@driftengine/texture 4.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +202 -0
- package/NOTICE +29 -0
- package/README.md +106 -0
- package/dist/decodeCpu.d.ts +59 -0
- package/dist/decodeCpu.js +234 -0
- package/dist/decodeGraph.d.ts +105 -0
- package/dist/decodeGraph.js +180 -0
- package/dist/half.d.ts +24 -0
- package/dist/half.js +86 -0
- package/dist/index.d.ts +66 -0
- package/dist/index.js +55 -0
- package/dist/inference.d.ts +53 -0
- package/dist/inference.js +243 -0
- package/dist/materialArray.d.ts +38 -0
- package/dist/materialArray.js +40 -0
- package/dist/mipNdf.d.ts +29 -0
- package/dist/mipNdf.js +53 -0
- package/dist/overlay/journal.d.ts +78 -0
- package/dist/overlay/journal.js +171 -0
- package/dist/overlay/sparse.d.ts +68 -0
- package/dist/overlay/sparse.js +212 -0
- package/dist/progressive.d.ts +30 -0
- package/dist/progressive.js +56 -0
- package/dist/residency/pageCache.d.ts +103 -0
- package/dist/residency/pageCache.js +184 -0
- package/dist/residency/predict.d.ts +55 -0
- package/dist/residency/predict.js +51 -0
- package/dist/residency/predictor.d.ts +16 -0
- package/dist/residency/predictor.js +44 -0
- package/dist/residency/queue.d.ts +26 -0
- package/dist/residency/queue.js +52 -0
- package/dist/residency/stream.d.ts +66 -0
- package/dist/residency/stream.js +142 -0
- package/dist/residency/table.d.ts +36 -0
- package/dist/residency/table.js +72 -0
- package/dist/residency/viewTiles.d.ts +108 -0
- package/dist/residency/viewTiles.js +419 -0
- package/dist/semantics.d.ts +52 -0
- package/dist/semantics.js +76 -0
- package/dist/tensor/architecture.d.ts +53 -0
- package/dist/tensor/architecture.js +96 -0
- package/dist/tensor/attention.d.ts +5 -0
- package/dist/tensor/attention.js +62 -0
- package/dist/tensor/denseOperators.d.ts +2 -0
- package/dist/tensor/denseOperators.js +136 -0
- package/dist/tensor/graph.d.ts +83 -0
- package/dist/tensor/graph.js +175 -0
- package/dist/tensor/linear.d.ts +49 -0
- package/dist/tensor/linear.js +136 -0
- package/dist/tensor/operatorKit.d.ts +27 -0
- package/dist/tensor/operatorKit.js +45 -0
- package/dist/tensor/operators.d.ts +3 -0
- package/dist/tensor/operators.js +24 -0
- package/dist/tensor/resize.d.ts +6 -0
- package/dist/tensor/resize.js +107 -0
- package/dist/tensor/reuse.d.ts +33 -0
- package/dist/tensor/reuse.js +59 -0
- package/dist/tensor/shapeOperators.d.ts +3 -0
- package/dist/tensor/shapeOperators.js +173 -0
- package/dist/tensor/spatial.d.ts +34 -0
- package/dist/tensor/spatial.js +131 -0
- package/dist/tensor/spatialOperators.d.ts +2 -0
- package/dist/tensor/spatialOperators.js +138 -0
- package/dist/tileHash.d.ts +29 -0
- package/dist/tileHash.js +50 -0
- package/dist/timeNodes.d.ts +26 -0
- package/dist/timeNodes.js +48 -0
- package/package.json +59 -0
- package/src/decodeCpu.ts +308 -0
- package/src/decodeGraph.ts +214 -0
- package/src/half.ts +86 -0
- package/src/index.ts +175 -0
- package/src/inference.ts +278 -0
- package/src/materialArray.ts +67 -0
- package/src/mipNdf.ts +63 -0
- package/src/overlay/journal.ts +218 -0
- package/src/overlay/sparse.ts +275 -0
- package/src/progressive.ts +60 -0
- package/src/residency/pageCache.ts +233 -0
- package/src/residency/predict.ts +74 -0
- package/src/residency/predictor.ts +62 -0
- package/src/residency/queue.ts +78 -0
- package/src/residency/stream.ts +194 -0
- package/src/residency/table.ts +89 -0
- package/src/residency/viewTiles.ts +553 -0
- package/src/semantics.ts +114 -0
- package/src/tensor/architecture.ts +140 -0
- package/src/tensor/attention.ts +75 -0
- package/src/tensor/denseOperators.ts +153 -0
- package/src/tensor/graph.ts +244 -0
- package/src/tensor/linear.ts +153 -0
- package/src/tensor/operatorKit.ts +76 -0
- package/src/tensor/operators.ts +28 -0
- package/src/tensor/resize.ts +140 -0
- package/src/tensor/shapeOperators.ts +173 -0
- package/src/tensor/spatial.ts +178 -0
- package/src/tensor/spatialOperators.ts +182 -0
- package/src/tileHash.ts +60 -0
- package/src/timeNodes.ts +60 -0
package/LICENSE
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Copyright 2026 Drift Technologies
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Licensed under the Apache License, Version 2.0 (the "License");
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package/NOTICE
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DriftEngine
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Copyright 2026 Drift Technologies
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This product includes software developed at Drift Technologies
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(https://github.com/drftrun/driftengine).
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Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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requires this NOTICE to be reproduced in any derivative work you distribute,
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in the source, the documentation, or a display generated by the work.
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Models run by DriftCapture
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--------------------------
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DriftCapture runs the models below. Their weights are not in this repository
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and are not distributed with it: tools/capture-weights/ fetches each at the
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revision its manifest pins, verifies it, and converts it, and a game that
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ships one ships it under that model's own licence. Each model's definition in
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this engine is written from its project's published code.
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- Depth Anything 3 Small and Depth Anything 3 Base. Apache License 2.0.
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Copyright (c) 2025 ByteDance Ltd. and/or its affiliates.
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- Depth Anything V2 Small. Apache License 2.0. The University of Hong Kong
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and TikTok; converted to the Transformers layout by The HuggingFace Team.
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- MobileSAM. Apache License 2.0. Its image encoder is TinyViT, Copyright (c)
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2022 Microsoft; its prompt encoder and mask decoder are Segment Anything's,
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Copyright (c) Meta Platforms, Inc. and affiliates.
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- SAM 2.1 tiny. Apache License 2.0. Copyright (c) Meta Platforms, Inc. and
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affiliates.
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- OWLv2 base patch16. Apache License 2.0. Copyright 2023 Google AI and The
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HuggingFace Team.
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package/README.md
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# `@driftengine/texture`
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A texture as a compiled, sampled field rather than an image.
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|
4
|
+
|
|
5
|
+
**Cost: 2,305 bytes gzipped, standalone** — 2,226 of code and 79 for the licence banner every
|
|
6
|
+
package carries. Measured by `scripts/size-gate.test.mjs`, which fails if
|
|
7
|
+
it drifts more than 3%. The package imports no renderer, so this is the whole of what a consumer
|
|
8
|
+
pays — there is no core in the number.
|
|
9
|
+
|
|
10
|
+
**The interpreter that runs a decode graph on the device is not in this package.** It lives in
|
|
11
|
+
`@driftengine/core`'s GPU-driven pass as `DECODE_WGSL`, and `scripts/gpu-parity.mjs` checks it
|
|
12
|
+
against `decodeCpu` on a real texture array and real samplers, over all nine operations and all four
|
|
13
|
+
address modes.
|
|
14
|
+
|
|
15
|
+
```ts
|
|
16
|
+
import { createDecodeGraph, addDecodeNode, DECODE_OP, decodeCpu } from '@driftengine/texture';
|
|
17
|
+
|
|
18
|
+
const graph = createDecodeGraph(4);
|
|
19
|
+
addDecodeNode(graph, DECODE_OP.SAMPLE_LATENT, 0, 0, 0);
|
|
20
|
+
addDecodeNode(graph, DECODE_OP.REMAP_CHANNEL, 0, (0 << 4) | 0, 1); // albedo-srgb, component 0
|
|
21
|
+
graph.result = 1;
|
|
22
|
+
|
|
23
|
+
decodeCpu(graph, resources, u, v, simulationTime, out, registers);
|
|
24
|
+
```
|
|
25
|
+
|
|
26
|
+
## What makes it different from an image
|
|
27
|
+
|
|
28
|
+
**One object per material, not per channel.** Albedo, normal, roughness and the rest are strongly
|
|
29
|
+
correlated, and every engine in the world compresses them apart — which throws that correlation
|
|
30
|
+
away before it can pay for anything.
|
|
31
|
+
|
|
32
|
+
**Time is an argument, not a clock.** `decodeCpu` takes `t` from the caller, which is the
|
|
33
|
+
simulation's clock. So an animated texture is byte-exact under replay. Every other engine's
|
|
34
|
+
animated texture reads a wall clock, which means replaying one simulation twice shows different
|
|
35
|
+
texels — invisible in a game, fatal in a rollback session, a deterministic capture, or an
|
|
36
|
+
automated visual comparison.
|
|
37
|
+
|
|
38
|
+
**The decoder is data, not a shader permutation.** A decode graph is four words per node in a
|
|
39
|
+
uniform buffer, walked by one shader. `docs/ARCHITECTURE.md` records what the other choice costs
|
|
40
|
+
with the number: a fifth permutation flag took the generated WGSL corpus from 914 KB to 1,906 KB
|
|
41
|
+
and cost 196,910 gzipped bytes on every consumer, including those who never enabled the feature.
|
|
42
|
+
Per material rather than per feature, that does not survive contact with a real project.
|
|
43
|
+
|
|
44
|
+
**Conventions are declared, so nothing downstream guesses.** A channel says it is a Y-down
|
|
45
|
+
tangent-space normal, or an sRGB albedo, or gloss — and comes back Y-up, linear, and as roughness.
|
|
46
|
+
The exact sRGB curve, not the 2.2 approximation: the midpoint linearises to 0.2140, and the
|
|
47
|
+
approximation's 0.2176 is a colour shift nobody attributes to the right cause for weeks.
|
|
48
|
+
|
|
49
|
+
**Normal mips get rougher instead of sparkling.** Averaging four normals and renormalising discards
|
|
50
|
+
how much they disagreed, and that disagreement _is_ roughness at the smaller scale. Preserving it
|
|
51
|
+
needs the mip chain to write roughness as well as normals, which needs both in one object.
|
|
52
|
+
|
|
53
|
+
**Materials bind as array slices.** WebGPU has no bindless access, so a thousand materials as six
|
|
54
|
+
thousand textures is unreachable; a thousand latent slices in a handful of arrays, indexed from a
|
|
55
|
+
storage buffer, is ordinary. Identical content shares a layer.
|
|
56
|
+
|
|
57
|
+
**Two address conventions, because two kinds of data need them.** A lattice puts `u = 0` on the
|
|
58
|
+
first texel's centre, which is what a height field sampled at its own vertices wants; a centre mode
|
|
59
|
+
puts it on the first texel's edge, which is what every GPU sampler does and what a surface tiled
|
|
60
|
+
across a mesh wants. `ADDRESS_MODE` names all four, and `decodeCpu` takes a mip level as well, so
|
|
61
|
+
the device's trilinear sample has a reference at every level.
|
|
62
|
+
|
|
63
|
+
## What a predicted view needs
|
|
64
|
+
|
|
65
|
+
**Prediction knows where the camera will be; `tilesForView` says what it will sample there.** For
|
|
66
|
+
each instance whose bounds are inside the predicted view, the level comes from its nearest point —
|
|
67
|
+
where the surface is finest on screen — and the tiles from its texture coordinates' span at that
|
|
68
|
+
level. It names the finer level too within an eighth of a level of a boundary, and every coarser
|
|
69
|
+
level, because a sampler with a fine tile missing falls back to a coarse one. An estimate is
|
|
70
|
+
enough: a tile it names that the frame does not sample is a wasted fetch.
|
|
71
|
+
|
|
72
|
+
```ts
|
|
73
|
+
import {
|
|
74
|
+
TILE_RESIDENT,
|
|
75
|
+
enqueue,
|
|
76
|
+
latentTileGrid,
|
|
77
|
+
runPrediction,
|
|
78
|
+
tileState,
|
|
79
|
+
tilesForView,
|
|
80
|
+
} from '@driftengine/texture';
|
|
81
|
+
|
|
82
|
+
const grid = latentTileGrid(latent, 16, graph.addressMode); // content-addressed, level by level
|
|
83
|
+
runPrediction(
|
|
84
|
+
simulation,
|
|
85
|
+
{
|
|
86
|
+
needs: (view, out, budget) => tilesForView(view, projection, scene, out, budget),
|
|
87
|
+
resident: (hash) => tileState(table, hash) === TILE_RESIDENT,
|
|
88
|
+
request: (hash, priority) => enqueue(queue, hash, priority),
|
|
89
|
+
},
|
|
90
|
+
6,
|
|
91
|
+
step,
|
|
92
|
+
512,
|
|
93
|
+
);
|
|
94
|
+
```
|
|
95
|
+
|
|
96
|
+
The answer is ordered by the screen each tile covers, and at any budget it is a prefix of the answer
|
|
97
|
+
with none; `runPrediction` keeps that order inside each predicted frame when it hands tiles to the
|
|
98
|
+
queue. `popIn.test.ts` flies a corridor of real latents through it: nothing is late after the three
|
|
99
|
+
frames no fetch could have reached.
|
|
100
|
+
|
|
101
|
+
## What is not here
|
|
102
|
+
|
|
103
|
+
**The offline joint encoder is not in this package, by design**: it is a baker, and it lives in
|
|
104
|
+
`@driftengine/assets` as `encodeMaterial`, so a game that only decodes never carries it. The `NNET`
|
|
105
|
+
weights chunk is `@driftengine/drft`'s, and the half-precision network reference is here beside the
|
|
106
|
+
single-precision one, as `evalNetworkHalf`.
|
|
@@ -0,0 +1,59 @@
|
|
|
1
|
+
import type { DecodeGraph } from './decodeGraph.ts';
|
|
2
|
+
import type { NetworkShape } from './inference.ts';
|
|
3
|
+
import type { ChannelSemantic } from './semantics.ts';
|
|
4
|
+
/** One level of a latent's chain. Components are the image's own. */
|
|
5
|
+
export interface LatentLevel {
|
|
6
|
+
data: Float32Array;
|
|
7
|
+
width: number;
|
|
8
|
+
height: number;
|
|
9
|
+
}
|
|
10
|
+
export interface LatentImage {
|
|
11
|
+
data: Float32Array;
|
|
12
|
+
width: number;
|
|
13
|
+
height: number;
|
|
14
|
+
/** Components per texel, up to four. */
|
|
15
|
+
channels: number;
|
|
16
|
+
/**
|
|
17
|
+
* Levels 1 onward, each half the one before. `mips[k]` is level `k + 1`.
|
|
18
|
+
*
|
|
19
|
+
* Absent is a single level, which is every image written before 2026-09-17 — and at `lod` 0 the
|
|
20
|
+
* chain is never read, so those callers decode exactly what they did.
|
|
21
|
+
*/
|
|
22
|
+
mips?: readonly LatentLevel[];
|
|
23
|
+
}
|
|
24
|
+
export interface DecodeResources {
|
|
25
|
+
latents: readonly LatentImage[];
|
|
26
|
+
blocks: readonly LatentImage[];
|
|
27
|
+
networks: readonly {
|
|
28
|
+
shape: NetworkShape;
|
|
29
|
+
weights: Float32Array;
|
|
30
|
+
}[];
|
|
31
|
+
/**
|
|
32
|
+
* Four floats per slot, for `CONSTANT`.
|
|
33
|
+
*
|
|
34
|
+
* Optional, so every caller written before Wave 4C still type-checks and still runs — a graph
|
|
35
|
+
* with no constant in it never reads this.
|
|
36
|
+
*/
|
|
37
|
+
constants?: Float32Array;
|
|
38
|
+
}
|
|
39
|
+
/**
|
|
40
|
+
* The order `REMAP_CHANNEL` packs a semantic in, which is `CHANNEL_SEMANTICS` and not a copy of it.
|
|
41
|
+
*
|
|
42
|
+
* **It was a copy until 2026-09-20**, written out again here — the same eleven names in the same
|
|
43
|
+
* order in two files, with nothing holding them together. That is a list a file's channels are
|
|
44
|
+
* *numbered* by: the two drifting apart means every material written by one and read by the other
|
|
45
|
+
* decodes its channels as something else, and a normal map read as roughness inverts every
|
|
46
|
+
* highlight in a scene. The name is kept because `terrainTexture.ts`, the WGSL interpreter's test
|
|
47
|
+
* and this file all say `REMAP_SEMANTICS` when they mean the packing.
|
|
48
|
+
*/
|
|
49
|
+
export declare const REMAP_SEMANTICS: readonly ChannelSemantic[];
|
|
50
|
+
/**
|
|
51
|
+
* Run the graph at one texture coordinate and one time, writing four components into `out`.
|
|
52
|
+
*
|
|
53
|
+
* `registers` is the caller's, `MAX_REGISTERS * 4` floats, reused so this allocates nothing.
|
|
54
|
+
* `lod` picks the level a latent is sampled at; 0, and anything that is not a positive number, is
|
|
55
|
+
* level 0.
|
|
56
|
+
*/
|
|
57
|
+
export declare function decodeCpu(graph: DecodeGraph, resources: DecodeResources, u: number, v: number, t: number, out: Float32Array, registers: Float32Array, lod?: number): void;
|
|
58
|
+
/** A registers array of the right size, for a caller that holds one across calls. */
|
|
59
|
+
export declare function createDecodeRegisters(): Float32Array;
|
|
@@ -0,0 +1,234 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The reference decoder: what the shader has to agree with.
|
|
3
|
+
*
|
|
4
|
+
* **A second implementation is not duplication here, it is the specification.** A shader cannot be
|
|
5
|
+
* unit-tested at speed, and a decoder that is subtly wrong is a picture that is subtly wrong
|
|
6
|
+
* everywhere — the hardest defect in this whole design to notice and the easiest to ship. So the
|
|
7
|
+
* arithmetic is written once in TypeScript, where it can be asserted in milliseconds, and the
|
|
8
|
+
* device copy is checked against it over generated input.
|
|
9
|
+
*
|
|
10
|
+
* The repository already takes this position: `splats` authors its shader once and generates the
|
|
11
|
+
* second backend from it. This is the same discipline where the second copy cannot be generated.
|
|
12
|
+
*
|
|
13
|
+
* **Deterministic by construction.** No clock, no random, and `t` is the caller's. Decoding the
|
|
14
|
+
* same inputs twice is bit-identical, which is what the fingerprint test rests on.
|
|
15
|
+
*/
|
|
16
|
+
import { ADDRESS_MODE, DECODE_OP, MAX_REGISTERS, nodeA, nodeB, nodeOp, nodeOut, } from './decodeGraph.js';
|
|
17
|
+
import { evalNetwork } from './inference.js';
|
|
18
|
+
import { CHANNEL_SEMANTICS, normaliseSample } from './semantics.js';
|
|
19
|
+
import { flipbookFrame } from './timeNodes.js';
|
|
20
|
+
/**
|
|
21
|
+
* The order `REMAP_CHANNEL` packs a semantic in, which is `CHANNEL_SEMANTICS` and not a copy of it.
|
|
22
|
+
*
|
|
23
|
+
* **It was a copy until 2026-09-20**, written out again here — the same eleven names in the same
|
|
24
|
+
* order in two files, with nothing holding them together. That is a list a file's channels are
|
|
25
|
+
* *numbered* by: the two drifting apart means every material written by one and read by the other
|
|
26
|
+
* decodes its channels as something else, and a normal map read as roughness inverts every
|
|
27
|
+
* highlight in a scene. The name is kept because `terrainTexture.ts`, the WGSL interpreter's test
|
|
28
|
+
* and this file all say `REMAP_SEMANTICS` when they mean the packing.
|
|
29
|
+
*/
|
|
30
|
+
export const REMAP_SEMANTICS = CHANNEL_SEMANTICS;
|
|
31
|
+
/** Lattice addressing only: where a coordinate lands before it is scaled across the lattice. */
|
|
32
|
+
function address(value, mode) {
|
|
33
|
+
if (mode === ADDRESS_MODE.LATTICE_WRAP)
|
|
34
|
+
return value - Math.floor(value);
|
|
35
|
+
return Math.min(1, Math.max(0, value));
|
|
36
|
+
}
|
|
37
|
+
/** A texel index inside the image: wrapped for centre wrap, clamped for everything else. */
|
|
38
|
+
function texelIndex(value, size, mode) {
|
|
39
|
+
if (mode === ADDRESS_MODE.CENTRE_WRAP)
|
|
40
|
+
return ((value % size) + size) % size;
|
|
41
|
+
return Math.min(size - 1, Math.max(0, value));
|
|
42
|
+
}
|
|
43
|
+
/**
|
|
44
|
+
* Bilinear on one level, with the graph's address mode applied first.
|
|
45
|
+
*
|
|
46
|
+
* **For the lattice modes this is byte-identical to what it replaced**: `su` is inside
|
|
47
|
+
* `[0, width - 1]`, so clamping `floor(su)` and `floor(su) + 1` is exactly the `min` it was.
|
|
48
|
+
*/
|
|
49
|
+
function sampleLevel(level, channels, u, v, mode, out) {
|
|
50
|
+
const centre = mode === ADDRESS_MODE.CENTRE_CLAMP || mode === ADDRESS_MODE.CENTRE_WRAP;
|
|
51
|
+
const su = centre ? u * level.width - 0.5 : address(u, mode) * (level.width - 1);
|
|
52
|
+
const sv = centre ? v * level.height - 0.5 : address(v, mode) * (level.height - 1);
|
|
53
|
+
const baseX = Math.floor(su);
|
|
54
|
+
const baseY = Math.floor(sv);
|
|
55
|
+
const fx = su - baseX;
|
|
56
|
+
const fy = sv - baseY;
|
|
57
|
+
const x0 = texelIndex(baseX, level.width, mode);
|
|
58
|
+
const x1 = texelIndex(baseX + 1, level.width, mode);
|
|
59
|
+
const y0 = texelIndex(baseY, level.height, mode);
|
|
60
|
+
const y1 = texelIndex(baseY + 1, level.height, mode);
|
|
61
|
+
for (let c = 0; c < 4; c += 1) {
|
|
62
|
+
if (c >= channels) {
|
|
63
|
+
out[c] = c === 3 ? 1 : 0;
|
|
64
|
+
continue;
|
|
65
|
+
}
|
|
66
|
+
const at = (x, y) => level.data[(y * level.width + x) * channels + c];
|
|
67
|
+
const top = at(x0, y0) * (1 - fx) + at(x1, y0) * fx;
|
|
68
|
+
const bottom = at(x0, y1) * (1 - fx) + at(x1, y1) * fx;
|
|
69
|
+
out[c] = top * (1 - fy) + bottom * fy;
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
const SECOND = new Float32Array(4);
|
|
73
|
+
/**
|
|
74
|
+
* Trilinear: bilinear on the two levels either side of `lod`, mixed by its fraction.
|
|
75
|
+
*
|
|
76
|
+
* **At a whole level only that level is read**, so an integer `lod` — and 0 above all — costs and
|
|
77
|
+
* returns exactly one bilinear sample.
|
|
78
|
+
*/
|
|
79
|
+
function sampleImage(image, u, v, mode, lod, out) {
|
|
80
|
+
const top = image.mips?.length ?? 0;
|
|
81
|
+
const level = lod > 0 ? Math.min(lod, top) : 0;
|
|
82
|
+
const lower = Math.floor(level);
|
|
83
|
+
const blend = level - lower;
|
|
84
|
+
const levelOf = (k) => k === 0 ? image : image.mips?.[k - 1];
|
|
85
|
+
sampleLevel(levelOf(lower), image.channels, u, v, mode, out);
|
|
86
|
+
if (blend === 0)
|
|
87
|
+
return;
|
|
88
|
+
sampleLevel(levelOf(Math.min(lower + 1, top)), image.channels, u, v, mode, SECOND);
|
|
89
|
+
for (let c = 0; c < 4; c += 1) {
|
|
90
|
+
out[c] = out[c] * (1 - blend) + SECOND[c] * blend;
|
|
91
|
+
}
|
|
92
|
+
}
|
|
93
|
+
/** A deterministic integer hash, so the procedural node reproduces across runs and platforms. */
|
|
94
|
+
function hash2(x, y, seed) {
|
|
95
|
+
let h = Math.imul(x | 0, 0x27d4eb2d) ^ Math.imul(y | 0, 0x165667b1) ^ Math.imul(seed | 0, 0x9e3779b1);
|
|
96
|
+
h = Math.imul(h ^ (h >>> 15), 0x2c1b3c6d);
|
|
97
|
+
h = Math.imul(h ^ (h >>> 12), 0x297a2d39);
|
|
98
|
+
return ((h ^ (h >>> 15)) >>> 0) / 0xffffffff;
|
|
99
|
+
}
|
|
100
|
+
function valueNoise(u, v, seed) {
|
|
101
|
+
const x0 = Math.floor(u);
|
|
102
|
+
const y0 = Math.floor(v);
|
|
103
|
+
const fx = u - x0;
|
|
104
|
+
const fy = v - y0;
|
|
105
|
+
const sx = fx * fx * (3 - 2 * fx);
|
|
106
|
+
const sy = fy * fy * (3 - 2 * fy);
|
|
107
|
+
const a = hash2(x0, y0, seed);
|
|
108
|
+
const b = hash2(x0 + 1, y0, seed);
|
|
109
|
+
const c = hash2(x0, y0 + 1, seed);
|
|
110
|
+
const d = hash2(x0 + 1, y0 + 1, seed);
|
|
111
|
+
return (a * (1 - sx) + b * sx) * (1 - sy) + (c * (1 - sx) + d * sx) * sy;
|
|
112
|
+
}
|
|
113
|
+
const SCRATCH = new Float32Array(256);
|
|
114
|
+
const SAMPLE = new Float32Array(4);
|
|
115
|
+
const NET_IN = new Float32Array(64);
|
|
116
|
+
const NET_OUT = new Float32Array(64);
|
|
117
|
+
/**
|
|
118
|
+
* Run the graph at one texture coordinate and one time, writing four components into `out`.
|
|
119
|
+
*
|
|
120
|
+
* `registers` is the caller's, `MAX_REGISTERS * 4` floats, reused so this allocates nothing.
|
|
121
|
+
* `lod` picks the level a latent is sampled at; 0, and anything that is not a positive number, is
|
|
122
|
+
* level 0.
|
|
123
|
+
*/
|
|
124
|
+
export function decodeCpu(graph, resources, u, v, t, out, registers, lod = 0) {
|
|
125
|
+
for (let i = 0; i < graph.count; i += 1) {
|
|
126
|
+
const op = nodeOp(graph, i);
|
|
127
|
+
const a = nodeA(graph, i);
|
|
128
|
+
const b = nodeB(graph, i);
|
|
129
|
+
const dst = nodeOut(graph, i) * 4;
|
|
130
|
+
switch (op) {
|
|
131
|
+
case DECODE_OP.CONSTANT: {
|
|
132
|
+
const constants = resources.constants;
|
|
133
|
+
const base = a * 4;
|
|
134
|
+
for (let c = 0; c < 4; c += 1)
|
|
135
|
+
registers[dst + c] = constants?.[base + c] ?? 0;
|
|
136
|
+
break;
|
|
137
|
+
}
|
|
138
|
+
case DECODE_OP.SAMPLE_LATENT: {
|
|
139
|
+
const image = resources.latents[a];
|
|
140
|
+
if (image === undefined)
|
|
141
|
+
break;
|
|
142
|
+
sampleImage(image, u, v, graph.addressMode, lod, SAMPLE);
|
|
143
|
+
registers.set(SAMPLE, dst);
|
|
144
|
+
break;
|
|
145
|
+
}
|
|
146
|
+
case DECODE_OP.SAMPLE_BLOCK: {
|
|
147
|
+
const image = resources.blocks[a];
|
|
148
|
+
if (image === undefined)
|
|
149
|
+
break;
|
|
150
|
+
sampleImage(image, u, v, graph.addressMode, lod, SAMPLE);
|
|
151
|
+
registers.set(SAMPLE, dst);
|
|
152
|
+
break;
|
|
153
|
+
}
|
|
154
|
+
case DECODE_OP.PROCEDURAL_FBM: {
|
|
155
|
+
let sum = 0;
|
|
156
|
+
let amplitude = 0.5;
|
|
157
|
+
let frequency = 1;
|
|
158
|
+
const octaves = Math.max(1, b);
|
|
159
|
+
for (let o = 0; o < octaves; o += 1) {
|
|
160
|
+
sum += valueNoise(u * frequency * 8, v * frequency * 8, a) * amplitude;
|
|
161
|
+
amplitude *= 0.5;
|
|
162
|
+
frequency *= 2;
|
|
163
|
+
}
|
|
164
|
+
registers[dst] = sum;
|
|
165
|
+
registers[dst + 1] = sum;
|
|
166
|
+
registers[dst + 2] = sum;
|
|
167
|
+
registers[dst + 3] = 1;
|
|
168
|
+
break;
|
|
169
|
+
}
|
|
170
|
+
case DECODE_OP.FLIPBOOK_INDEX: {
|
|
171
|
+
registers[dst] = flipbookFrame(t, a, b, true);
|
|
172
|
+
registers[dst + 1] = 0;
|
|
173
|
+
registers[dst + 2] = 0;
|
|
174
|
+
registers[dst + 3] = 1;
|
|
175
|
+
break;
|
|
176
|
+
}
|
|
177
|
+
case DECODE_OP.LATENT_LERP: {
|
|
178
|
+
const mix = t - Math.floor(t);
|
|
179
|
+
const src0 = a * 4;
|
|
180
|
+
const src1 = b * 4;
|
|
181
|
+
for (let c = 0; c < 4; c += 1) {
|
|
182
|
+
registers[dst + c] =
|
|
183
|
+
registers[src0 + c] * (1 - mix) + registers[src1 + c] * mix;
|
|
184
|
+
}
|
|
185
|
+
break;
|
|
186
|
+
}
|
|
187
|
+
case DECODE_OP.REMAP_CHANNEL: {
|
|
188
|
+
const src = a * 4;
|
|
189
|
+
for (let c = 0; c < 4; c += 1)
|
|
190
|
+
registers[dst + c] = registers[src + c];
|
|
191
|
+
const semantic = REMAP_SEMANTICS[b >>> 4] ?? 'mask-linear';
|
|
192
|
+
const component = b & 0xf;
|
|
193
|
+
SAMPLE.set(registers.subarray(dst, dst + 4));
|
|
194
|
+
normaliseSample(SAMPLE, { semantic, component }, registers[src + component]);
|
|
195
|
+
registers.set(SAMPLE, dst);
|
|
196
|
+
break;
|
|
197
|
+
}
|
|
198
|
+
case DECODE_OP.COMPOSITE: {
|
|
199
|
+
const src0 = a * 4;
|
|
200
|
+
const src1 = b * 4;
|
|
201
|
+
const alpha = registers[src0 + 3];
|
|
202
|
+
for (let c = 0; c < 3; c += 1) {
|
|
203
|
+
registers[dst + c] =
|
|
204
|
+
registers[src0 + c] * alpha + registers[src1 + c] * (1 - alpha);
|
|
205
|
+
}
|
|
206
|
+
registers[dst + 3] = alpha + registers[src1 + 3] * (1 - alpha);
|
|
207
|
+
break;
|
|
208
|
+
}
|
|
209
|
+
case DECODE_OP.EVAL_NETWORK: {
|
|
210
|
+
const net = resources.networks[b];
|
|
211
|
+
if (net === undefined)
|
|
212
|
+
break;
|
|
213
|
+
const src = a * 4;
|
|
214
|
+
for (let c = 0; c < net.shape.inputs; c += 1) {
|
|
215
|
+
NET_IN[c] = c < 4 ? registers[src + c] : 0;
|
|
216
|
+
}
|
|
217
|
+
evalNetwork(net.shape, net.weights, NET_IN, NET_OUT, SCRATCH);
|
|
218
|
+
for (let c = 0; c < 4; c += 1) {
|
|
219
|
+
registers[dst + c] = c < net.shape.outputs ? NET_OUT[c] : 0;
|
|
220
|
+
}
|
|
221
|
+
break;
|
|
222
|
+
}
|
|
223
|
+
default:
|
|
224
|
+
break;
|
|
225
|
+
}
|
|
226
|
+
}
|
|
227
|
+
const result = graph.result * 4;
|
|
228
|
+
for (let c = 0; c < 4; c += 1)
|
|
229
|
+
out[c] = registers[result + c];
|
|
230
|
+
}
|
|
231
|
+
/** A registers array of the right size, for a caller that holds one across calls. */
|
|
232
|
+
export function createDecodeRegisters() {
|
|
233
|
+
return new Float32Array(MAX_REGISTERS * 4);
|
|
234
|
+
}
|