@luma.gl/shadertools 8.6.0-alpha.2 → 8.6.0-alpha.3

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 CHANGED
@@ -1,9 +1,16 @@
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+ Copyright (c) 2020 Urban Computing Foundation
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+
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+ This software includes parts initially developed by Uber and open sourced under MIT license.
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  Copyright (c) 2015 Uber Technologies, Inc.
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  This software includes parts of PhiloGL (https://github.com/philogb/philogl)
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  under MIT license. PhiloGL parts Copyright © 2013 Sencha Labs.
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- This software includes adaptations of postprocessing code from THREE.js (https://github.com/mrdoob/three.js/) under MIT license. Additional attribution given in specific source files. THREE.js parts Copyright © 2010-2018 three.js authors.
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+ This software includes adaptations of some postprocessing code from
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+ THREE.js (https://github.com/mrdoob/three.js/) under MIT license.
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+ THREE.js parts Copyright © 2010-2018 three.js authors.
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+
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+ Additional attribution given in specific source files.
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  Permission is hereby granted, free of charge, to any person obtaining a copy
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  of this software and associated documentation files (the "Software"), to deal
@@ -25,7 +25,7 @@ export declare type AssembleShaderOptions = {
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  /**
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  * Inject a list of shader modules into shader sources
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  */
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- export declare function assembleShaders(device: Device, options: AssembleShaderOptions): {
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+ export declare function assembleShaders(device: Device | WebGLRenderingContext, options: AssembleShaderOptions): {
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  vs: string;
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  fs: string;
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  getUniforms: any;
@@ -1 +1 @@
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+ {"version":3,"file":"assemble-shaders.d.ts","sourceRoot":"","sources":["../../../src/lib/shader-assembler/assemble-shaders.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,MAAM,EAAC,MAAM,cAAc,CAAC;AAuBpC,iBAAiB;AACjB,aAAK,OAAO,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,GAAG,OAAO,CAAC,CAAC;AAEzD,oBAAY,YAAY,GAAG,MAAM,GAAG;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAC;CAAE,GAAG;IACtF,EAAE,EAAE,MAAM,CAAC;IACX,EAAE,EAAE,MAAM,CAAC;CACZ,CAAC;AAEF,oBAAY,qBAAqB,GAAG;IAClC,EAAE,CAAC,EAAE,MAAM,CAAC;IACZ,EAAE,EAAE,MAAM,CAAC;IACX,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,CAAC,EAAE,GAAG,CAAC;IACX,OAAO,CAAC,EAAE,GAAG,EAAE,CAAC;IAChB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,aAAa,CAAC,EAAE,YAAY,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAClD,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7B,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,GAAG,CAAC,EAAE,GAAG,CAAC;CACX,CAAC;AAEF;;GAEG;AACH,wBAAgB,eAAe,CAC7B,MAAM,EAAE,MAAM,GAAG,qBAAqB,EACtC,OAAO,EAAE,qBAAqB,GAC7B;IACD,EAAE,EAAE,MAAM,CAAC;IACX,EAAE,EAAE,MAAM,CAAC;IACX,WAAW,EAAE,GAAG,CAAC;CAClB,CAUA"}
@@ -1 +1 @@
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- 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{Device} from '@luma.gl/api';\nimport {resolveModules} from './resolve-modules';\nimport {getPlatformShaderDefines, getVersionDefines} from './platform-defines';\nimport injectShader, {DECLARATION_INJECT_MARKER} from './inject-shader';\nimport transpileShader from '../transpiler/transpile-shader';\nimport {assert} from '../utils/assert';\n\nconst INJECT_SHADER_DECLARATIONS = `\\n\\n${DECLARATION_INJECT_MARKER}\\n\\n`;\n\nconst SHADER_TYPE = {\n 'fs': 'fragment',\n 'vs': 'vertex'\n};\n\n/**\n * Precision prologue to inject before functions are injected in shader\n * TODO - extract any existing prologue in the fragment source and move it up...\n */\nconst FRAGMENT_SHADER_PROLOGUE = `\\\nprecision highp float;\n\n`;\n\n/** Define map */\ntype Defines = Record<string, string | number | boolean>;\n\nexport type HookFunction = string | { hook: string; header: string; footer: string; } | {\n vs: string;\n fs: string;\n};\n\nexport type AssembleShaderOptions = {\n id?: string;\n vs: string;\n fs: string;\n type?: any;\n modules?: any[];\n defines?: Defines;\n hookFunctions?: HookFunction[] | [string, string];\n inject?: object;\n transpileToGLSL100?: boolean;\n prologue?: boolean;\n log?: any;\n};\n\n/**\n * Inject a list of shader modules into shader sources\n */\nexport function assembleShaders(\n device: Device,\n options: AssembleShaderOptions\n): {\n vs: string;\n fs: string;\n getUniforms: any;\n} {\n const {vs, fs} = options;\n const modules = resolveModules(options.modules || []);\n return {\n vs: assembleShader(device, {...options, source: vs, type: 'vs', modules}),\n fs: assembleShader(device, {...options, source: fs, type: 'fs', modules}),\n getUniforms: assembleGetUniforms(modules)\n };\n}\n\n/**\n * Pulls together complete source code for either a vertex or a fragment shader\n * adding prologues, requested module chunks, and any final injections.\n * @param gl \n * @param options \n * @returns \n */\nfunction assembleShader(\n device: Device,\n options: {\n id?: string,\n source: string,\n type: 'vs' | 'fs',\n modules: any[],\n defines?: Defines,\n hookFunctions?: any[],\n inject?: Record<string, any>,\n transpileToGLSL100?: boolean,\n prologue?: boolean,\n log?\n }\n) {\n const {\n id,\n source,\n type,\n modules,\n defines = {},\n hookFunctions = [],\n inject = {},\n transpileToGLSL100 = false,\n prologue = true,\n log\n } = options;\n\n assert(device, 'device');\n assert(typeof source === 'string', 'shader source must be a string');\n\n const isVertex = type === 'vs';\n\n const sourceLines = source.split('\\n');\n let glslVersion = 100;\n let versionLine = '';\n let coreSource = source;\n // Extract any version directive string from source.\n // TODO : keep all pre-processor statements at the beginning of the shader.\n if (sourceLines[0].indexOf('#version ') === 0) {\n glslVersion = 300; // TODO - regexp that matches actual version number\n versionLine = sourceLines[0];\n coreSource = sourceLines.slice(1).join('\\n');\n } else {\n 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{Device} from '@luma.gl/api';\nimport {resolveModules} from './resolve-modules';\nimport {getPlatformShaderDefines, getVersionDefines} from './platform-defines';\nimport injectShader, {DECLARATION_INJECT_MARKER} from './inject-shader';\nimport transpileShader from '../transpiler/transpile-shader';\nimport {assert} from '../utils/assert';\n\nconst INJECT_SHADER_DECLARATIONS = `\\n\\n${DECLARATION_INJECT_MARKER}\\n\\n`;\n\nconst SHADER_TYPE = {\n 'fs': 'fragment',\n 'vs': 'vertex'\n};\n\n/**\n * Precision prologue to inject before functions are injected in shader\n * TODO - extract any existing prologue in the fragment source and move it up...\n */\nconst FRAGMENT_SHADER_PROLOGUE = `\\\nprecision highp float;\n\n`;\n\n/** Define map */\ntype Defines = Record<string, string | number | boolean>;\n\nexport type HookFunction = string | { hook: string; header: string; footer: string; } | {\n vs: string;\n fs: string;\n};\n\nexport type AssembleShaderOptions = {\n id?: string;\n vs: string;\n fs: string;\n type?: any;\n modules?: any[];\n defines?: Defines;\n hookFunctions?: HookFunction[] | [string, string];\n inject?: object;\n transpileToGLSL100?: boolean;\n prologue?: boolean;\n log?: any;\n};\n\n/**\n * Inject a list of shader modules into shader sources\n */\nexport function assembleShaders(\n device: Device | WebGLRenderingContext,\n options: AssembleShaderOptions\n): {\n vs: string;\n fs: string;\n getUniforms: any;\n} {\n const {vs, fs} = options;\n const modules = resolveModules(options.modules || []);\n return {\n // @ts-expect-error\n vs: assembleShader(device, {...options, source: vs, type: 'vs', modules}),\n // @ts-expect-error\n fs: assembleShader(device, {...options, source: fs, type: 'fs', modules}),\n getUniforms: assembleGetUniforms(modules)\n };\n}\n\n/**\n * Pulls together complete source code for either a vertex or a fragment shader\n * adding prologues, requested module chunks, and any final injections.\n * @param gl \n * @param options \n * @returns \n */\nfunction assembleShader(\n device: Device,\n options: {\n id?: string,\n source: string,\n type: 'vs' | 'fs',\n modules: any[],\n defines?: Defines,\n hookFunctions?: any[],\n inject?: Record<string, any>,\n transpileToGLSL100?: boolean,\n prologue?: boolean,\n log?\n }\n) {\n const {\n id,\n source,\n type,\n modules,\n defines = {},\n hookFunctions = [],\n inject = {},\n transpileToGLSL100 = false,\n prologue = true,\n log\n } = options;\n\n assert(device, 'device');\n assert(typeof source === 'string', 'shader source must be a string');\n\n const isVertex = type === 'vs';\n\n const sourceLines = source.split('\\n');\n let glslVersion = 100;\n let versionLine = '';\n let coreSource = source;\n // Extract any version directive string from source.\n // TODO : keep all pre-processor statements at the beginning of the shader.\n if (sourceLines[0].indexOf('#version ') === 0) {\n glslVersion = 300; // TODO - regexp that matches actual version number\n versionLine = sourceLines[0];\n coreSource = sourceLines.slice(1).join('\\n');\n } else {\n versionLine = `#version ${glslVersion}`;\n }\n\n // Combine Module and Application Defines\n const allDefines = {};\n modules.forEach((module) => {\n Object.assign(allDefines, module.getDefines());\n });\n Object.assign(allDefines, defines);\n\n // Add platform defines (use these to work around platform-specific bugs and limitations)\n // Add common defines (GLSL version compatibility, feature detection)\n // Add precision declaration for fragment shaders\n let assembledSource = prologue\n ? `\\\n${versionLine}\n${getShaderName({id, source, type})}\n${getShaderType({type})}\n${getPlatformShaderDefines(device)}\n${getVersionDefines(device)}\n${getApplicationDefines(allDefines)}\n${isVertex ? '' : FRAGMENT_SHADER_PROLOGUE}\n`\n : `${versionLine}\n`;\n\n const hookFunctionMap = normalizeHookFunctions(hookFunctions);\n\n // Add source of dependent modules in resolved order\n const hookInjections = {};\n const declInjections = {};\n const mainInjections = {};\n\n for (const key in inject) {\n const injection =\n typeof inject[key] === 'string' ? {injection: inject[key], order: 0} : inject[key];\n const match = key.match(/^(v|f)s:(#)?([\\w-]+)$/);\n if (match) {\n const hash = match[2];\n const name = match[3];\n if (hash) {\n if (name === 'decl') {\n declInjections[key] = [injection];\n } else {\n mainInjections[key] = [injection];\n }\n } else {\n hookInjections[key] = [injection];\n }\n } else {\n // Regex injection\n mainInjections[key] = [injection];\n }\n }\n\n for (const module of modules) {\n if (log) {\n module.checkDeprecations(coreSource, log);\n }\n const moduleSource = module.getModuleSource(type, glslVersion);\n // Add the module source, and a #define that declares it presence\n assembledSource += moduleSource;\n\n const injections = module.injections[type];\n for (const key in injections) {\n const match = key.match(/^(v|f)s:#([\\w-]+)$/);\n if (match) {\n const name = match[2];\n const injectionType = name === 'decl' ? declInjections : mainInjections;\n injectionType[key] = injectionType[key] || [];\n injectionType[key].push(injections[key]);\n } else {\n hookInjections[key] = hookInjections[key] || [];\n hookInjections[key].push(injections[key]);\n }\n }\n }\n\n // For injectShader\n assembledSource += INJECT_SHADER_DECLARATIONS;\n\n assembledSource = injectShader(assembledSource, type, declInjections);\n\n assembledSource += getHookFunctions(hookFunctionMap[type], hookInjections);\n\n // Add the version directive and actual source of this shader\n assembledSource += coreSource;\n\n // Apply any requested shader injections\n assembledSource = injectShader(assembledSource, type, mainInjections);\n\n assembledSource = transpileShader(\n assembledSource,\n transpileToGLSL100 ? 100 : glslVersion,\n isVertex\n );\n\n return assembledSource;\n}\n\n/**\n * Returns a combined `getUniforms` covering the options for all the modules,\n * the created function will pass on options to the inidividual `getUniforms`\n * function of each shader module and combine the results into one object that\n * can be passed to setUniforms.\n * @param modules \n * @returns \n */\nfunction assembleGetUniforms(modules) {\n return function getUniforms(opts) {\n const uniforms = {};\n for (const module of modules) {\n // `modules` is already sorted by dependency level. This guarantees that\n // modules have access to the uniforms that are generated by their dependencies.\n const moduleUniforms = module.getUniforms(opts, uniforms);\n Object.assign(uniforms, moduleUniforms);\n }\n return uniforms;\n };\n}\n\nfunction getShaderType({type}) {\n return `\n#define SHADER_TYPE_${SHADER_TYPE[type].toUpperCase()}\n`;\n}\n\n/**\n * Generate \"glslify-compatible\" SHADER_NAME defines\n * These are understood by the GLSL error parsing function\n * If id is provided and no SHADER_NAME constant is present in source, create one\n */\nfunction getShaderName(options: {id, source: string, type: 'vs' | 'fs'}): string {\n const {id, source, type} = options;\n const injectShaderName = id && typeof id === 'string' && source.indexOf('SHADER_NAME') === -1;\n return injectShaderName\n ? `\n#define SHADER_NAME ${id}_${SHADER_TYPE[type]}\n\n`\n : '';\n}\n\n/** Generates application defines from an object of key value pairs */\nfunction getApplicationDefines(defines: Defines = {}): string {\n let count = 0;\n let sourceText = '';\n for (const define in defines) {\n if (count === 0) {\n sourceText += '\\n// APPLICATION DEFINES\\n';\n }\n count++;\n\n const value = defines[define];\n if (value || Number.isFinite(value)) {\n sourceText += `#define ${define.toUpperCase()} ${defines[define]}\\n`;\n }\n }\n if (count === 0) {\n sourceText += '\\n';\n }\n return sourceText;\n}\n\nfunction getHookFunctions(hookFunctions, hookInjections): string {\n let result = '';\n for (const hookName in hookFunctions) {\n const hookFunction = hookFunctions[hookName];\n result += `void ${hookFunction.signature} {\\n`;\n if (hookFunction.header) {\n result += ` ${hookFunction.header}`;\n }\n if (hookInjections[hookName]) {\n const injections = hookInjections[hookName];\n injections.sort((a, b) => a.order - b.order);\n for (const injection of injections) {\n result += ` ${injection.injection}\\n`;\n }\n }\n if (hookFunction.footer) {\n result += ` ${hookFunction.footer}`;\n }\n result += '}\\n';\n }\n\n return result;\n}\n\nfunction normalizeHookFunctions(hookFunctions): {vs: Record<string, any>, fs: Record<string, any>} {\n const result = {\n vs: {},\n fs: {}\n };\n\n hookFunctions.forEach((hook) => {\n let opts;\n if (typeof hook !== 'string') {\n opts = hook;\n hook = opts.hook;\n } else {\n opts = {};\n }\n hook = hook.trim();\n const [stage, signature] = hook.split(':');\n const name = hook.replace(/\\(.+/, '');\n result[stage][name] = Object.assign(opts, {signature});\n });\n\n return result;\n}\n"],"file":"assemble-shaders.js"}
@@ -1 +1 @@
1
- {"version":3,"file":"fp64-arithmetic.glsl.d.ts","sourceRoot":"","sources":["../../../src/modules/fp64/fp64-arithmetic.glsl.ts"],"names":[],"mappings":";AAoBA,wBAsKE"}
1
+ {"version":3,"file":"fp64-arithmetic.glsl.d.ts","sourceRoot":"","sources":["../../../src/modules/fp64/fp64-arithmetic.glsl.ts"],"names":[],"mappings":";AAEA,wBAsKE"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/modules/fp64/fp64-arithmetic.glsl.ts"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\nuniform float ONE;\n\n/*\nAbout LUMA_FP64_CODE_ELIMINATION_WORKAROUND\n\nThe purpose of this workaround is to prevent shader compilers from\noptimizing away necessary arithmetic operations by swapping their sequences\nor transform the equation to some 'equivalent' from.\n\nThe method is to multiply an artifical variable, ONE, which will be known to\nthe compiler to be 1 only at runtime. The whole expression is then represented\nas a polynomial with respective to ONE. In the coefficients of all terms, only one a\nand one b should appear\n\nerr = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE\n*/\n\n// Divide float number to high and low floats to extend fraction bits\nvec2 split(float a) {\n const float SPLIT = 4097.0;\n float t = a * SPLIT;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float a_hi = t * ONE - (t - a);\n float a_lo = a * ONE - a_hi;\n#else\n float a_hi = t - (t - a);\n float a_lo = a - a_hi;\n#endif\n return vec2(a_hi, a_lo);\n}\n\n// Divide float number again when high float uses too many fraction bits\nvec2 split2(vec2 a) {\n vec2 b = split(a.x);\n b.y += a.y;\n return b;\n}\n\n// Special sum operation when a > b\nvec2 quickTwoSum(float a, float b) {\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float sum = (a + b) * ONE;\n float err = b - (sum - a) * ONE;\n#else\n float sum = a + b;\n float err = b - (sum - a);\n#endif\n return vec2(sum, err);\n}\n\n// General sum operation\nvec2 twoSum(float a, float b) {\n float s = (a + b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE + (b - v);\n#else\n float v = s - a;\n float err = (a - (s - v)) + (b - v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSub(float a, float b) {\n float s = (a - b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE - (b + v);\n#else\n float v = s - a;\n float err = (a - (s - v)) - (b + v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSqr(float a) {\n float prod = a * a;\n vec2 a_fp64 = split(a);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float err = ((a_fp64.x * a_fp64.x - prod) * ONE + 2.0 * a_fp64.x *\n a_fp64.y * ONE * ONE) + a_fp64.y * a_fp64.y * ONE * ONE * ONE;\n#else\n float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;\n#endif\n return vec2(prod, err);\n}\n\nvec2 twoProd(float a, float b) {\n float prod = a * b;\n vec2 a_fp64 = split(a);\n vec2 b_fp64 = split(b);\n float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y +\n a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y;\n return vec2(prod, err);\n}\n\nvec2 sum_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSum(a.x, b.x);\n t = twoSum(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 sub_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSub(a.x, b.x);\n t = twoSub(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 mul_fp64(vec2 a, vec2 b) {\n vec2 prod = twoProd(a.x, b.x);\n // y component is for the error\n prod.y += a.x * b.y;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n prod.y += a.y * b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n return prod;\n}\n\nvec2 div_fp64(vec2 a, vec2 b) {\n float xn = 1.0 / b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n vec2 yn = mul_fp64(a, vec2(xn, 0));\n#else\n vec2 yn = a * xn;\n#endif\n float diff = (sub_fp64(a, mul_fp64(b, yn))).x;\n vec2 prod = twoProd(xn, diff);\n return sum_fp64(yn, prod);\n}\n\nvec2 sqrt_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n\n float x = 1.0 / sqrt(a.x);\n float yn = a.x * x;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n vec2 yn_sqr = twoSqr(yn) * ONE;\n#else\n vec2 yn_sqr = twoSqr(yn);\n#endif\n float diff = sub_fp64(a, yn_sqr).x;\n vec2 prod = twoProd(x * 0.5, diff);\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n return sum_fp64(split(yn), prod);\n#else\n return sum_fp64(vec2(yn, 0.0), prod);\n#endif\n}\n`;\n"],"file":"fp64-arithmetic.glsl.js"}
1
+ {"version":3,"sources":["../../../src/modules/fp64/fp64-arithmetic.glsl.ts"],"names":[],"mappings":"AAEA","sourcesContent":["// luma.gl, MIT license\n\nexport default `\\\nuniform float ONE;\n\n/*\nAbout LUMA_FP64_CODE_ELIMINATION_WORKAROUND\n\nThe purpose of this workaround is to prevent shader compilers from\noptimizing away necessary arithmetic operations by swapping their sequences\nor transform the equation to some 'equivalent' from.\n\nThe method is to multiply an artifical variable, ONE, which will be known to\nthe compiler to be 1 only at runtime. The whole expression is then represented\nas a polynomial with respective to ONE. In the coefficients of all terms, only one a\nand one b should appear\n\nerr = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE\n*/\n\n// Divide float number to high and low floats to extend fraction bits\nvec2 split(float a) {\n const float SPLIT = 4097.0;\n float t = a * SPLIT;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float a_hi = t * ONE - (t - a);\n float a_lo = a * ONE - a_hi;\n#else\n float a_hi = t - (t - a);\n float a_lo = a - a_hi;\n#endif\n return vec2(a_hi, a_lo);\n}\n\n// Divide float number again when high float uses too many fraction bits\nvec2 split2(vec2 a) {\n vec2 b = split(a.x);\n b.y += a.y;\n return b;\n}\n\n// Special sum operation when a > b\nvec2 quickTwoSum(float a, float b) {\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float sum = (a + b) * ONE;\n float err = b - (sum - a) * ONE;\n#else\n float sum = a + b;\n float err = b - (sum - a);\n#endif\n return vec2(sum, err);\n}\n\n// General sum operation\nvec2 twoSum(float a, float b) {\n float s = (a + b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE + (b - v);\n#else\n float v = s - a;\n float err = (a - (s - v)) + (b - v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSub(float a, float b) {\n float s = (a - b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE - (b + v);\n#else\n float v = s - a;\n float err = (a - (s - v)) - (b + v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSqr(float a) {\n float prod = a * a;\n vec2 a_fp64 = split(a);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float err = ((a_fp64.x * a_fp64.x - prod) * ONE + 2.0 * a_fp64.x *\n a_fp64.y * ONE * ONE) + a_fp64.y * a_fp64.y * ONE * ONE * ONE;\n#else\n float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;\n#endif\n return vec2(prod, err);\n}\n\nvec2 twoProd(float a, float b) {\n float prod = a * b;\n vec2 a_fp64 = split(a);\n vec2 b_fp64 = split(b);\n float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y +\n a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y;\n return vec2(prod, err);\n}\n\nvec2 sum_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSum(a.x, b.x);\n t = twoSum(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 sub_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSub(a.x, b.x);\n t = twoSub(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 mul_fp64(vec2 a, vec2 b) {\n vec2 prod = twoProd(a.x, b.x);\n // y component is for the error\n prod.y += a.x * b.y;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n prod.y += a.y * b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n return prod;\n}\n\nvec2 div_fp64(vec2 a, vec2 b) {\n float xn = 1.0 / b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n vec2 yn = mul_fp64(a, vec2(xn, 0));\n#else\n vec2 yn = a * xn;\n#endif\n float diff = (sub_fp64(a, mul_fp64(b, yn))).x;\n vec2 prod = twoProd(xn, diff);\n return sum_fp64(yn, prod);\n}\n\nvec2 sqrt_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n\n float x = 1.0 / sqrt(a.x);\n float yn = a.x * x;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n vec2 yn_sqr = twoSqr(yn) * ONE;\n#else\n vec2 yn_sqr = twoSqr(yn);\n#endif\n float diff = sub_fp64(a, yn_sqr).x;\n vec2 prod = twoProd(x * 0.5, diff);\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n return sum_fp64(split(yn), prod);\n#else\n return sum_fp64(vec2(yn, 0.0), prod);\n#endif\n}\n`;\n"],"file":"fp64-arithmetic.glsl.js"}
@@ -1 +1 @@
1
- {"version":3,"file":"fp64-functions.glsl.d.ts","sourceRoot":"","sources":["../../../src/modules/fp64/fp64-functions.glsl.ts"],"names":[],"mappings":";AAoBA,wBA8pBE"}
1
+ {"version":3,"file":"fp64-functions.glsl.d.ts","sourceRoot":"","sources":["../../../src/modules/fp64/fp64-functions.glsl.ts"],"names":[],"mappings":";AAEA,wBA8pBE"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/modules/fp64/fp64-functions.glsl.ts"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\nconst vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);\nconst vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);\nconst vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);\nconst vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);\nconst vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);\nconst vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);\nconst vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);\nconst vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);\nconst vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);\nconst vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);\n\nconst vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);\nconst vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);\nconst vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);\nconst vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);\n\nconst vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);\nconst vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);\nconst vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);\nconst vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);\n\nconst vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!\nconst vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!\nconst vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!\nconst vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!\nconst vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!\nconst vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!\nconst vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!\nconst vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!\n\nfloat nint(float d) {\n if (d == floor(d)) return d;\n return floor(d + 0.5);\n}\n\nvec2 nint_fp64(vec2 a) {\n float hi = nint(a.x);\n float lo;\n vec2 tmp;\n if (hi == a.x) {\n lo = nint(a.y);\n tmp = quickTwoSum(hi, lo);\n } else {\n lo = 0.0;\n if (abs(hi - a.x) == 0.5 && a.y < 0.0) {\n hi -= 1.0;\n }\n tmp = vec2(hi, lo);\n }\n return tmp;\n}\n\n/* k_power controls how much range reduction we would like to have\nRange reduction uses the following method:\nassume a = k_power * r + m * log(2), k and m being integers.\nSet k_power = 4 (we can choose other k to trade accuracy with performance.\nwe only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;\n*/\n\nvec2 exp_fp64(vec2 a) {\n // We need to make sure these two numbers match\n // as bit-wise shift is not available in GLSL 1.0\n const int k_power = 4;\n const float k = 16.0;\n\n const float inv_k = 1.0 / k;\n\n if (a.x <= -88.0) return vec2(0.0, 0.0);\n if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);\n if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);\n if (a.x == 1.0 && a.y == 0.0) return E_FP64;\n\n float m = floor(a.x / LOG2_FP64.x + 0.5);\n vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;\n vec2 s, t, p;\n\n p = mul_fp64(r, r);\n s = sum_fp64(r, p * 0.5);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);\n\n s = sum_fp64(s, t);\n\n\n // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.\n for (int i = 0; i < k_power; i++) {\n s = sum_fp64(s * 2.0, mul_fp64(s, s));\n }\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = sum_fp64(s, vec2(ONE, 0.0));\n#else\n s = sum_fp64(s, vec2(1.0, 0.0));\n#endif\n\n return s * pow(2.0, m);\n// return r;\n}\n\nvec2 log_fp64(vec2 a)\n{\n if (a.x == 1.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x <= 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n vec2 x = vec2(log(a.x), 0.0);\n vec2 s;\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = vec2(ONE, 0.0);\n#else\n s = vec2(1.0, 0.0);\n#endif\n\n x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);\n return x;\n}\n\nvec2 sin_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n s = a;\n r = a;\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvec2 cos_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n r = x;\n s = sum_fp64(vec2(1.0, 0.0), r * 0.5);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvoid sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {\n if (a.x == 0.0 && a.y == 0.0) {\n sin_t = vec2(0.0, 0.0);\n cos_t = vec2(1.0, 0.0);\n }\n\n sin_t = sin_taylor_fp64(a);\n cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));\n}\n\nvec2 sin_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return sin_taylor_fp64(t);\n } else if (j == 1) {\n return cos_taylor_fp64(t);\n } else if (j == -1) {\n return -cos_taylor_fp64(t);\n } else {\n return -sin_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n }\n } else {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 cos_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return cos_taylor_fp64(t);\n } else if (j == 1) {\n return -sin_taylor_fp64(t);\n } else if (j == -1) {\n return sin_taylor_fp64(t);\n } else {\n return -cos_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 tan_fp64(vec2 a) {\n vec2 sin_a;\n vec2 cos_a;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n // We just can't get PI/16 * 3.0 very accurately.\n // so let's just store it\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n vec2 sin_t, cos_t;\n vec2 s, c;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n if (k > 0) {\n s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return div_fp64(sin_a, cos_a);\n}\n\nvec2 radians_fp64(vec2 degree) {\n return mul_fp64(degree, PI_180_FP64);\n}\n\nvec2 mix_fp64(vec2 a, vec2 b, float x) {\n vec2 range = sub_fp64(b, a);\n return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));\n}\n\n// Vector functions\n// vec2 functions\nvoid vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sum_fp64(a[0], b[0]);\n out_val[1] = sum_fp64(a[1], b[1]);\n}\n\nvoid vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sub_fp64(a[0], b[0]);\n out_val[1] = sub_fp64(a[1], b[1]);\n}\n\nvoid vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = mul_fp64(a[0], b[0]);\n out_val[1] = mul_fp64(a[1], b[1]);\n}\n\nvoid vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = div_fp64(a[0], b[0]);\n out_val[1] = div_fp64(a[1], b[1]);\n}\n\nvoid vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {\n vec2 range[2];\n vec2_sub_fp64(y, x, range);\n vec2 portion[2];\n portion[0] = range[0] * a;\n portion[1] = range[1] * a;\n vec2_sum_fp64(x, portion, out_val);\n}\n\nvec2 vec2_length_fp64(vec2 x[2]) {\n return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));\n}\n\nvoid vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {\n vec2 length = vec2_length_fp64(x);\n vec2 length_vec2[2];\n length_vec2[0] = length;\n length_vec2[1] = length;\n\n vec2_div_fp64(x, length_vec2, out_val);\n}\n\nvec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {\n vec2 diff[2];\n vec2_sub_fp64(x, y, diff);\n return vec2_length_fp64(diff);\n}\n\nvec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {\n vec2 v[2];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n\n return sum_fp64(v[0], v[1]);\n}\n\n// vec3 functions\nvoid vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvec2 vec3_length_fp64(vec2 x[3]) {\n return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),\n mul_fp64(x[2], x[2])));\n}\n\nvec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {\n vec2 diff[3];\n vec3_sub_fp64(x, y, diff);\n return vec3_length_fp64(diff);\n}\n\n// vec4 functions\nvoid vec4_fp64(vec4 a, out vec2 out_val[4]) {\n out_val[0].x = a[0];\n out_val[0].y = 0.0;\n\n out_val[1].x = a[1];\n out_val[1].y = 0.0;\n\n out_val[2].x = a[2];\n out_val[2].y = 0.0;\n\n out_val[3].x = a[3];\n out_val[3].y = 0.0;\n}\n\nvoid vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {\n out_val[0] = mul_fp64(a[0], b);\n out_val[1] = mul_fp64(a[1], b);\n out_val[2] = mul_fp64(a[2], b);\n out_val[3] = mul_fp64(a[3], b);\n}\n\nvoid vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {\n for (int i = 0; i < 4; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {\n vec2 v[4];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n v[2] = mul_fp64(a[2], b[2]);\n v[3] = mul_fp64(a[3], b[3]);\n\n out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));\n}\n\nvoid mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {\n vec2 tmp[4];\n\n for (int i = 0; i < 4; i++)\n {\n for (int j = 0; j < 4; j++)\n {\n tmp[j] = b[j + i * 4];\n }\n vec4_dot_fp64(a, tmp, out_val[i]);\n }\n}\n`;\n"],"file":"fp64-functions.glsl.js"}
1
+ {"version":3,"sources":["../../../src/modules/fp64/fp64-functions.glsl.ts"],"names":[],"mappings":"AAEA","sourcesContent":["// luma.gl, MIT license\n\nexport default `\\\nconst vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);\nconst vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);\nconst vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);\nconst vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);\nconst vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);\nconst vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);\nconst vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);\nconst vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);\nconst vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);\nconst vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);\n\nconst vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);\nconst vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);\nconst vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);\nconst vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);\n\nconst vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);\nconst vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);\nconst vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);\nconst vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);\n\nconst vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!\nconst vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!\nconst vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!\nconst vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!\nconst vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!\nconst vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!\nconst vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!\nconst vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!\n\nfloat nint(float d) {\n if (d == floor(d)) return d;\n return floor(d + 0.5);\n}\n\nvec2 nint_fp64(vec2 a) {\n float hi = nint(a.x);\n float lo;\n vec2 tmp;\n if (hi == a.x) {\n lo = nint(a.y);\n tmp = quickTwoSum(hi, lo);\n } else {\n lo = 0.0;\n if (abs(hi - a.x) == 0.5 && a.y < 0.0) {\n hi -= 1.0;\n }\n tmp = vec2(hi, lo);\n }\n return tmp;\n}\n\n/* k_power controls how much range reduction we would like to have\nRange reduction uses the following method:\nassume a = k_power * r + m * log(2), k and m being integers.\nSet k_power = 4 (we can choose other k to trade accuracy with performance.\nwe only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;\n*/\n\nvec2 exp_fp64(vec2 a) {\n // We need to make sure these two numbers match\n // as bit-wise shift is not available in GLSL 1.0\n const int k_power = 4;\n const float k = 16.0;\n\n const float inv_k = 1.0 / k;\n\n if (a.x <= -88.0) return vec2(0.0, 0.0);\n if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);\n if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);\n if (a.x == 1.0 && a.y == 0.0) return E_FP64;\n\n float m = floor(a.x / LOG2_FP64.x + 0.5);\n vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;\n vec2 s, t, p;\n\n p = mul_fp64(r, r);\n s = sum_fp64(r, p * 0.5);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);\n\n s = sum_fp64(s, t);\n\n\n // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.\n for (int i = 0; i < k_power; i++) {\n s = sum_fp64(s * 2.0, mul_fp64(s, s));\n }\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = sum_fp64(s, vec2(ONE, 0.0));\n#else\n s = sum_fp64(s, vec2(1.0, 0.0));\n#endif\n\n return s * pow(2.0, m);\n// return r;\n}\n\nvec2 log_fp64(vec2 a)\n{\n if (a.x == 1.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x <= 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n vec2 x = vec2(log(a.x), 0.0);\n vec2 s;\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = vec2(ONE, 0.0);\n#else\n s = vec2(1.0, 0.0);\n#endif\n\n x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);\n return x;\n}\n\nvec2 sin_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n s = a;\n r = a;\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvec2 cos_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n r = x;\n s = sum_fp64(vec2(1.0, 0.0), r * 0.5);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvoid sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {\n if (a.x == 0.0 && a.y == 0.0) {\n sin_t = vec2(0.0, 0.0);\n cos_t = vec2(1.0, 0.0);\n }\n\n sin_t = sin_taylor_fp64(a);\n cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));\n}\n\nvec2 sin_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return sin_taylor_fp64(t);\n } else if (j == 1) {\n return cos_taylor_fp64(t);\n } else if (j == -1) {\n return -cos_taylor_fp64(t);\n } else {\n return -sin_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n }\n } else {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 cos_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return cos_taylor_fp64(t);\n } else if (j == 1) {\n return -sin_taylor_fp64(t);\n } else if (j == -1) {\n return sin_taylor_fp64(t);\n } else {\n return -cos_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 tan_fp64(vec2 a) {\n vec2 sin_a;\n vec2 cos_a;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n // We just can't get PI/16 * 3.0 very accurately.\n // so let's just store it\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n vec2 sin_t, cos_t;\n vec2 s, c;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n if (k > 0) {\n s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return div_fp64(sin_a, cos_a);\n}\n\nvec2 radians_fp64(vec2 degree) {\n return mul_fp64(degree, PI_180_FP64);\n}\n\nvec2 mix_fp64(vec2 a, vec2 b, float x) {\n vec2 range = sub_fp64(b, a);\n return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));\n}\n\n// Vector functions\n// vec2 functions\nvoid vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sum_fp64(a[0], b[0]);\n out_val[1] = sum_fp64(a[1], b[1]);\n}\n\nvoid vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sub_fp64(a[0], b[0]);\n out_val[1] = sub_fp64(a[1], b[1]);\n}\n\nvoid vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = mul_fp64(a[0], b[0]);\n out_val[1] = mul_fp64(a[1], b[1]);\n}\n\nvoid vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = div_fp64(a[0], b[0]);\n out_val[1] = div_fp64(a[1], b[1]);\n}\n\nvoid vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {\n vec2 range[2];\n vec2_sub_fp64(y, x, range);\n vec2 portion[2];\n portion[0] = range[0] * a;\n portion[1] = range[1] * a;\n vec2_sum_fp64(x, portion, out_val);\n}\n\nvec2 vec2_length_fp64(vec2 x[2]) {\n return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));\n}\n\nvoid vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {\n vec2 length = vec2_length_fp64(x);\n vec2 length_vec2[2];\n length_vec2[0] = length;\n length_vec2[1] = length;\n\n vec2_div_fp64(x, length_vec2, out_val);\n}\n\nvec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {\n vec2 diff[2];\n vec2_sub_fp64(x, y, diff);\n return vec2_length_fp64(diff);\n}\n\nvec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {\n vec2 v[2];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n\n return sum_fp64(v[0], v[1]);\n}\n\n// vec3 functions\nvoid vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvec2 vec3_length_fp64(vec2 x[3]) {\n return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),\n mul_fp64(x[2], x[2])));\n}\n\nvec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {\n vec2 diff[3];\n vec3_sub_fp64(x, y, diff);\n return vec3_length_fp64(diff);\n}\n\n// vec4 functions\nvoid vec4_fp64(vec4 a, out vec2 out_val[4]) {\n out_val[0].x = a[0];\n out_val[0].y = 0.0;\n\n out_val[1].x = a[1];\n out_val[1].y = 0.0;\n\n out_val[2].x = a[2];\n out_val[2].y = 0.0;\n\n out_val[3].x = a[3];\n out_val[3].y = 0.0;\n}\n\nvoid vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {\n out_val[0] = mul_fp64(a[0], b);\n out_val[1] = mul_fp64(a[1], b);\n out_val[2] = mul_fp64(a[2], b);\n out_val[3] = mul_fp64(a[3], b);\n}\n\nvoid vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {\n for (int i = 0; i < 4; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {\n vec2 v[4];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n v[2] = mul_fp64(a[2], b[2]);\n v[3] = mul_fp64(a[3], b[3]);\n\n out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));\n}\n\nvoid mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {\n vec2 tmp[4];\n\n for (int i = 0; i < 4; i++)\n {\n for (int j = 0; j < 4; j++)\n {\n tmp[j] = b[j + i * 4];\n }\n vec4_dot_fp64(a, tmp, out_val[i]);\n }\n}\n`;\n"],"file":"fp64-functions.glsl.js"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@luma.gl/shadertools",
3
- "version": "8.6.0-alpha.2",
3
+ "version": "8.6.0-alpha.3",
4
4
  "description": "Shader module system for luma.gl",
5
5
  "license": "MIT",
6
6
  "repository": {
@@ -37,8 +37,8 @@
37
37
  },
38
38
  "dependencies": {
39
39
  "@babel/runtime": "^7.0.0",
40
- "@luma.gl/api": "8.6.0-alpha.2",
40
+ "@luma.gl/api": "8.6.0-alpha.3",
41
41
  "@math.gl/core": "^3.5.0"
42
42
  },
43
- "gitHead": "bdcebda76c1b4e47b127cdbd3f426ea6cbae44f1"
43
+ "gitHead": "a808a90fb8d59b682f5b647b8caa819f26827512"
44
44
  }
@@ -47,7 +47,7 @@ export type AssembleShaderOptions = {
47
47
  * Inject a list of shader modules into shader sources
48
48
  */
49
49
  export function assembleShaders(
50
- device: Device,
50
+ device: Device | WebGLRenderingContext,
51
51
  options: AssembleShaderOptions
52
52
  ): {
53
53
  vs: string;
@@ -57,7 +57,9 @@ export function assembleShaders(
57
57
  const {vs, fs} = options;
58
58
  const modules = resolveModules(options.modules || []);
59
59
  return {
60
+ // @ts-expect-error
60
61
  vs: assembleShader(device, {...options, source: vs, type: 'vs', modules}),
62
+ // @ts-expect-error
61
63
  fs: assembleShader(device, {...options, source: fs, type: 'fs', modules}),
62
64
  getUniforms: assembleGetUniforms(modules)
63
65
  };
@@ -1,22 +1,4 @@
1
- // Copyright (c) 2015 - 2017 Uber Technologies, Inc.
2
- //
3
- // Permission is hereby granted, free of charge, to any person obtaining a copy
4
- // of this software and associated documentation files (the "Software"), to deal
5
- // in the Software without restriction, including without limitation the rights
6
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7
- // copies of the Software, and to permit persons to whom the Software is
8
- // furnished to do so, subject to the following conditions:
9
- //
10
- // The above copyright notice and this permission notice shall be included in
11
- // all copies or substantial portions of the Software.
12
- //
13
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19
- // THE SOFTWARE.
1
+ // luma.gl, MIT license
20
2
 
21
3
  export default `\
22
4
  uniform float ONE;
@@ -1,22 +1,4 @@
1
- // Copyright (c) 2015 - 2017 Uber Technologies, Inc.
2
- //
3
- // Permission is hereby granted, free of charge, to any person obtaining a copy
4
- // of this software and associated documentation files (the "Software"), to deal
5
- // in the Software without restriction, including without limitation the rights
6
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7
- // copies of the Software, and to permit persons to whom the Software is
8
- // furnished to do so, subject to the following conditions:
9
- //
10
- // The above copyright notice and this permission notice shall be included in
11
- // all copies or substantial portions of the Software.
12
- //
13
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19
- // THE SOFTWARE.
1
+ // luma.gl, MIT license
20
2
 
21
3
  export default `\
22
4
  const vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);