPixel = layerP.lights.header.channelsPerLight;
    uint32_t paddedLength = nrOfPins * maxLedsPerPin;
    uint32_t paddedBufferSize = paddedLength * channelsPerPixel;
    
    // Allocate padded buffer (static to avoid repeated allocations)
    static uint8_t* paddedBuffer = nullptr;
    static uint32_t lastPaddedBufferSize = 0;
    
    if (paddedBuffer == nullptr || paddedBufferSize != lastPaddedBufferSize) {
      if (paddedBuffer != nullptr) {
        heap_caps_free(paddedBuffer);
      }
      // Allocate DMA-capable memory
      paddedBuffer = (uint8_t*)heap_caps_malloc(paddedBufferSize, MALLOC_CAP_DMA);
      lastPaddedBufferSize = paddedBufferSize;
      if (paddedBuffer == nullptr) {
        EXT_LOGE(ML_TAG, "Failed to allocate padded buffer for parallel output");
        return;
      }
    }
    
    // Zero out the entire buffer (dummy LEDs will be black)
    memset(paddedBuffer, 0, paddedBufferSize);
    
    // Copy actual LED data for each pin with padding
    uint32_t srcOffset = 0;  // Current position in channelsD
    uint32_t dstOffset = 0;  // Current position in paddedBuffer
    
    for (uint8_t pin = 0; pin < nrOfPins; pin++) {
      uint16_t actualLeds = layerP.ledsPerPin[pin];
      uint32_t actualBytes = actualLeds * channelsPerPixel;
      
      // Copy actual LED data for this pin
      memcpy(paddedBuffer + dstOffset, layerP.lights.channelsD + srcOffset, actualBytes);
      
      srcOffset += actualBytes;
      dstOffset += maxLedsPerPin * channelsPerPixel;  // Move to next pin's slot (includes padding)
    }
    
    // Call show_parlio with padded buffer
    show_parlio(pins, paddedLength, paddedBuffer, 
                channelsPerPixel == 4, nrOfPins, maxLedsPerPin, 
                layerP.lights.header.offsetRed, 
                layerP.lights.header.offsetGreen, 
                layerP.lights.header.offsetBlue);
    #endif
  #else  // ESP32_LEDSDRIVER
    // ... existing code ...
  #endif
}

How It Works

  1. Calculate padded dimensions: paddedLength = nrOfPins × maxLedsPerPin

  2. Allocate DMA-capable buffer: Static buffer that's reused across frames, reallocated only when size changes

  3. Zero-fill buffer: All dummy LEDs become black (RGB = 0,0,0), which is electrically safe

  4. Copy with padding: For each pin:

    • Copy ledsPerPin[pin] actual LEDs from channelsD
    • Leave (maxLedsPerPin - ledsPerPin[pin]) dummy LEDs as zeros
    • Advance destination pointer by maxLedsPerPin to maintain alignment
  5. Pass padded buffer: show_parlio() receives properly formatted data where each pin has exactly maxLedsPerPin LEDs

Result

  • The validation check in show_parlio() passes: paddedLength == outputs × leds_per_output
  • Pins with fewer LEDs get padded with black/dummy data
  • create_transposed_led_output_optimized() processes all pins uniformly
  • Physical LEDs that don't exist simply receive black data (no visual effect)

This approach keeps the complexity in the driver layer and doesn't require changes to the low-level parlio.cpp implementation.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, your solution creates another padded buffer which I think is not optimal, could you come with an alternative solution where the padding is done within parlio.cpp where the transpose is taking place so we just use the buffers created there and pad these buffers

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, excellent point! Moving the padding into parlio.cpp is more efficient. Here's the solution:

Modified parlio.cpp

Change show_parlio() signature to accept actual LED counts per pin:

extern "C" void show_parlio(
    const unsigned char *pins, 
    unsigned int length,  // Now: sum of actual LEDs across all pins
    const unsigned char *buffer_in, 
    bool has_white,
    unsigned int outputs,
    unsigned int leds_per_output,  // Now: maxLedsPerPin
    const uint16_t *actual_leds_per_pin,  // ✅ NEW: array of actual LED counts per pin
    unsigned int offsetRed,
    unsigned int offsetGreen,
    unsigned int offsetBlue
)
{
    // ... existing setup code ...

    unsigned int channels_per_led = has_white ? 4 : 3;
    unsigned int total_leds = outputs * leds_per_output;  // Padded total
    unsigned int total_channels = total_leds * channels_per_led;
    
    // Allocate buffers for padded size
    unsigned int total_transposed_size = leds_per_output * outputs * channels_per_led;
    
    if (parallel_buffer_remapped == NULL || last_total_transposed_size != total_transposed_size) {
        // ... existing reallocation logic ...
    }

    // ✅ NEW: Remap with per-pin padding
    unsigned int src_offset = 0;  // Position in buffer_in (actual data)
    unsigned int dst_offset = 0;  // Position in parallel_buffer_remapped (padded)
    
    for (unsigned int pin = 0; pin < outputs; pin++) {
        uint16_t actual_leds = actual_leds_per_pin[pin];
        
        // Copy actual LEDs for this pin
        for (unsigned int led = 0; led < actual_leds; led++) {
            unsigned int src_base = src_offset + (led * channels_per_led);
            unsigned int dst_base = dst_offset + (led * channels_per_led);
            
            parallel_buffer_remapped[dst_base + 0] = buffer_in[src_base + offsetRed];
            parallel_buffer_remapped[dst_base + 1] = buffer_in[src_base + offsetGreen];
            parallel_buffer_remapped[dst_base + 2] = buffer_in[src_base + offsetBlue];
            if (has_white && channels_per_led == 4) {
                parallel_buffer_remapped[dst_base + 3] = buffer_in[src_base + 3];
            }
        }
        
        // Pad remaining LEDs with zeros (black)
        unsigned int padding_leds = leds_per_output - actual_leds;
        unsigned int padding_start = dst_offset + (actual_leds * channels_per_led);
        unsigned int padding_bytes = padding_leds * channels_per_led;
        memset(parallel_buffer_remapped + padding_start, 0, padding_bytes);
        
        // Advance offsets
        src_offset += actual_leds * channels_per_led;
        dst_offset += leds_per_output * channels_per_led;  // Full slot including padding
    }

    // ✅ Rest of function unchanged - transpose already works with padded buffer
    create_transposed_led_output_optimized(
        parallel_buffer_remapped,
        parallel_buffer_repacked,
        leds_per_output,
        channels_per_led,
        outputs
    );
    
    // ... existing transmission code ...
}

Modified D_ParallelLEDDriver.h call site

void loop() override {
  #ifdef ESP32_LEDSDRIVER
    DriverNode::loop();

    #ifndef CONFIG_IDF_TARGET_ESP32P4
    if (ledsDriver.total_leds > 0) ledsDriver.showPixels(WAIT);
    #else
    uint8_t nrOfPins = min(layerP.nrOfLedPins, layerP.nrOfAssignedPins);
    
    // Calculate max LEDs per pin
    uint16_t maxLedsPerPin = 0;
    for (uint16_t ledsPerPin : layerP.ledsPerPin) {
      if (ledsPerPin > maxLedsPerPin) maxLedsPerPin = ledsPerPin;
    }

    // Call show_parlio with actual LED counts - padding handled internally
    show_parlio(
        pins, 
        layerP.lights.header.numChannels / layerP.lights.header.channelsPerLight,  // actual total LEDs
        layerP.lights.channelsD,  // actual data, no padding needed
        layerP.lights.header.channelsPerLight == 4, 
        nrOfPins, 
        maxLedsPerPin,  // max LEDs per pin
        layerP.ledsPerPin,  // ✅ NEW: pass actual LED counts array
        layerP.lights.header.offsetRed, 
        layerP.lights.header.offsetGreen, 
        layerP.lights.header.offsetBlue
    );
    #endif
  #else
    // ... existing code ...
  #endif
}

Update parlio.h signature

extern "C" void show_parlio(
    const unsigned char *pins,
    unsigned int length,
    const unsigned char *buffer_in,
    bool has_white,
    unsigned int outputs,
    unsigned int leds_per_output,
    const uint16_t *actual_leds_per_pin,  // ✅ NEW parameter
    unsigned int offsetRed,
    unsigned int offsetGreen,
    unsigned int offsetBlue
);

Benefits

✅ No intermediate buffer allocation
✅ Padding done in-place during remap phase
✅ Uses existing parallel_buffer_remapped (sized for padded data)
✅ Transpose logic unchanged
✅ Driver layer stays simple - just passes actual data


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

@ewowi
Copy link
Collaborator Author

ewowi commented Jan 12, 2026

@coderabbitai, regarding padding parallel_buffer_remapped...

This is still creating more memory. Go deeper , into create_transposed_led_output_optimized

Go to the level where transpose is taking place into dma regions and pad there.

And confirm this is a better solution (or not)

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get the create_transposed_led_output_optimized implementation
echo "=== create_transposed_led_output_optimized implementation ==="
rg -n "create_transposed_led_output_optimized" src/MoonLight/Nodes/Drivers/parlio.cpp -A 100 -B 5

echo ""
echo "=== Look for DMA buffer allocation and management ==="
rg -n "dma_buffer|parallel_buffer_repacked|MALLOC_CAP_DMA" src/MoonLight/Nodes/Drivers/parlio.cpp -B 3 -A 3

echo ""
echo "=== Get complete show_parlio to understand buffer flow ==="
sed -n '1,500p' src/MoonLight/Nodes/Drivers/parlio.cpp

Length of output: 30606


@ewowi, you're absolutely right! Padding at the transpose level is better because it avoids creating any intermediate buffers. The parallel_buffer_repacked DMA buffer is already sized for maxLedsPerPin, so we just need the transpose logic to handle variable LEDs per pin.

Why This Is Superior

No extra memory allocation - uses existing DMA buffers
Input buffer stays compact - only actual LED data
Padding happens naturally - zeros written during transpose
Cleaner architecture - padding logic at lowest level

Implementation

Modified transpose_32_slices

inline void transpose_32_slices(
    uint32_t (&transposed_slices)[32], 
    const uint8_t* input_buffer, 
    const uint32_t* cumulative_offsets,  // ✅ NEW: pre-computed offsets per pin
    const uint16_t* actual_leds_per_pin, // ✅ NEW: actual LED counts per pin
    const uint32_t pixel_in_pin, 
    const uint32_t input_component, 
    const uint32_t pixels_per_pin,       // Now: maxLedsPerPin
    const uint32_t num_active_pins, 
    const uint32_t COMPONENTS_PER_PIXEL, 
    const uint32_t* waveform_cache, 
    const uint8_t* brightness_cache
) {
  memset(transposed_slices, 0, sizeof(uint32_t) * 32);

  for (uint32_t pin = 0; pin < num_active_pins; ++pin) {
    // ✅ Skip this pin if pixel_in_pin exceeds its actual LED count (padding)
    if (pixel_in_pin >= actual_leds_per_pin[pin]) {
      // Pin bit stays 0 (already cleared by memset) - outputs black
      continue;
    }
    
    // ✅ Use cumulative offset for this pin + pixel offset
    const uint32_t component_idx = cumulative_offsets[pin] + 
                                    (pixel_in_pin * COMPONENTS_PER_PIXEL) + 
                                    input_component;
    
    const uint8_t data_byte = brightness_cache[input_buffer[component_idx]];
    const uint32_t waveform = waveform_cache[data_byte];
    const uint32_t pin_bit = (1 << pin);

    // ... existing bit extraction code unchanged ...
    uint8_t b;
    b = waveform & 0xFF;
    if ((b >> 7) & 1) transposed_slices[0] |= pin_bit;
    if ((b >> 6) & 1) transposed_slices[1] |= pin_bit;
    // ... rest of bit extraction ...
  }
}

Modified create_transposed_led_output_optimized

void create_transposed_led_output_optimized(
    const uint8_t* input_buffer, 
    uint16_t* output_buffer, 
    const uint32_t pixels_per_pin,       // Now: maxLedsPerPin
    const uint16_t* actual_leds_per_pin, // ✅ NEW: actual counts per pin
    const uint32_t num_active_pins, 
    const bool is_rgbw, 
    const uint8_t offsetR, 
    const uint8_t offsetG, 
    const uint8_t offsetB
) {
  // ... existing cache initialization ...
  
  const uint32_t COMPONENTS_PER_PIXEL = is_rgbw ? 4 : 3;
  
  // ✅ Pre-compute cumulative offsets for each pin in input_buffer
  uint32_t cumulative_offsets[SOC_PARLIO_TX_UNIT_MAX_DATA_WIDTH];
  cumulative_offsets[0] = 0;
  for (uint32_t pin = 1; pin < num_active_pins; ++pin) {
    cumulative_offsets[pin] = cumulative_offsets[pin-1] + 
                              (actual_leds_per_pin[pin-1] * COMPONENTS_PER_PIXEL);
  }
  
  // ... existing output buffer setup ...
  
  // --- Main Processing Loop ---
  for (uint32_t pixel_in_pin = 0; pixel_in_pin < pixels_per_pin; ++pixel_in_pin) {
    for (uint32_t component_in_pixel = 0; component_in_pixel < COMPONENTS_PER_PIXEL; ++component_in_pixel) {
      const uint32_t input_component = component_map[component_in_pixel];
      uint32_t transposed_slices[32];
      
      // ... brightness_cache selection ...
      
      // ✅ Pass new parameters to handle variable LEDs per pin
      LedMatrixDetail::transpose_32_slices(
          transposed_slices, 
          input_buffer, 
          cumulative_offsets,      // ✅ NEW
          actual_leds_per_pin,     // ✅ NEW
          pixel_in_pin, 
          input_component, 
          pixels_per_pin, 
          num_active_pins, 
          COMPONENTS_PER_PIXEL, 
          waveform_cache, 
          brightness_cache
      );
      
      // ... existing output packing unchanged ...
    }
  }
}

Update parlio.h signature

extern "C" void create_transposed_led_output_optimized(
    const uint8_t* input_buffer, 
    uint16_t* output_buffer, 
    const uint32_t pixels_per_pin, 
    const uint16_t* actual_leds_per_pin,  // ✅ NEW
    const uint32_t num_active_pins, 
    const bool is_rgbw, 
    const uint8_t offsetR, 
    const uint8_t offsetG, 
    const uint8_t offsetB
);

Update show_parlio call

create_transposed_led_output_optimized(
    parallel_buffer_remapped, 
    parallel_buffer_repacked, 
    leds_per_output,          // maxLedsPerPin
    actual_leds_per_pin,      // ✅ NEW: pass through from caller
    outputs, 
    isRGBW, 
    offSetR, 
    offsetG, 
    offsetB
);

D_ParallelLEDDriver.h stays simple

show_parlio(
    pins, 
    layerP.lights.header.numChannels / layerP.lights.header.channelsPerLight,
    layerP.lights.channelsD,  // Compact input - no padding needed
    layerP.lights.header.channelsPerLight == 4, 
    nrOfPins, 
    maxLedsPerPin, 
    layerP.ledsPerPin,  // Pass actual counts
    // ... offsets ...
);

Result

Zero extra memory - reuses existing DMA buffers
Compact input - channelsD stays at actual size
Automatic padding - zeros for non-existent LEDs
Correct alignment - each pin gets exactly maxLedsPerPin slots

This is indeed the optimal solution!


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

backend
=======
- Parallel LED Driver: call show_parlio with ledsPerPin array (instead of maxLedsPerPin), replace isRGB with channelsPerLight and add offsetW

parlio (P4):
- add max_leds_per_output and first_index_per_output
- transpose_32_slices: add pixels_per_pin array (instead of max), new pixel_idx, component_idx and data_byte
- create_transposed_led_output_optimized: pixels_per_pin array (instead of max), COMPONENTS_PER_PIXEL instead of is_rgbw, add offsetW, pixel_in_pin loop until max_leds_per_output
- show_parlio: remove length check (all lengths are okay now), init max_leds_per_output and first_index_per_output, use components (channelsPerLight)
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Actionable comments posted: 1

🧹 Nitpick comments (4)
src/MoonLight/Nodes/Effects/E__Sandbox.h (1)

55-56: Good documentation of the bounds-checking contract.

This comment correctly documents that effect developers bear responsibility for keeping coordinates within layer->size bounds—consistent with the intentional omission of bounds checks in the unmapped setLight path for performance. Based on learnings, this is an explicit design decision for driving 100K+ LEDs.

Minor style nit: consider // NOTE: effects must ensure pos is within layer->size bounds (setRGB omits bounds checks for performance) for consistency with typical comment conventions.

src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)

61-65: Orphaned comment block.

Lines 62-63 contain a comment "get max leds per pin" but no corresponding code follows it. The max calculation is actually performed inside show_parlio (in parlio.cpp). Consider removing this misleading comment or clarifying that the max is computed internally by show_parlio.

Suggested fix
     uint8_t nrOfPins = min(layerP.nrOfLedPins, layerP.nrOfAssignedPins);
     // LUTs are accessed directly within show_parlio via extern ledsDriver
-
-    // get max leds per pin
 
     // No brightness parameter needed
     show_parlio(pins, layerP.lights.header.nrOfLights, layerP.lights.channelsD, layerP.lights.header.channelsPerLight, nrOfPins, layerP.ledsPerPin, layerP.lights.header.offsetRed, layerP.lights.header.offsetGreen, layerP.lights.header.offsetBlue, layerP.lights.header.offsetWhite);
src/MoonLight/Nodes/Drivers/parlio.h (1)

17-18: Minor naming inconsistency: offSetR vs offsetG, offsetB, offsetW.

The first offset parameter uses offSetR (capital S) while the others use lowercase (offsetG, offsetB, offsetW). Consider standardizing to offsetR for consistency.

Suggested fix
-uint8_t show_parlio(uint8_t* parallelPins, uint32_t length, uint8_t* buffer_in, uint8_t components, uint8_t outputs, uint16_t* leds_per_output, uint8_t offSetR, uint8_t offsetG, uint8_t offsetB, uint8_t offsetW);
+uint8_t show_parlio(uint8_t* parallelPins, uint32_t length, uint8_t* buffer_in, uint8_t components, uint8_t outputs, uint16_t* leds_per_output, uint8_t offsetR, uint8_t offsetG, uint8_t offsetB, uint8_t offsetW);
src/MoonLight/Nodes/Drivers/parlio.cpp (1)

25-26: Global state introduces potential thread-safety concerns.

The globals max_leds_per_output and first_index_per_output are modified in show_parlio and read in transpose_32_slices / create_transposed_led_output_optimized. While this is likely safe given the driver runs on a dedicated core (APP_CPU), document this assumption or consider passing these as parameters to avoid hidden coupling.

📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between cfc8213 and 1d09d04.

📒 Files selected for processing (4)
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
  • src/MoonLight/Nodes/Drivers/parlio.h
  • src/MoonLight/Nodes/Effects/E__Sandbox.h
🧰 Additional context used
🧠 Learnings (10)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Nodes/Effects/E__Sandbox.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2026-01-06T15:24:17.118Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Applied to files:

  • src/MoonLight/Nodes/Effects/E__Sandbox.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-18T15:15:57.828Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Applied to files:

  • src/MoonLight/Nodes/Effects/E__Sandbox.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Nodes/Effects/E__Sandbox.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Modify C++ backend code in the `src/` and `lib/` directories for ESP32 development

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2026-01-06T13:45:03.067Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-07T14:16:03.228Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-07T14:16:03.228Z
Learning: VirtualLayer mappingTableSize is uint16_t with a maximum of 65535 LEDs. If a user defines a space where size.x * size.y * size.z exceeds 65535, the code accepts the overflow and performs mapping partially. This is an explicit design decision balancing performance and memory constraints.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2025-12-25T13:34:40.097Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2026-01-12T17:15:32.074Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Applied to files:

  • src/MoonLight/Nodes/Drivers/parlio.cpp
🧬 Code graph analysis (2)
src/MoonLight/Nodes/Drivers/parlio.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (273-273)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (273-273)
🪛 Cppcheck (2.19.0)
src/MoonLight/Nodes/Drivers/parlio.cpp

[error] 414-414: Division by zero.

(zerodiv)

⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (4)
src/MoonLight/Nodes/Drivers/parlio.cpp (4)

33-39: LGTM - Elegant padding approach.

The conditional at line 39 implementing padding by returning 0 when pixel_in_pin >= pixels_per_pin[pin] is a memory-efficient solution that avoids extra buffer allocations. This directly writes padded zeros into the DMA buffer during transpose.


155-156: LGTM - Clean API expansion for variable components.

The updated signature properly exposes COMPONENTS_PER_PIXEL and offsetW parameters, enabling proper handling of both RGB and RGBW LED strips with configurable color ordering.


379-406: LGTM - Flexible component-based pixel handling.

The shift from boolean isRGBW to components count properly generalizes the code for different LED strip types. The remapping and transposition calls correctly propagate the component count and offset parameters.


291-299: No array bounds issue.

first_index_per_output[16] is correctly sized. The outputs parameter is capped to SOC_PARLIO_TX_UNIT_MAX_DATA_WIDTH at line 289, which equals 16 on all PARLIO-supporting platforms (ESP32-P4, ESP32-C6). The loop at line 296 iterates up to outputs (max 16), accessing indices [0, 15], which is safe for the 16-element array.

Likely an incorrect or invalid review comment.

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