@fjader/svelte 0.2.1 → 0.2.2
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/dist/components/rendering/Areas.svelte +2 -3
- package/dist/components/rendering/Lines.svelte +2 -3
- package/dist/components/rendering/ParallelLines.svelte +2 -1
- package/dist/data/DataAccessor.js +1 -1
- package/dist/gpu/ColorScaleShaderLib.d.ts +1 -1
- package/dist/gpu/ColorScaleShaderLib.js +3 -2
- package/dist/gpu/NanShaderLib.d.ts +30 -0
- package/dist/gpu/NanShaderLib.js +42 -0
- package/dist/gpu/ResolveShader.d.ts +1 -1
- package/dist/gpu/ResolveShader.js +4 -3
- package/dist/gpu/SizeScaleShaderLib.d.ts +1 -1
- package/dist/gpu/SizeScaleShaderLib.js +2 -1
- package/dist/gpu/decimation/M4Shader.d.ts +13 -7
- package/dist/gpu/decimation/M4Shader.js +79 -64
- package/package.json +1 -1
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@@ -3,6 +3,7 @@
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import { RendererHost } from './RendererHost.svelte';
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import { getGPUContext } from '../../gpu';
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import { getCurveWGSL, getCurveResolution } from '../../gpu/CurveShaderLib';
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import { NAN_WGSL } from '../../gpu/NanShaderLib';
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import { DEFAULT_FILL_COLOR } from '../../scales/color-utils';
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import type { ChartContext, WebGPUCanvasContext, CurveType } from '../../types';
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@@ -159,9 +160,7 @@
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@group(1) @binding(4) var<storage, read> colorValues: array<f32>;
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{{FACET_BINDING}}
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return v != v;
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}
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${NAN_WGSL}
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// Map (dimension, boundary) to (x, y) based on orientation
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fn makePoint(dimVal: f32, boundaryVal: f32) -> vec2<f32> {
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import { RendererHost } from './RendererHost.svelte';
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import { getGPUContext } from '../../gpu';
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import { getCurveWGSL, getCurveResolution } from '../../gpu/CurveShaderLib';
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import { NAN_WGSL } from '../../gpu/NanShaderLib';
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import { DEFAULT_STROKE_COLOR } from '../../scales/color-utils';
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import type { ChartContext, WebGPUCanvasContext, CurveType } from '../../types';
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import type { M4Decimator } from '../../gpu/decimation/M4Decimator.svelte';
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@@ -156,9 +157,7 @@
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@group(1) @binding(3) var<storage, read> colorValues: array<f32>;
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{{FACET_BINDING}}
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-
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return v != v;
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}
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${NAN_WGSL}
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const DISCARD_POS = vec4<f32>(2.0, 2.0, 2.0, 1.0);
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import { RendererHost } from './RendererHost.svelte';
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import { getGPUContext } from '../../gpu';
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import { getCurveWGSL, getCurveResolution } from '../../gpu/CurveShaderLib';
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import { NAN_WGSL } from '../../gpu/NanShaderLib';
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import { DEFAULT_STROKE_COLOR } from '../../scales/color-utils';
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import type { ChartContext, CurveType, WebGPUCanvasContext } from '../../types';
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@@ -123,7 +124,7 @@
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// writes; only linear math is applied to them today.
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@group(1) @binding(3) var<uniform> axisScales: array<ScaleParam, ${MAX_AXES}>;
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${NAN_WGSL}
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const DISCARD_POS = vec4<f32>(2.0, 2.0, 2.0, 1.0);
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fn getAxisOrder(visualIdx: u32) -> u32 {
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@@ -29,7 +29,7 @@ export class ArrowDataAccessor {
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// FAST PATH: Single chunk numeric - try to return underlying buffer directly.
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// NULL handling: Query-level COALESCE(CAST(expr AS REAL), 'NaN'::REAL)
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// converts SQL NULLs to the NaN float value, so Arrow columns from Fjader
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// queries have nullCount=0 and clean buffers. GPU shaders detect NaN
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// queries have nullCount=0 and clean buffers. GPU shaders detect NaN by its bit pattern (NanShaderLib)
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// and discard those vertices to create gaps in lines/areas.
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if (!isStringType && col.data.length === 1) {
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const chunk = col.data[0];
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@@ -17,4 +17,4 @@ export declare const COLOR_CONFIG_SLOT_BASE_OFFSET = 32;
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export declare const NO_SLOT_TABLE = 4294967295;
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export declare const COLOR_SCALE_STRUCTS = "\nstruct ColorConfig {\n domainMin: f32, // byte 0 \u2014 pre-transformed for non-linear types\n domainMax: f32, // byte 4 \u2014 pre-transformed for non-linear types\n rampOffset: u32, // byte 8\n paletteOffset: u32, // byte 12\n paletteSize: u32, // byte 16\n scaleType: u32, // byte 20 \u2014 scheme rendering type (ordinal/sequential/diverging/cyclical)\n transformType: u32, // byte 24 \u2014 normalization transform (linear/log/symlog/sqrt/pow)\n transformParam: f32, // byte 28 \u2014 symlog constant C, or pow exponent\n slotBase: u32, // byte 32 \u2014 base into identitySlots, or NO_SLOT_TABLE\n _pad0: u32, // byte 36\n _pad1: u32, // byte 40\n _pad2: u32, // byte 44\n}\n\n/**\n * slotBase when this scale's channel already carries a palette index rather\n * than an identity id. Distinct from base 0, which is a real block \u2014 the\n * permanently empty one \u2014 so it cannot be confused with \"not placed\".\n */\nconst NO_SLOT_TABLE: u32 = 0xFFFFFFFFu;\n\nconst COLOR_SCALE_ORDINAL: u32 = 0u;\nconst COLOR_SCALE_SEQUENTIAL: u32 = 1u;\nconst COLOR_SCALE_DIVERGING: u32 = 2u;\nconst COLOR_SCALE_CYCLICAL: u32 = 3u;\n\nconst COLOR_TRANSFORM_LINEAR: u32 = 0u;\nconst COLOR_TRANSFORM_LOG: u32 = 1u;\nconst COLOR_TRANSFORM_SYMLOG: u32 = 2u;\nconst COLOR_TRANSFORM_SQRT: u32 = 3u;\nconst COLOR_TRANSFORM_POW: u32 = 4u;\n";
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export declare const COLOR_SCALE_BINDINGS = "\n@group(2) @binding(1) var<storage, read> colorConfigs: array<ColorConfig>;\n@group(2) @binding(2) var<storage, read> colorRamps: array<vec4<f32>>;\n@group(2) @binding(3) var<storage, read> ordinalPalettes: array<vec4<f32>>;\n";
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export declare const COLOR_SCALE_FUNCTIONS
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export declare const COLOR_SCALE_FUNCTIONS: string;
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import { isNanExpr } from './NanShaderLib';
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// src/lib/gpu/ColorScaleShaderLib.ts
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// ---------------------------------------------------------------------------
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// Design note: branching vs JIT-compiled shaders for color normalization
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@@ -148,7 +149,7 @@ fn getColorFromScale(scaleIndex: u32, value: f32, nullColor: vec4<f32>) -> vec4<
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return samplePalette(config, catIdx);
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}
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if (value
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if (${isNanExpr('value')}) {
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return nullColor;
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}
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@@ -168,7 +169,7 @@ fn getOrdinalColor(scaleIndex: u32, categoryIndex: u32, nullColor: vec4<f32>) ->
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}
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fn getContinuousColor(scaleIndex: u32, value: f32, nullColor: vec4<f32>) -> vec4<f32> {
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if (value
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if (${isNanExpr('value')}) {
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return nullColor;
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}
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let config = colorConfigs[scaleIndex];
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/**
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* NaN tests for WGSL that a shader compiler cannot remove.
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*
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* fjader sends nulls to the GPU as NaN. WGSL lets an implementation assume
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* floats are finite, and Apple's Metal compilers act on that: `v != v` and
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* `!(v == v)` can compile to `false`, so a NaN goes undetected. Whether that
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* happens depends on the GPU generation and on the code around the test, so a
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* check that works on one Mac can be gone on another. /test/nan-probe shows
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* what a given GPU does.
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*
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* These test the bit pattern instead: an exponent of all ones and a non-zero
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* mantissa. That is integer arithmetic, which no float assumption touches.
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*
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* `NAN_BITS` is the quiet NaN written wherever a shader needs to produce one.
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* Writing it as bits into a u32 view of the buffer keeps it exact; producing
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* a NaN through float arithmetic is not guaranteed to.
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*/
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/** The quiet NaN fjader writes, as bits. */
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export declare const NAN_BITS_HEX = "0x7FC00000u";
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/**
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* `isNanBits(u)` for a value read through a u32 view, and `isNaN(v)` for one
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* already loaded as f32. Prefer the u32 view where a shader can read the
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* buffer that way: it never loads the NaN as a float at all.
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*/
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export declare const NAN_WGSL = "\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n";
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/**
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* The same test as an expression, for shader libraries that are pasted into
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* other shaders and so cannot define functions those shaders may define too.
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*/
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export declare function isNanExpr(f32Expr: string): string;
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/**
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* NaN tests for WGSL that a shader compiler cannot remove.
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*
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* fjader sends nulls to the GPU as NaN. WGSL lets an implementation assume
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* floats are finite, and Apple's Metal compilers act on that: `v != v` and
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* `!(v == v)` can compile to `false`, so a NaN goes undetected. Whether that
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* happens depends on the GPU generation and on the code around the test, so a
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* check that works on one Mac can be gone on another. /test/nan-probe shows
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* what a given GPU does.
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*
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* These test the bit pattern instead: an exponent of all ones and a non-zero
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* mantissa. That is integer arithmetic, which no float assumption touches.
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*
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* `NAN_BITS` is the quiet NaN written wherever a shader needs to produce one.
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* Writing it as bits into a u32 view of the buffer keeps it exact; producing
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* a NaN through float arithmetic is not guaranteed to.
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*/
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/** The quiet NaN fjader writes, as bits. */
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export const NAN_BITS_HEX = '0x7FC00000u';
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/**
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* `isNanBits(u)` for a value read through a u32 view, and `isNaN(v)` for one
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* already loaded as f32. Prefer the u32 view where a shader can read the
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* buffer that way: it never loads the NaN as a float at all.
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*/
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export const NAN_WGSL = /* wgsl */ `
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const NAN_BITS: u32 = ${NAN_BITS_HEX};
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fn isNanBits(u: u32) -> bool {
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}
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fn isNaN(v: f32) -> bool {
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return isNanBits(bitcast<u32>(v));
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}
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`;
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/**
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* The same test as an expression, for shader libraries that are pasted into
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* other shaders and so cannot define functions those shaders may define too.
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*/
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export function isNanExpr(f32Expr) {
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return `((bitcast<u32>(${f32Expr}) & 0x7fffffffu) > 0x7f800000u)`;
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}
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export declare const RESOLVE_SHADER
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export declare const RESOLVE_SHADER: string;
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* The same expression in JS, and the reason it exists.
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import { isNanExpr } from './NanShaderLib';
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* The resolve kernel: `resolved[j] = mix(from[j], to[j], t)` over one range.
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// A NaN on either side means one end of this transition is not a number, so
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// there is nothing to interpolate along. Take the destination and be done.
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//
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// propagate a NaN, and a compiler may fold a float test like a != a to false.
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let takeTo = a == b || a
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let takeTo = a == b || ${isNanExpr('a')} || ${isNanExpr('b')};
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resolved[j] = select(mix(a, b, params.t), b, takeTo);
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`;
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export declare const SIZE_SCALE_BINDINGS = "\n@group(2) @binding(4) var<uniform> sizeConfigs: array<SizeConfig, 64>;\n";
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export declare const SIZE_SCALE_FUNCTIONS
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export declare const SIZE_SCALE_FUNCTIONS: string;
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export const SIZE_SCALE_STRUCTS = /* wgsl */ `
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struct SizeConfig {
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// Handle NaN → rangeMin
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* Every pass reads and writes the data through u32 views. NaN (a null, or an
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* a float: Metal compilers may fold `x != x` to false (see NanShaderLib), and
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declare const WORKGROUP_SIZE = 256;
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/** Bytes of immediate data passes 1 and 2 read: one ScaleParam. */
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* Group 0: inputLayout (data dummies + config + bins)
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* Group 1: controlLayout (control)
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*/
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declare const INIT_BINS_SHADER = "\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn
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declare const INIT_BINS_SHADER = "\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn sortableFromBits(bits: u32) -> u32 {\n\treturn select(~bits, bits ^ 0x80000000u, (bits & 0x80000000u) == 0u);\n}\n\n\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n\n\n\n@group(0) @binding(4) var<uniform> config: M4Config;\n@group(0) @binding(5) var<storage, read_write> bins: array<M4Bin>;\n@group(1) @binding(0) var<storage, read_write> control: array<atomic<u32>>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet binKey = gid.x;\n\tlet totalBins = config.numSeries * config.numBins;\n\n\t// Thread 0: read JS decision, set instance count\n\tif (binKey == 0u) {\n\t\tlet outputSize = config.numBins * config.numSeries * 4u;\n\t\t// JS sets _pad: 1 = decimate, 2 = passthrough\n\t\tlet shouldDec = config.decimationMode == 1u;\n\t\tatomicStore(&control[4], select(0u, 1u, shouldDec));\n\t\tatomicStore(&control[1], select(0u, outputSize, shouldDec));\n\t}\n\n\t// Always init bins \u2014 cheap and ensures clean state for potential decimation.\n\tif (binKey >= totalBins) { return; }\n\n\tatomicStore(&bins[binKey].firstIdx, 0xFFFFFFFFu);\n\tatomicStore(&bins[binKey].lastIdx, 0u);\n\tatomicStore(&bins[binKey].minYSortable, 0xFFFFFFFFu);\n\tatomicStore(&bins[binKey].maxYSortable, 0u);\n\tatomicStore(&bins[binKey].minYIdx, 0xFFFFFFFFu);\n\tatomicStore(&bins[binKey].maxYIdx, 0xFFFFFFFFu);\n}\n";
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declare const BIN_POINTS_SHADER = "\nrequires immediate_address_space;\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn
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declare const BIN_POINTS_SHADER = "\nrequires immediate_address_space;\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn sortableFromBits(bits: u32) -> u32 {\n\treturn select(~bits, bits ^ 0x80000000u, (bits & 0x80000000u) == 0u);\n}\n\n\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n\n\n\nstruct ScaleParam {\n\tp1: f32,\n\tp2: f32,\n\tp3: f32,\n\tp4: f32,\n};\n\nvar<immediate> xScale: ScaleParam;\n\n\n@group(0) @binding(0) var<storage, read> xBits: array<u32>;\n@group(0) @binding(1) var<storage, read> yBits: array<u32>;\n@group(0) @binding(2) var<storage, read> seriesBits: array<u32>;\n@group(0) @binding(4) var<uniform> config: M4Config;\n@group(0) @binding(5) var<storage, read_write> bins: array<M4Bin>;\n@group(1) @binding(0) var<storage, read_write> control: array<atomic<u32>>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\t// Only bin if decimating\n\tif (atomicLoad(&control[4]) == 0u) { return; }\n\n\tlet idx = gid.x;\n\tif (idx >= config.pointCount) { return; }\n\n\t// Skip NaN points, tested on the bits before either becomes a float\n\tlet xb = xBits[idx];\n\tlet yb = yBits[idx];\n\tif (isNanBits(xb) || isNanBits(yb)) { return; }\n\tlet x = bitcast<f32>(xb);\n\n\tlet domainMin = xScale.p1;\n\tlet domainMax = xScale.p2;\n\n\tlet t = (x - domainMin) / (domainMax - domainMin);\n\n\t// Series: 0-indexed from ViewManager (-1 = null/unknown, 0+ = categories)\n\tlet seriesB = seriesBits[idx];\n\tif (isNanBits(seriesB)) { return; }\n\tlet seriesF = bitcast<f32>(seriesB);\n\tif (seriesF < 0.0) { return; }\n\tlet series = u32(seriesF);\n\tif (series >= config.numSeries) { return; }\n\n\t// Bin assignment: boundary bins capture off-screen points for line connectivity.\n\t// Bins 0 and numBins-1 are boundary bins; bins 1..numBins-2 map to viewport pixels.\n\tvar bin: u32;\n\tif (t < 0.0) {\n\t\tbin = 0u;\n\t} else if (t > 1.0) {\n\t\tbin = config.numBins - 1u;\n\t} else {\n\t\tlet innerBins = config.numBins - 2u;\n\t\tbin = 1u + min(u32(floor(t * f32(innerBins))), innerBins - 1u);\n\t}\n\tlet binKey = series * config.numBins + bin;\n\n\tatomicMin(&bins[binKey].firstIdx, idx);\n\tatomicMax(&bins[binKey].lastIdx, idx);\n\n\tlet ySortable = sortableFromBits(yb);\n\tatomicMin(&bins[binKey].minYSortable, ySortable);\n\tatomicMax(&bins[binKey].maxYSortable, ySortable);\n}\n";
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declare const FIND_MINMAX_SHADER = "\nrequires immediate_address_space;\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn
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declare const FIND_MINMAX_SHADER = "\nrequires immediate_address_space;\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn sortableFromBits(bits: u32) -> u32 {\n\treturn select(~bits, bits ^ 0x80000000u, (bits & 0x80000000u) == 0u);\n}\n\n\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n\n\n\nstruct ScaleParam {\n\tp1: f32,\n\tp2: f32,\n\tp3: f32,\n\tp4: f32,\n};\n\nvar<immediate> xScale: ScaleParam;\n\n\n@group(0) @binding(0) var<storage, read> xBits: array<u32>;\n@group(0) @binding(1) var<storage, read> yBits: array<u32>;\n@group(0) @binding(2) var<storage, read> seriesBits: array<u32>;\n@group(0) @binding(4) var<uniform> config: M4Config;\n@group(0) @binding(5) var<storage, read_write> bins: array<M4Bin>;\n@group(1) @binding(0) var<storage, read_write> control: array<atomic<u32>>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tif (atomicLoad(&control[4]) == 0u) { return; }\n\n\tlet idx = gid.x;\n\tif (idx >= config.pointCount) { return; }\n\n\t// NaN skip on the bits (matches binPoints pass)\n\tlet xb = xBits[idx];\n\tlet yb = yBits[idx];\n\tif (isNanBits(xb) || isNanBits(yb)) { return; }\n\tlet x = bitcast<f32>(xb);\n\n\tlet domainMin = xScale.p1;\n\tlet domainMax = xScale.p2;\n\n\tlet t = (x - domainMin) / (domainMax - domainMin);\n\n\t// Series: 0-indexed (matches binPoints pass)\n\tlet seriesB = seriesBits[idx];\n\tif (isNanBits(seriesB)) { return; }\n\tlet seriesF = bitcast<f32>(seriesB);\n\tif (seriesF < 0.0) { return; }\n\tlet series = u32(seriesF);\n\tif (series >= config.numSeries) { return; }\n\n\t// Boundary bin clamping (matches binPoints pass)\n\tvar bin: u32;\n\tif (t < 0.0) {\n\t\tbin = 0u;\n\t} else if (t > 1.0) {\n\t\tbin = config.numBins - 1u;\n\t} else {\n\t\tlet innerBins = config.numBins - 2u;\n\t\tbin = 1u + min(u32(floor(t * f32(innerBins))), innerBins - 1u);\n\t}\n\tlet binKey = series * config.numBins + bin;\n\n\tlet ySortable = sortableFromBits(yb);\n\n\tif (ySortable == atomicLoad(&bins[binKey].minYSortable)) {\n\t\tatomicMin(&bins[binKey].minYIdx, idx);\n\t}\n\tif (ySortable == atomicLoad(&bins[binKey].maxYSortable)) {\n\t\tatomicMin(&bins[binKey].maxYIdx, idx);\n\t}\n}\n";
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@@ -82,7 +88,7 @@ declare const FIND_MINMAX_SHADER = "\nrequires immediate_address_space;\n\nstruc
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declare const EMIT_OUTPUT_SHADER = "\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn
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declare const EMIT_OUTPUT_SHADER = "\n\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\nstruct M4Bin {\n\tfirstIdx: atomic<u32>,\n\tlastIdx: atomic<u32>,\n\tminYSortable: atomic<u32>,\n\tmaxYSortable: atomic<u32>,\n\tminYIdx: atomic<u32>,\n\tmaxYIdx: atomic<u32>,\n};\n\nfn sortableFromBits(bits: u32) -> u32 {\n\treturn select(~bits, bits ^ 0x80000000u, (bits & 0x80000000u) == 0u);\n}\n\n\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n\n\n\n// Note: seriesValues not bound here \u2014 series is derived from binKey / numBins.\n// This keeps total storage buffers within WebGPU default limit.\n@group(0) @binding(0) var<storage, read> xBits: array<u32>;\n@group(0) @binding(1) var<storage, read> yBits: array<u32>;\n@group(0) @binding(2) var<storage, read> colorBits: array<u32>;\n@group(0) @binding(3) var<uniform> config: M4Config;\n@group(0) @binding(4) var<storage, read_write> bins: array<M4Bin>;\n@group(1) @binding(0) var<storage, read_write> xOut: array<u32>;\n@group(1) @binding(1) var<storage, read_write> yOut: array<u32>;\n@group(1) @binding(2) var<storage, read_write> seriesOut: array<u32>;\n@group(1) @binding(3) var<storage, read_write> colorOut: array<u32>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tlet binKey = gid.x;\n\tlet totalBins = config.numSeries * config.numBins;\n\tif (binKey >= totalBins) { return; }\n\n\tlet outBase = binKey * 4u;\n\tlet firstIdx = atomicLoad(&bins[binKey].firstIdx);\n\n\t// Empty bin: NaN in all 4 output slots, written as bits\n\tif (firstIdx == 0xFFFFFFFFu) {\n\t\tfor (var i = 0u; i < 4u; i++) {\n\t\t\txOut[outBase + i] = NAN_BITS;\n\t\t\tyOut[outBase + i] = NAN_BITS;\n\t\t\tseriesOut[outBase + i] = NAN_BITS;\n\t\t\tcolorOut[outBase + i] = NAN_BITS;\n\t\t}\n\t\treturn;\n\t}\n\n\tlet lastIdx = atomicLoad(&bins[binKey].lastIdx);\n\tlet minYIdx = atomicLoad(&bins[binKey].minYIdx);\n\tlet maxYIdx = atomicLoad(&bins[binKey].maxYIdx);\n\n\t// Collect up to 4 unique indices, sorted by original index (= x-order)\n\tvar indices: array<u32, 4>;\n\tvar count = 0u;\n\n\t// Insert in sorted order, skip duplicates\n\tvar candidates = array<u32, 4>(firstIdx, lastIdx, minYIdx, maxYIdx);\n\n\t// Simple insertion sort for up to 4 candidates\n\tfor (var c = 0u; c < 4u; c++) {\n\t\tlet candidate = candidates[c];\n\t\t// Check if already present\n\t\tvar isDuplicate = false;\n\t\tfor (var k = 0u; k < count; k++) {\n\t\t\tif (indices[k] == candidate) {\n\t\t\t\tisDuplicate = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\tif (isDuplicate) { continue; }\n\n\t\t// Insert in sorted position\n\t\tvar insertPos = count;\n\t\tfor (var k = 0u; k < count; k++) {\n\t\t\tif (candidate < indices[k]) {\n\t\t\t\tinsertPos = k;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\t// Shift elements right\n\t\tfor (var k = count; k > insertPos; k--) {\n\t\t\tindices[k] = indices[k - 1u];\n\t\t}\n\t\tindices[insertPos] = candidate;\n\t\tcount++;\n\t}\n\n\t// Derive series value from bin key (0-indexed, matching ViewManager convention).\n\t// Vertex shader uses != comparison for series breaks, so any distinct values work.\n\tlet seriesVal = bitcast<u32>(f32(binKey / config.numBins));\n\n\t// Write unique points, fill remaining slots with last unique point.\n\t// Copied as bits, so a value arrives exactly as it left.\n\tfor (var i = 0u; i < 4u; i++) {\n\t\tlet srcIdx = indices[min(i, count - 1u)];\n\t\txOut[outBase + i] = xBits[srcIdx];\n\t\tyOut[outBase + i] = yBits[srcIdx];\n\t\tseriesOut[outBase + i] = seriesVal;\n\t\tcolorOut[outBase + i] = colorBits[srcIdx];\n\t}\n}\n";
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* Pass 4: Compact non-NaN output points and deduplicate.
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* After the emit pass, empty bins contain NaN. This pass packs real data
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@@ -100,7 +106,7 @@ declare const EMIT_OUTPUT_SHADER = "\n\nstruct M4Config {\n\tpointCount: u32,\n\
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declare const COMPACT_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n@group(0) @binding(0) var<uniform> config: M4Config;\n@group(0) @binding(1) var<storage, read_write> xOut: array<
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declare const COMPACT_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n\nconst NAN_BITS: u32 = 0x7FC00000u;\n\nfn isNanBits(u: u32) -> bool {\n\treturn (u & 0x7fffffffu) > 0x7f800000u;\n}\n\nfn isNaN(v: f32) -> bool {\n\treturn isNanBits(bitcast<u32>(v));\n}\n\n\n@group(0) @binding(0) var<uniform> config: M4Config;\n@group(0) @binding(1) var<storage, read_write> xOut: array<u32>;\n@group(0) @binding(2) var<storage, read_write> yOut: array<u32>;\n@group(0) @binding(3) var<storage, read_write> seriesOut: array<u32>;\n@group(0) @binding(4) var<storage, read_write> colorOut: array<u32>;\n@group(1) @binding(0) var<storage, read_write> control: array<atomic<u32>>;\n\n@compute @workgroup_size(1)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\tif (atomicLoad(&control[4]) == 0u) { return; }\n\n\tlet series = gid.x;\n\tif (series >= config.numSeries) { return; }\n\n\tlet start = series * 4u * config.numBins;\n\tlet end = start + 4u * config.numBins;\n\n\t// Pack non-NaN points to the front, skipping consecutive duplicates.\n\t// All on bits: NaN by its pattern, duplicates by identical bits. lastX\n\t// starts as NaN, which no kept x can equal.\n\tvar writeIdx = start;\n\tvar lastX = NAN_BITS;\n\tvar lastY = NAN_BITS;\n\n\tfor (var i = start; i < end; i++) {\n\t\tlet x = xOut[i];\n\t\tif (isNanBits(x)) { continue; }\n\t\tlet y = yOut[i];\n\t\tif (x == lastX && y == lastY) { continue; }\n\n\t\tif (writeIdx != i) {\n\t\t\txOut[writeIdx] = x;\n\t\t\tyOut[writeIdx] = y;\n\t\t\tseriesOut[writeIdx] = seriesOut[i];\n\t\t\tcolorOut[writeIdx] = colorOut[i];\n\t\t}\n\t\tlastX = x;\n\t\tlastY = y;\n\t\twriteIdx++;\n\t}\n\n\t// NaN-pad remaining slots\n\tfor (var i = writeIdx; i < end; i++) {\n\t\txOut[i] = NAN_BITS;\n\t\tyOut[i] = NAN_BITS;\n\t\tseriesOut[i] = NAN_BITS;\n\t\tcolorOut[i] = NAN_BITS;\n\t}\n\n\t// Instance count is set by pass 0 (outputSize) \u2014 compact only reorganizes\n\t// data within each series block, it doesn't change the total count.\n\t// The vertex shader discards NaN-padded entries at the end of each block.\n}\n";
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* Pass 5a: Passthrough copy — raw x,y → output + set indirect count.
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@@ -113,7 +119,7 @@ declare const COMPACT_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBi
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* Group 0: passthroughInputLayout (data0, data1, config, control)
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declare const PASSTHROUGH_XY_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n@group(0) @binding(0) var<storage, read> xIn: array<
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declare const PASSTHROUGH_XY_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n// Copied as bits, so a null's NaN arrives exactly as it left.\n@group(0) @binding(0) var<storage, read> xIn: array<u32>;\n@group(0) @binding(1) var<storage, read> yIn: array<u32>;\n@group(0) @binding(2) var<uniform> config: M4Config;\n@group(0) @binding(3) var<storage, read_write> control: array<atomic<u32>>;\n@group(1) @binding(0) var<storage, read_write> xOut: array<u32>;\n@group(1) @binding(1) var<storage, read_write> yOut: array<u32>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\t// Only run in passthrough mode\n\tif (atomicLoad(&control[4]) == 1u) { return; }\n\n\tlet idx = gid.x;\n\n\t// Thread 0 sets instance count to raw point count\n\tif (idx == 0u) {\n\t\tatomicStore(&control[1], config.pointCount);\n\t}\n\n\tif (idx >= config.pointCount) { return; }\n\n\txOut[idx] = xIn[idx];\n\tyOut[idx] = yIn[idx];\n}\n";
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declare const PASSTHROUGH_SC_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n@group(0) @binding(0) var<storage, read> seriesIn: array<
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declare const PASSTHROUGH_SC_SHADER = "\nstruct M4Config {\n\tpointCount: u32,\n\tnumBins: u32,\n\tnumSeries: u32,\n\t_reserved: u32,\n\t_reserved0: u32,\n\t_reserved1: u32,\n\t_reserved2: u32,\n\tdecimationMode: u32,\n};\n\n// Copied as bits, like pass 5a.\n@group(0) @binding(0) var<storage, read> seriesIn: array<u32>;\n@group(0) @binding(1) var<storage, read> colorIn: array<u32>;\n@group(0) @binding(2) var<uniform> config: M4Config;\n@group(0) @binding(3) var<storage, read_write> control: array<atomic<u32>>;\n@group(1) @binding(0) var<storage, read_write> seriesOut: array<u32>;\n@group(1) @binding(1) var<storage, read_write> colorOut: array<u32>;\n\n@compute @workgroup_size(256)\nfn main(@builtin(global_invocation_id) gid: vec3<u32>) {\n\t// Only run in passthrough mode\n\tif (atomicLoad(&control[4]) == 1u) { return; }\n\n\tlet idx = gid.x;\n\tif (idx >= config.pointCount) { return; }\n\n\tseriesOut[idx] = seriesIn[idx];\n\tcolorOut[idx] = colorIn[idx];\n}\n";
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export { WORKGROUP_SIZE, X_SCALE_IMMEDIATE_SIZE, INIT_BINS_SHADER, BIN_POINTS_SHADER, FIND_MINMAX_SHADER, EMIT_OUTPUT_SHADER, COMPACT_SHADER, PASSTHROUGH_XY_SHADER, PASSTHROUGH_SC_SHADER };
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|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
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|
|
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|
|
|
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// Write unique points, fill remaining slots with last unique point
|
|
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|
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// Write unique points, fill remaining slots with last unique point.
|
|
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|
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// Copied as bits, so a value arrives exactly as it left.
|
|
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|
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|
|
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368
|
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|
|
358
|
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|
|
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|
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yOut[outBase + i] =
|
|
369
|
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|
|
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|
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|
|
360
371
|
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|
|
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|
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colorOut[outBase + i] =
|
|
372
|
+
colorOut[outBase + i] = colorBits[srcIdx];
|
|
362
373
|
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|
|
363
374
|
}
|
|
364
375
|
`;
|
|
@@ -391,11 +402,13 @@ struct M4Config {
|
|
|
391
402
|
decimationMode: u32,
|
|
392
403
|
};
|
|
393
404
|
|
|
405
|
+
${NAN_WGSL}
|
|
406
|
+
|
|
394
407
|
@group(0) @binding(0) var<uniform> config: M4Config;
|
|
395
|
-
@group(0) @binding(1) var<storage, read_write> xOut: array<
|
|
396
|
-
@group(0) @binding(2) var<storage, read_write> yOut: array<
|
|
397
|
-
@group(0) @binding(3) var<storage, read_write> seriesOut: array<
|
|
398
|
-
@group(0) @binding(4) var<storage, read_write> colorOut: array<
|
|
408
|
+
@group(0) @binding(1) var<storage, read_write> xOut: array<u32>;
|
|
409
|
+
@group(0) @binding(2) var<storage, read_write> yOut: array<u32>;
|
|
410
|
+
@group(0) @binding(3) var<storage, read_write> seriesOut: array<u32>;
|
|
411
|
+
@group(0) @binding(4) var<storage, read_write> colorOut: array<u32>;
|
|
399
412
|
@group(1) @binding(0) var<storage, read_write> control: array<atomic<u32>>;
|
|
400
413
|
|
|
401
414
|
@compute @workgroup_size(1)
|
|
@@ -409,14 +422,15 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
|
|
|
409
422
|
let end = start + 4u * config.numBins;
|
|
410
423
|
|
|
411
424
|
// Pack non-NaN points to the front, skipping consecutive duplicates.
|
|
425
|
+
// All on bits: NaN by its pattern, duplicates by identical bits. lastX
|
|
426
|
+
// starts as NaN, which no kept x can equal.
|
|
412
427
|
var writeIdx = start;
|
|
413
|
-
var
|
|
414
|
-
var
|
|
415
|
-
var lastY: f32 = bitcast<f32>(nanBits);
|
|
428
|
+
var lastX = NAN_BITS;
|
|
429
|
+
var lastY = NAN_BITS;
|
|
416
430
|
|
|
417
431
|
for (var i = start; i < end; i++) {
|
|
418
432
|
let x = xOut[i];
|
|
419
|
-
if (x
|
|
433
|
+
if (isNanBits(x)) { continue; }
|
|
420
434
|
let y = yOut[i];
|
|
421
435
|
if (x == lastX && y == lastY) { continue; }
|
|
422
436
|
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@@ -432,12 +446,11 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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432
446
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}
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433
447
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434
448
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// NaN-pad remaining slots
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435
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-
let nan = bitcast<f32>(nanBits);
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436
449
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for (var i = writeIdx; i < end; i++) {
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437
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-
xOut[i] =
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438
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-
yOut[i] =
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439
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-
seriesOut[i] =
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440
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-
colorOut[i] =
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450
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+
xOut[i] = NAN_BITS;
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451
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+
yOut[i] = NAN_BITS;
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452
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+
seriesOut[i] = NAN_BITS;
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453
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+
colorOut[i] = NAN_BITS;
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441
454
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}
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442
455
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443
456
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// Instance count is set by pass 0 (outputSize) — compact only reorganizes
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@@ -469,12 +482,13 @@ struct M4Config {
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469
482
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decimationMode: u32,
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470
483
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};
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471
484
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472
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-
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473
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-
@group(0) @binding(
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485
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+
// Copied as bits, so a null's NaN arrives exactly as it left.
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486
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+
@group(0) @binding(0) var<storage, read> xIn: array<u32>;
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487
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+
@group(0) @binding(1) var<storage, read> yIn: array<u32>;
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474
488
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@group(0) @binding(2) var<uniform> config: M4Config;
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475
489
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@group(0) @binding(3) var<storage, read_write> control: array<atomic<u32>>;
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476
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-
@group(1) @binding(0) var<storage, read_write> xOut: array<
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477
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-
@group(1) @binding(1) var<storage, read_write> yOut: array<
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490
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+
@group(1) @binding(0) var<storage, read_write> xOut: array<u32>;
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491
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+
@group(1) @binding(1) var<storage, read_write> yOut: array<u32>;
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478
492
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479
493
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@compute @workgroup_size(${WORKGROUP_SIZE})
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480
494
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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@@ -517,12 +531,13 @@ struct M4Config {
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517
531
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decimationMode: u32,
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518
532
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};
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519
533
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520
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-
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521
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-
@group(0) @binding(
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534
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+
// Copied as bits, like pass 5a.
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535
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+
@group(0) @binding(0) var<storage, read> seriesIn: array<u32>;
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536
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+
@group(0) @binding(1) var<storage, read> colorIn: array<u32>;
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522
537
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@group(0) @binding(2) var<uniform> config: M4Config;
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523
538
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@group(0) @binding(3) var<storage, read_write> control: array<atomic<u32>>;
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524
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-
@group(1) @binding(0) var<storage, read_write> seriesOut: array<
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525
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-
@group(1) @binding(1) var<storage, read_write> colorOut: array<
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539
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+
@group(1) @binding(0) var<storage, read_write> seriesOut: array<u32>;
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540
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+
@group(1) @binding(1) var<storage, read_write> colorOut: array<u32>;
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526
541
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527
542
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@compute @workgroup_size(${WORKGROUP_SIZE})
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528
543
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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