@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.11

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.
Files changed (765) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +21598 -0
  4. package/dist/dist.min.js +13439 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +278 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +108 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +74 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  175. package/dist/lib/shader-module/shader-pass.js +5 -0
  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  186. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
  190. package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
  191. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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@@ -0,0 +1,156 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ // SPDX-FileCopyrightText: Copyright (c) three.js authors
5
+
6
+ // Forked from THREE.js under MIT license
7
+ // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
8
+
9
+ import {clamp} from '@math.gl/core';
10
+
11
+ /** Pre-calculated tables for float16 conversion */
12
+ type Float16Tables = {
13
+ // float32 to float16 helpers
14
+ baseTable: Uint32Array;
15
+ shiftTable: Uint32Array;
16
+ // float16 to float32 helpers
17
+ mantissaTable: Uint32Array;
18
+ exponentTable: Uint32Array;
19
+ offsetTable: Uint32Array;
20
+ };
21
+
22
+ /** */
23
+ let float16Tables: Float16Tables | null = null;
24
+
25
+ /** Storage that can be viewed both as float and integer */
26
+ const buffer = new ArrayBuffer(4);
27
+ const floatView = new Float32Array(buffer);
28
+ const uint32View = new Uint32Array(buffer);
29
+
30
+ /**
31
+ * float32 to float16
32
+ * @param val
33
+ * @returns
34
+ */
35
+ export function toHalfFloat(val: number): number {
36
+ float16Tables ||= generateFloat16Tables();
37
+
38
+ // if ( Math.abs( val ) > 65504 ) console.warn( 'toHalfFloat(): Value out of range.' );
39
+
40
+ val = clamp(val, -65504, 65504);
41
+
42
+ floatView[0] = val;
43
+ const f = uint32View[0];
44
+ const e = (f >> 23) & 0x1ff;
45
+ return float16Tables.baseTable[e] + ((f & 0x007fffff) >> float16Tables.shiftTable[e]);
46
+ }
47
+
48
+ /**
49
+ * float16 to float32
50
+ * @param val
51
+ * @returns
52
+ */
53
+ export function fromHalfFloat(val: number): number {
54
+ float16Tables ||= generateFloat16Tables();
55
+
56
+ const m = val >> 10;
57
+ uint32View[0] =
58
+ float16Tables.mantissaTable[float16Tables.offsetTable[m] + (val & 0x3ff)] +
59
+ float16Tables.exponentTable[m];
60
+ return floatView[0];
61
+ }
62
+
63
+ function generateFloat16Tables(): Float16Tables {
64
+ // float32 to float16 helpers
65
+
66
+ const baseTable = new Uint32Array(512);
67
+ const shiftTable = new Uint32Array(512);
68
+
69
+ for (let i = 0; i < 256; ++i) {
70
+ const e = i - 127;
71
+
72
+ // very small number (0, -0)
73
+
74
+ if (e < -27) {
75
+ baseTable[i] = 0x0000;
76
+ baseTable[i | 0x100] = 0x8000;
77
+ shiftTable[i] = 24;
78
+ shiftTable[i | 0x100] = 24;
79
+
80
+ // small number (denorm)
81
+ } else if (e < -14) {
82
+ baseTable[i] = 0x0400 >> (-e - 14);
83
+ baseTable[i | 0x100] = (0x0400 >> (-e - 14)) | 0x8000;
84
+ shiftTable[i] = -e - 1;
85
+ shiftTable[i | 0x100] = -e - 1;
86
+
87
+ // normal number
88
+ } else if (e <= 15) {
89
+ baseTable[i] = (e + 15) << 10;
90
+ baseTable[i | 0x100] = ((e + 15) << 10) | 0x8000;
91
+ shiftTable[i] = 13;
92
+ shiftTable[i | 0x100] = 13;
93
+
94
+ // large number (Infinity, -Infinity)
95
+ } else if (e < 128) {
96
+ baseTable[i] = 0x7c00;
97
+ baseTable[i | 0x100] = 0xfc00;
98
+ shiftTable[i] = 24;
99
+ shiftTable[i | 0x100] = 24;
100
+
101
+ // stay (NaN, Infinity, -Infinity)
102
+ } else {
103
+ baseTable[i] = 0x7c00;
104
+ baseTable[i | 0x100] = 0xfc00;
105
+ shiftTable[i] = 13;
106
+ shiftTable[i | 0x100] = 13;
107
+ }
108
+ }
109
+
110
+ // float16 to float32 helpers
111
+
112
+ const mantissaTable = new Uint32Array(2048);
113
+ const exponentTable = new Uint32Array(64);
114
+ const offsetTable = new Uint32Array(64);
115
+
116
+ for (let i = 1; i < 1024; ++i) {
117
+ let m = i << 13; // zero pad mantissa bits
118
+ let e = 0; // zero exponent
119
+
120
+ // normalized
121
+ while ((m & 0x00800000) === 0) {
122
+ m <<= 1;
123
+ e -= 0x00800000; // decrement exponent
124
+ }
125
+
126
+ m &= ~0x00800000; // clear leading 1 bit
127
+ e += 0x38800000; // adjust bias
128
+
129
+ mantissaTable[i] = m | e;
130
+ }
131
+
132
+ for (let i = 1024; i < 2048; ++i) {
133
+ mantissaTable[i] = 0x38000000 + ((i - 1024) << 13);
134
+ }
135
+
136
+ for (let i = 1; i < 31; ++i) {
137
+ exponentTable[i] = i << 23;
138
+ }
139
+
140
+ exponentTable[31] = 0x47800000;
141
+ exponentTable[32] = 0x80000000;
142
+
143
+ for (let i = 33; i < 63; ++i) {
144
+ exponentTable[i] = 0x80000000 + ((i - 32) << 23);
145
+ }
146
+
147
+ exponentTable[63] = 0xc7800000;
148
+
149
+ for (let i = 1; i < 64; ++i) {
150
+ if (i !== 32) {
151
+ offsetTable[i] = 1024;
152
+ }
153
+ }
154
+
155
+ return {baseTable, shiftTable, mantissaTable, exponentTable, offsetTable};
156
+ }
@@ -0,0 +1,291 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ // import {ShaderModule} from '../../types';
6
+
7
+ const fp32shader = /* glsl */ `\
8
+ #ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND
9
+
10
+ // All these functions are for substituting tan() function from Intel GPU only
11
+ const float TWO_PI = 6.2831854820251465;
12
+ const float PI_2 = 1.5707963705062866;
13
+ const float PI_16 = 0.1963495463132858;
14
+
15
+ const float SIN_TABLE_0 = 0.19509032368659973;
16
+ const float SIN_TABLE_1 = 0.3826834261417389;
17
+ const float SIN_TABLE_2 = 0.5555702447891235;
18
+ const float SIN_TABLE_3 = 0.7071067690849304;
19
+
20
+ const float COS_TABLE_0 = 0.9807852506637573;
21
+ const float COS_TABLE_1 = 0.9238795042037964;
22
+ const float COS_TABLE_2 = 0.8314695954322815;
23
+ const float COS_TABLE_3 = 0.7071067690849304;
24
+
25
+ const float INVERSE_FACTORIAL_3 = 1.666666716337204e-01; // 1/3!
26
+ const float INVERSE_FACTORIAL_5 = 8.333333767950535e-03; // 1/5!
27
+ const float INVERSE_FACTORIAL_7 = 1.9841270113829523e-04; // 1/7!
28
+ const float INVERSE_FACTORIAL_9 = 2.75573188446287533e-06; // 1/9!
29
+
30
+ float sin_taylor_fp32(float a) {
31
+ float r, s, t, x;
32
+
33
+ if (a == 0.0) {
34
+ return 0.0;
35
+ }
36
+
37
+ x = -a * a;
38
+ s = a;
39
+ r = a;
40
+
41
+ r = r * x;
42
+ t = r * INVERSE_FACTORIAL_3;
43
+ s = s + t;
44
+
45
+ r = r * x;
46
+ t = r * INVERSE_FACTORIAL_5;
47
+ s = s + t;
48
+
49
+ r = r * x;
50
+ t = r * INVERSE_FACTORIAL_7;
51
+ s = s + t;
52
+
53
+ r = r * x;
54
+ t = r * INVERSE_FACTORIAL_9;
55
+ s = s + t;
56
+
57
+ return s;
58
+ }
59
+
60
+ void sincos_taylor_fp32(float a, out float sin_t, out float cos_t) {
61
+ if (a == 0.0) {
62
+ sin_t = 0.0;
63
+ cos_t = 1.0;
64
+ }
65
+ sin_t = sin_taylor_fp32(a);
66
+ cos_t = sqrt(1.0 - sin_t * sin_t);
67
+ }
68
+
69
+ float tan_taylor_fp32(float a) {
70
+ float sin_a;
71
+ float cos_a;
72
+
73
+ if (a == 0.0) {
74
+ return 0.0;
75
+ }
76
+
77
+ // 2pi range reduction
78
+ float z = floor(a / TWO_PI);
79
+ float r = a - TWO_PI * z;
80
+
81
+ float t;
82
+ float q = floor(r / PI_2 + 0.5);
83
+ int j = int(q);
84
+
85
+ if (j < -2 || j > 2) {
86
+ return 1.0 / 0.0;
87
+ }
88
+
89
+ t = r - PI_2 * q;
90
+
91
+ q = floor(t / PI_16 + 0.5);
92
+ int k = int(q);
93
+ int abs_k = int(abs(float(k)));
94
+
95
+ if (abs_k > 4) {
96
+ return 1.0 / 0.0;
97
+ } else {
98
+ t = t - PI_16 * q;
99
+ }
100
+
101
+ float u = 0.0;
102
+ float v = 0.0;
103
+
104
+ float sin_t, cos_t;
105
+ float s, c;
106
+ sincos_taylor_fp32(t, sin_t, cos_t);
107
+
108
+ if (k == 0) {
109
+ s = sin_t;
110
+ c = cos_t;
111
+ } else {
112
+ if (abs(float(abs_k) - 1.0) < 0.5) {
113
+ u = COS_TABLE_0;
114
+ v = SIN_TABLE_0;
115
+ } else if (abs(float(abs_k) - 2.0) < 0.5) {
116
+ u = COS_TABLE_1;
117
+ v = SIN_TABLE_1;
118
+ } else if (abs(float(abs_k) - 3.0) < 0.5) {
119
+ u = COS_TABLE_2;
120
+ v = SIN_TABLE_2;
121
+ } else if (abs(float(abs_k) - 4.0) < 0.5) {
122
+ u = COS_TABLE_3;
123
+ v = SIN_TABLE_3;
124
+ }
125
+ if (k > 0) {
126
+ s = u * sin_t + v * cos_t;
127
+ c = u * cos_t - v * sin_t;
128
+ } else {
129
+ s = u * sin_t - v * cos_t;
130
+ c = u * cos_t + v * sin_t;
131
+ }
132
+ }
133
+
134
+ if (j == 0) {
135
+ sin_a = s;
136
+ cos_a = c;
137
+ } else if (j == 1) {
138
+ sin_a = c;
139
+ cos_a = -s;
140
+ } else if (j == -1) {
141
+ sin_a = -c;
142
+ cos_a = s;
143
+ } else {
144
+ sin_a = -s;
145
+ cos_a = -c;
146
+ }
147
+ return sin_a / cos_a;
148
+ }
149
+ #endif
150
+
151
+ float tan_fp32(float a) {
152
+ #ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND
153
+ return tan_taylor_fp32(a);
154
+ #else
155
+ return tan(a);
156
+ #endif
157
+ }
158
+ `;
159
+
160
+ const fp32WGSL = /* wgsl */ `\
161
+ #ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND
162
+ const FP32_TWO_PI: f32 = 6.2831854820251465;
163
+ const FP32_PI_2: f32 = 1.5707963705062866;
164
+ const FP32_PI_16: f32 = 0.1963495463132858;
165
+
166
+ const FP32_SIN_TABLE_0: f32 = 0.19509032368659973;
167
+ const FP32_SIN_TABLE_1: f32 = 0.3826834261417389;
168
+ const FP32_SIN_TABLE_2: f32 = 0.5555702447891235;
169
+ const FP32_SIN_TABLE_3: f32 = 0.7071067690849304;
170
+
171
+ const FP32_COS_TABLE_0: f32 = 0.9807852506637573;
172
+ const FP32_COS_TABLE_1: f32 = 0.9238795042037964;
173
+ const FP32_COS_TABLE_2: f32 = 0.8314695954322815;
174
+ const FP32_COS_TABLE_3: f32 = 0.7071067690849304;
175
+
176
+ const FP32_INVERSE_FACTORIAL_3: f32 = 1.666666716337204e-01;
177
+ const FP32_INVERSE_FACTORIAL_5: f32 = 8.333333767950535e-03;
178
+ const FP32_INVERSE_FACTORIAL_7: f32 = 1.9841270113829523e-04;
179
+ const FP32_INVERSE_FACTORIAL_9: f32 = 2.75573188446287533e-06;
180
+ const FP32_OVERFLOW: f32 = 3.402823466e+38;
181
+
182
+ fn sin_taylor_fp32(a: f32) -> f32 {
183
+ if (a == 0.0) {
184
+ return 0.0;
185
+ }
186
+
187
+ let x = -a * a;
188
+ var sum = a;
189
+ var term = a;
190
+
191
+ term = term * x;
192
+ sum = sum + term * FP32_INVERSE_FACTORIAL_3;
193
+ term = term * x;
194
+ sum = sum + term * FP32_INVERSE_FACTORIAL_5;
195
+ term = term * x;
196
+ sum = sum + term * FP32_INVERSE_FACTORIAL_7;
197
+ term = term * x;
198
+ sum = sum + term * FP32_INVERSE_FACTORIAL_9;
199
+
200
+ return sum;
201
+ }
202
+
203
+ fn tan_taylor_fp32(a: f32) -> f32 {
204
+ if (a == 0.0) {
205
+ return 0.0;
206
+ }
207
+
208
+ let z = floor(a / FP32_TWO_PI);
209
+ let reduced = a - FP32_TWO_PI * z;
210
+
211
+ var quadrantValue = floor(reduced / FP32_PI_2 + 0.5);
212
+ let quadrant = i32(quadrantValue);
213
+ if (quadrant < -2 || quadrant > 2) {
214
+ return FP32_OVERFLOW;
215
+ }
216
+
217
+ var angle = reduced - FP32_PI_2 * quadrantValue;
218
+ quadrantValue = floor(angle / FP32_PI_16 + 0.5);
219
+ let tableIndex = i32(quadrantValue);
220
+ let absoluteTableIndex = abs(tableIndex);
221
+ if (absoluteTableIndex > 4) {
222
+ return FP32_OVERFLOW;
223
+ }
224
+
225
+ angle = angle - FP32_PI_16 * quadrantValue;
226
+ let sinAngle = sin_taylor_fp32(angle);
227
+ let cosAngle = sqrt(1.0 - sinAngle * sinAngle);
228
+
229
+ var tableCos = 0.0;
230
+ var tableSin = 0.0;
231
+ if (absoluteTableIndex == 1) {
232
+ tableCos = FP32_COS_TABLE_0;
233
+ tableSin = FP32_SIN_TABLE_0;
234
+ } else if (absoluteTableIndex == 2) {
235
+ tableCos = FP32_COS_TABLE_1;
236
+ tableSin = FP32_SIN_TABLE_1;
237
+ } else if (absoluteTableIndex == 3) {
238
+ tableCos = FP32_COS_TABLE_2;
239
+ tableSin = FP32_SIN_TABLE_2;
240
+ } else if (absoluteTableIndex == 4) {
241
+ tableCos = FP32_COS_TABLE_3;
242
+ tableSin = FP32_SIN_TABLE_3;
243
+ }
244
+
245
+ var sinReduced = sinAngle;
246
+ var cosReduced = cosAngle;
247
+ if (tableIndex > 0) {
248
+ sinReduced = tableCos * sinAngle + tableSin * cosAngle;
249
+ cosReduced = tableCos * cosAngle - tableSin * sinAngle;
250
+ } else if (tableIndex < 0) {
251
+ sinReduced = tableCos * sinAngle - tableSin * cosAngle;
252
+ cosReduced = tableCos * cosAngle + tableSin * sinAngle;
253
+ }
254
+
255
+ var sinValue = 0.0;
256
+ var cosValue = 0.0;
257
+ if (quadrant == 0) {
258
+ sinValue = sinReduced;
259
+ cosValue = cosReduced;
260
+ } else if (quadrant == 1) {
261
+ sinValue = cosReduced;
262
+ cosValue = -sinReduced;
263
+ } else if (quadrant == -1) {
264
+ sinValue = -cosReduced;
265
+ cosValue = sinReduced;
266
+ } else {
267
+ sinValue = -sinReduced;
268
+ cosValue = -cosReduced;
269
+ }
270
+
271
+ return sinValue / cosValue;
272
+ }
273
+
274
+ fn tan_fp32(a: f32) -> f32 {
275
+ return tan_taylor_fp32(a);
276
+ }
277
+ #else
278
+ fn tan_fp32(a: f32) -> f32 {
279
+ return tan(a);
280
+ }
281
+ #endif
282
+ `;
283
+
284
+ /**
285
+ * 32 bit math library (fixups for GPUs)
286
+ */
287
+ export const fp32 = {
288
+ name: 'fp32',
289
+ source: fp32WGSL,
290
+ vs: fp32shader
291
+ };
@@ -0,0 +1,205 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ export const fp64arithmeticShader = /* glsl */ `\
6
+
7
+ layout(std140) uniform fp64arithmeticUniforms {
8
+ uniform float ONE;
9
+ uniform float SPLIT;
10
+ } fp64;
11
+
12
+ /*
13
+ About LUMA_FP64_CODE_ELIMINATION_WORKAROUND
14
+
15
+ The purpose of this workaround is to prevent shader compilers from
16
+ optimizing away necessary arithmetic operations by swapping their sequences
17
+ or transform the equation to some 'equivalent' form.
18
+
19
+ These helpers implement Dekker/Veltkamp-style error tracking. If the compiler
20
+ folds constants or reassociates the arithmetic, the high/low split can stop
21
+ tracking the rounding error correctly. That failure mode tends to look fine in
22
+ simple coordinate setup, but then breaks down inside iterative arithmetic such
23
+ as fp64 Mandelbrot loops.
24
+
25
+ The method is to multiply an artifical variable, ONE, which will be known to
26
+ the compiler to be 1 only at runtime. The whole expression is then represented
27
+ as a polynomial with respective to ONE. In the coefficients of all terms, only one a
28
+ and one b should appear
29
+
30
+ err = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE
31
+ */
32
+
33
+ float prevent_fp64_optimization(float value) {
34
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
35
+ return value + fp64.ONE * 0.0;
36
+ #else
37
+ return value;
38
+ #endif
39
+ }
40
+
41
+ // Divide float number to high and low floats to extend fraction bits
42
+ vec2 split(float a) {
43
+ // Keep SPLIT as a runtime uniform so the compiler cannot fold the Dekker
44
+ // split into a constant expression and reassociate the recovery steps.
45
+ float split = prevent_fp64_optimization(fp64.SPLIT);
46
+ float t = prevent_fp64_optimization(a * split);
47
+ float temp = t - a;
48
+ float a_hi = t - temp;
49
+ float a_lo = a - a_hi;
50
+ return vec2(a_hi, a_lo);
51
+ }
52
+
53
+ // Divide float number again when high float uses too many fraction bits
54
+ vec2 split2(vec2 a) {
55
+ vec2 b = split(a.x);
56
+ b.y += a.y;
57
+ return b;
58
+ }
59
+
60
+ // Special sum operation when a > b
61
+ vec2 quickTwoSum(float a, float b) {
62
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
63
+ float sum = (a + b) * fp64.ONE;
64
+ float err = b - (sum - a) * fp64.ONE;
65
+ #else
66
+ float sum = a + b;
67
+ float err = b - (sum - a);
68
+ #endif
69
+ return vec2(sum, err);
70
+ }
71
+
72
+ // General sum operation
73
+ vec2 twoSum(float a, float b) {
74
+ float s = (a + b);
75
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
76
+ float v = (s * fp64.ONE - a) * fp64.ONE;
77
+ float err = (a - (s - v) * fp64.ONE) * fp64.ONE * fp64.ONE * fp64.ONE + (b - v);
78
+ #else
79
+ float v = s - a;
80
+ float err = (a - (s - v)) + (b - v);
81
+ #endif
82
+ return vec2(s, err);
83
+ }
84
+
85
+ vec2 twoSub(float a, float b) {
86
+ float s = (a - b);
87
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
88
+ float v = (s * fp64.ONE - a) * fp64.ONE;
89
+ float err = (a - (s - v) * fp64.ONE) * fp64.ONE * fp64.ONE * fp64.ONE - (b + v);
90
+ #else
91
+ float v = s - a;
92
+ float err = (a - (s - v)) - (b + v);
93
+ #endif
94
+ return vec2(s, err);
95
+ }
96
+
97
+ vec2 twoSqr(float a) {
98
+ float prod = a * a;
99
+ vec2 a_fp64 = split(a);
100
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
101
+ float err = ((a_fp64.x * a_fp64.x - prod) * fp64.ONE + 2.0 * a_fp64.x *
102
+ a_fp64.y * fp64.ONE * fp64.ONE) + a_fp64.y * a_fp64.y * fp64.ONE * fp64.ONE * fp64.ONE;
103
+ #else
104
+ float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;
105
+ #endif
106
+ return vec2(prod, err);
107
+ }
108
+
109
+ vec2 twoProd(float a, float b) {
110
+ float prod = a * b;
111
+ vec2 a_fp64 = split(a);
112
+ vec2 b_fp64 = split(b);
113
+ // twoProd is especially sensitive because mul_fp64 and div_fp64 both depend
114
+ // on the split terms and cross terms staying in the original evaluation
115
+ // order. If the compiler folds or reassociates them, the low part tends to
116
+ // collapse to zero or NaN on some drivers.
117
+ float highProduct = prevent_fp64_optimization(a_fp64.x * b_fp64.x);
118
+ float crossProduct1 = prevent_fp64_optimization(a_fp64.x * b_fp64.y);
119
+ float crossProduct2 = prevent_fp64_optimization(a_fp64.y * b_fp64.x);
120
+ float lowProduct = prevent_fp64_optimization(a_fp64.y * b_fp64.y);
121
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
122
+ float err1 = (highProduct - prod) * fp64.ONE;
123
+ float err2 = crossProduct1 * fp64.ONE * fp64.ONE;
124
+ float err3 = crossProduct2 * fp64.ONE * fp64.ONE * fp64.ONE;
125
+ float err4 = lowProduct * fp64.ONE * fp64.ONE * fp64.ONE * fp64.ONE;
126
+ #else
127
+ float err1 = highProduct - prod;
128
+ float err2 = crossProduct1;
129
+ float err3 = crossProduct2;
130
+ float err4 = lowProduct;
131
+ #endif
132
+ float err = ((err1 + err2) + err3) + err4;
133
+ return vec2(prod, err);
134
+ }
135
+
136
+ vec2 sum_fp64(vec2 a, vec2 b) {
137
+ vec2 s, t;
138
+ s = twoSum(a.x, b.x);
139
+ t = twoSum(a.y, b.y);
140
+ s.y += t.x;
141
+ s = quickTwoSum(s.x, s.y);
142
+ s.y += t.y;
143
+ s = quickTwoSum(s.x, s.y);
144
+ return s;
145
+ }
146
+
147
+ vec2 sub_fp64(vec2 a, vec2 b) {
148
+ vec2 s, t;
149
+ s = twoSub(a.x, b.x);
150
+ t = twoSub(a.y, b.y);
151
+ s.y += t.x;
152
+ s = quickTwoSum(s.x, s.y);
153
+ s.y += t.y;
154
+ s = quickTwoSum(s.x, s.y);
155
+ return s;
156
+ }
157
+
158
+ vec2 mul_fp64(vec2 a, vec2 b) {
159
+ vec2 prod = twoProd(a.x, b.x);
160
+ // y component is for the error
161
+ prod.y += a.x * b.y;
162
+ #if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
163
+ prod = split2(prod);
164
+ #endif
165
+ prod = quickTwoSum(prod.x, prod.y);
166
+ prod.y += a.y * b.x;
167
+ #if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
168
+ prod = split2(prod);
169
+ #endif
170
+ prod = quickTwoSum(prod.x, prod.y);
171
+ return prod;
172
+ }
173
+
174
+ vec2 div_fp64(vec2 a, vec2 b) {
175
+ float xn = 1.0 / b.x;
176
+ #if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
177
+ vec2 yn = mul_fp64(a, vec2(xn, 0));
178
+ #else
179
+ vec2 yn = a * xn;
180
+ #endif
181
+ float diff = (sub_fp64(a, mul_fp64(b, yn))).x;
182
+ vec2 prod = twoProd(xn, diff);
183
+ return sum_fp64(yn, prod);
184
+ }
185
+
186
+ vec2 sqrt_fp64(vec2 a) {
187
+ if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);
188
+ if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);
189
+
190
+ float x = 1.0 / sqrt(a.x);
191
+ float yn = a.x * x;
192
+ #if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
193
+ vec2 yn_sqr = twoSqr(yn) * fp64.ONE;
194
+ #else
195
+ vec2 yn_sqr = twoSqr(yn);
196
+ #endif
197
+ float diff = sub_fp64(a, yn_sqr).x;
198
+ vec2 prod = twoProd(x * 0.5, diff);
199
+ #if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
200
+ return sum_fp64(split(yn), prod);
201
+ #else
202
+ return sum_fp64(vec2(yn, 0.0), prod);
203
+ #endif
204
+ }
205
+ `;