onejs-sl 0.1.12 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,5 +1,22 @@
1
1
  # Changelog
2
2
 
3
+ ## 0.2.0
4
+
5
+ `compile()` replaces `encode()` for every host that draws compiled: it gives a program's hash, names, defaults and sources with no VM buffer and no budget, so a long program or one with many values at once compiles. Program hashes do not change.
6
+
7
+ - `onejs-sl/compile` exports `compile(program)`: hash, uniforms, defaults, textures, and lazy `hlsl`, `wgsl` and `glsl`
8
+ - `compile` never refuses a program for its length or for how many values it holds at once
9
+ - `encode` is `compile` plus the VM's buffer, and still applies the VM's limits
10
+ - `onejs-sl/vm` and `onejs-sl/limits` stay until the VM is deleted
11
+ - `corpus/long.sl`, over a thousand operations, is in the goldens
12
+
13
+ ## 0.1.13
14
+
15
+ Unity's Metal compile of OneJS's effects no longer warns of an uninitialized variable. Nothing draws differently.
16
+
17
+ - `onejsFbmKind` returns once, so FxSources compiles on Metal with no warning
18
+ - A WGSL noise kind no longer evaluates both fBm kinds to pick one
19
+
3
20
  ## 0.1.12
4
21
 
5
22
  The noise hashes are integer arithmetic, so every GPU draws the same bits. Value noise and voronoi look different, seed 0 included; program hashes do not change.
package/README.md CHANGED
@@ -38,8 +38,9 @@ only what it calls.
38
38
  | `onejs-sl` | `parse` and `analyze`, `diagnose` (every error in a file, not just the first), `classify` (every token with its class, comments kept, never throws), `fromGLSL` (a pasted Shadertoy or WebGL shader as a `.sl` file, with notes on what did not carry over), the TypeScript form `sl`, the IR types, `SL_IR_VERSION`, `toJSON`/`fromJSON`, `SLParseError` (file, line, column, offset, length, the bare `text`, and a `fix` where one is certain) |
39
39
  | `onejs-sl/core` | the same without the parser: what a game needs at run time |
40
40
  | `onejs-sl/tables` | `BUILTINS`, `SL_HLSL`, `INPUTS`, `SL_SDF_SHAPES`, `SL_SDF_PARAMS`, `SL_KEYWORDS`, `SL_TYPES`, `TYPE_WIDTH`, `PRELUDE_NAMES`: what completion and highlighting read. `BUILTIN_PARAMS`, `SL_SDF_PARAM_NAMES` and `LIB_SIGNATURES` name every parameter, so an editor can show `lerp(x, y, s)`, and `BUILTIN_DOCS`, `INPUT_DOCS` and `PRELUDE_DOCS` give each a line for its tooltip |
41
- | `onejs-sl/limits` | `vmFit(program)`: whether the VM runs it, and why not, without encoding |
42
- | `onejs-sl/vm` | `encode`, `SL_WIRE_VERSION` |
41
+ | `onejs-sl/compile` | `compile(program)`: what a host draws a program with. Its hash, its uniform and texture names in slot order, their defaults, and `hlsl`, `wgsl` and `glsl` as lazy getters. No budget |
42
+ | `onejs-sl/limits` | `vmFit(program)`: whether the VM runs it, and why not. The VM's, until it is deleted |
43
+ | `onejs-sl/vm` | `encode`, `SL_WIRE_VERSION`: `compile` plus the VM's buffer. The VM's, until it is deleted |
43
44
  | `onejs-sl/emit/hlsl-body` | `emitBody`: a program as a function body for a host's own frame; `emitLibrary`: the library functions it calls |
44
45
  | `onejs-sl/emit/unity` | `emitShader`: the `.shader` a Unity editor generates, a frame over `emitBody` |
45
46
  | `onejs-sl/emit/web` | `emitWGSL`, `emitGLSL`: OneJS's web frame |
@@ -115,8 +116,8 @@ know the project's colour space when it prints.
115
116
  difference, the `.cginc` copies included in the container, and OneJS's
116
117
  `SLSharedLibraryTests` checks them from the other side. What proves the
117
118
  translations draw the same picture: the goldens compile the whole library on
118
- WebGPU and WebGL2 and draw every fixture; OneJS's parity harness holds the web
119
- output to the VM; `SLSharedLibraryTests` draws every corpus program in Unity
119
+ WebGPU and WebGL2 and draw every fixture; OneJS's parity harness draws every
120
+ fixture through a real WebGL player and holds it to the goldens; `SLSharedLibraryTests` draws every corpus program in Unity
120
121
  through `SLCommon.cginc` and through the translated shared subset and requires
121
122
  them to agree; and the Metal check above compiles the shared subset.
122
123
 
@@ -125,9 +126,11 @@ them to agree; and the Metal check above compiles the shared subset.
125
126
  `goldens/goldens.json` is every corpus fixture drawn as a Linear OneJS game
126
127
  stores it: the package's WGSL and GLSL ES in OneJS's web frame, into an
127
128
  `rgba8unorm-srgb` target (the format the element's render texture has), read
128
- back raw, with no Unity, no UI Toolkit and no browser colour management. A
129
- second host's own backend is checked against it; OneJS's parity harness is what
130
- proves the web emitters equal the VM in the first place.
129
+ back raw, with no Unity, no UI Toolkit and no browser colour management. The
130
+ goldens stand on their own: the two backends must agree, and the anchors and
131
+ the hash probes must match arithmetic. A host's own backend is checked against
132
+ them, as OneJS's parity harness (`Tools/sl-web-parity` in the container) checks
133
+ what a WebGL player draws.
131
134
 
132
135
  `npm run goldens` draws it on WebGPU and WebGL2 in a Chrome with its own
133
136
  profile (set `CHROME` to choose one). The two backends must agree within 1/255
@@ -202,17 +205,18 @@ container this package is checked out at `JSModules/onejs-sl`, and
202
205
 
203
206
  ## The one idea
204
207
 
205
- **One authoring surface, one IR, two backends.** Unity cannot compile a shader
206
- at runtime in a player build, on any graphics API, so in the browser a program
207
- has to become data that a fixed shader evaluates. Ejecting to a Unity project
208
- does not change what the author wrote, it changes what is possible, because an
209
- editor compiles shaders at build time.
210
-
211
- So the same source is interpreted by a VM on play.onejs.com and compiled from
212
- generated HLSL after an eject, with no edit in between. Both backends exist:
213
- `encode.ts` feeds OneJS's `Runtime/SL/SLProgramBridge.cs` and `FxProgram.shader`,
214
- and `hlsl.ts` feeds its `Editor/SLShaderGenerator.cs`. Nobody writes a manifest for the
215
- second: an editor that interprets a program asks the encoded program for its
208
+ **One authoring surface, one IR, several backends.** Unity cannot compile a
209
+ shader at runtime in a player build, on any graphics API, so the first backend
210
+ made a program data that a fixed shader evaluates: a VM. An editor does compile
211
+ shaders, at build time, so the second prints HLSL for it.
212
+
213
+ So the same source draws compiled from generated HLSL in the editor and in a
214
+ native player, with no edit in between, and the VM stays behind a switch: OneJS
215
+ leaves it out unless a project defines `ONEJS_SL_VM`. `compile.ts` gives a host
216
+ everything it draws with and no VM buffer; `encode.ts` adds the buffer for
217
+ `FxProgram.shader`, and goes with the VM. `hlsl.ts` feeds OneJS's
218
+ `Editor/SLShaderGenerator.cs`. Nobody writes a manifest for it: an editor that
219
+ draws a program asks the compiled program for its
216
220
  `hlsl` (a lazy getter, never read in Play), records it into
217
221
  `Assets/OneJS/Recorded.sl.json`, generates the shader and
218
222
  moves the live material onto it. `manifest()` is still there for an app that
@@ -223,10 +227,11 @@ shader, but the page it runs in can. `web.ts` prints every program as WGSL and
223
227
  as GLSL ES 3.00 (carrying the library functions it calls, translated from
224
228
  `lib/*.hlsl`), and OneJS's
225
229
  `Plugins/WebGL/OneJSSLWeb.jslib` compiles whichever one Unity's device speaks
226
- and draws it into the element's target in place of the VM. A `.sl` import
227
- carries both strings, printed at build time; an `encode()` result has them as
228
- lazy getters, like `hlsl`. The VM draws until the compiled program is ready,
229
- and for good if it fails to compile. The host contract (the frame block, the
230
+ and draws it into the element's target. A `.sl` import carries both strings,
231
+ printed at build time; a `compile()` result has them as lazy getters, like
232
+ `hlsl`. A WebGL player has no VM: the element draws nothing until the compiled
233
+ program is ready, and nothing after a compile error, which the page reports.
234
+ The host contract (the frame block, the
230
235
  16 uniform slots, one binding pair per sampled texture) is written out at the
231
236
  top of `web.ts`.
232
237
 
@@ -234,7 +239,7 @@ The emitters match the HLSL emitter's semantics rather than each language's
234
239
  own: `%` truncates like `fmod`, `pow` takes `abs` of its base, `asin` and
235
240
  `acos` clamp, `log` and `sqrt` guard their argument, a select is the VM's
236
241
  branchless `lerp`. `web.test.ts` checks the structure (every shape, every
237
- opcode, the library order); whether the output matches the VM within 1/255 is
242
+ opcode, the library order); whether the output matches the goldens is
238
243
  measured in a browser, through the real element, by `Tools/sl-web-parity` in
239
244
  the container.
240
245
 
@@ -294,8 +299,10 @@ baseline, which is the one resource neither backend can widen.
294
299
 
295
300
  `Program.hash` is what will link a program to its compiled shader. If it differs
296
301
  between the machine that generated the shader and the machine that runs it, the
297
- runtime falls back to the VM and **nobody is told**: correct output, quietly
298
- slow, no error. That is the worst failure this design can have.
302
+ player finds no shader for the program: it draws nothing and logs one error
303
+ naming the hash. Before OneJS 3.6.0 it fell back to the VM and **nobody was
304
+ told**: correct output, quietly slow, no error, the worst failure this design
305
+ could have, and the reason the hash is built the way it is.
299
306
 
300
307
  So it is a Merkle hash over the graph reachable from the result, not a walk of
301
308
  the node array. An earlier version hashed storage order, which meant hoisting a
@@ -342,10 +349,10 @@ layered noise and small iterated distance fields, which is most of what 2D
342
349
  shaders loop for. A data dependent loop is out of scope: the VM would need a
343
350
  nested bounded loop with a dynamic trip count while codegen would handle it
344
351
  fine, and the two backends agreeing is the property the whole design protects.
345
- Because it unrolls, the count multiplies the body's operation count toward the
346
- VM's 256-instruction ceiling. The ceiling error names any `repeat` that fills a
347
- quarter of the budget or more, so the fix reads as "lower this count" rather
348
- than "fewer instructions".
352
+ Because it unrolls, the count multiplies the body's operation count. `compile`
353
+ has no ceiling, so a long program costs what it costs, as any shader does;
354
+ `corpus/long.sl` is over a thousand operations. `encode` still refuses past the
355
+ VM's 256, and names any `repeat` that fills a quarter of that.
349
356
 
350
357
  Every loop that reaches a GPU is therefore bounded by a constant: `repeat` is
351
358
  unrolled, fbm's octaves are a constant 1 to 4, the helper loops in the noise
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "generatedBy": "onejs-sl goldens/run.mjs",
3
- "package": "0.1.12",
3
+ "package": "0.2.0",
4
4
  "ir": 2,
5
5
  "target": "rgba8unorm-srgb: straight alpha, 8 bit, sRGB encoded, the stored bytes of a Linear OneJS game's element",
6
6
  "size": [
@@ -95,7 +95,7 @@
95
95
  },
96
96
  "ember.sl": {
97
97
  "hash": "44ba7cc3",
98
- "source": "// A fire, in one file: one texture, one loop, one function.\n//\n// Everything a Unity shader makes you write that is not the effect is absent.\n// No Properties block, no SubShader, no CGPROGRAM, no appdata or v2f, no\n// _Time.y. `uniform` declares the slot AND the name React binds against, and\n// `texture2D` does the same for a sampler.\n//\n// This program sits at exactly 8 of the VM's 8 registers, which is the real\n// ceiling and not a soft one: adding another live value here is refused when\n// the game is built rather than rendered wrong. That is the trade for a\n// program that runs interpreted in a browser and compiled after an eject from\n// the same file, with no edit in between.\ntexture2D smoke;\n\nuniform float heat = 0.55;\nuniform float2 source = float2(0.5, 0.08);\n\n// Layered noise: one texture, three scales, drifting.\n//\n// The loop UNROLLS at build time. `i` is a number the parser substitutes, so\n// both backends see straight line code and neither needs a branch, which is\n// also why the bound has to be a constant. The function inlines, so calling it\n// costs exactly what writing the three lines out would.\nfloat plume(float2 p, float t) {\n float s = 0;\n for (int i = 0; i < 3; i++) {\n s = s + tex2D(smoke, p * (1 + i * 1.9) - t).r * (0.6 / (1 + i));\n }\n return s;\n}\n\nfloat4 main() {\n float2 p = uv - source;\n // A cone: narrow across, tall up, brightest at the source.\n float cone = saturate(1 - length(p * float2(3, 1.1)));\n float fuel = saturate(cone * (0.5 + heat) * (plume(p, time * 0.4) + 0.35));\n\n // Colours as written. They are mixed in sRGB and converted once, so the\n // ramp reads as evenly as its swatches do.\n return ramp(fuel, #00000000, #b53205cc, #ff8a20, #ffe7b0);\n}\n",
98
+ "source": "// A fire, in one file: one texture, one loop, one function.\n//\n// Everything a Unity shader makes you write that is not the effect is absent.\n// No Properties block, no SubShader, no CGPROGRAM, no appdata or v2f, no\n// _Time.y. `uniform` declares the slot AND the name React binds against, and\n// `texture2D` does the same for a sampler.\n//\n// This program sits at exactly 8 of the VM's 8 registers, which is why it is\n// in the corpus: the VM refused a ninth live value. Compiled, there is no such\n// ceiling, and the same file draws the same in the editor, a player and a\n// browser, with no edit in between.\ntexture2D smoke;\n\nuniform float heat = 0.55;\nuniform float2 source = float2(0.5, 0.08);\n\n// Layered noise: one texture, three scales, drifting.\n//\n// The loop UNROLLS at build time. `i` is a number the parser substitutes, so\n// both backends see straight line code and neither needs a branch, which is\n// also why the bound has to be a constant. The function inlines, so calling it\n// costs exactly what writing the three lines out would.\nfloat plume(float2 p, float t) {\n float s = 0;\n for (int i = 0; i < 3; i++) {\n s = s + tex2D(smoke, p * (1 + i * 1.9) - t).r * (0.6 / (1 + i));\n }\n return s;\n}\n\nfloat4 main() {\n float2 p = uv - source;\n // A cone: narrow across, tall up, brightest at the source.\n float cone = saturate(1 - length(p * float2(3, 1.1)));\n float fuel = saturate(cone * (0.5 + heat) * (plume(p, time * 0.4) + 0.35));\n\n // Colours as written. They are mixed in sRGB and converted once, so the\n // ramp reads as evenly as its swatches do.\n return ramp(fuel, #00000000, #b53205cc, #ff8a20, #ffe7b0);\n}\n",
99
99
  "samples": {
100
100
  "0": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,6,2,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,1,0,15,16,2,0,22,15,2,0,22,7,1,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1,0,13,23,3,0,30,32,5,0,38,31,5,0,37,25,3,0,31,6,1,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,2,21,2,0,27,38,6,0,45,46,8,0,53,46,8,0,53,42,7,0,48,26,3,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,14,34,5,0,40,52,10,0,59,61,13,0,69,61,13,0,69,58,12,0,66,45,8,0,52,6,1,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,2,0,25,46,8,0,53,66,14,1,74,75,17,1,85,75,18,1,85,73,16,1,82,63,13,0,71,27,3,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,30,4,0,36,58,12,0,66,78,18,1,88,89,22,1,100,90,22,1,101,88,21,1,99,80,19,1,90,46,8,0,52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,0,10,40,6,0,46,69,15,1,78,91,22,1,102,103,26,1,116,104,26,1,116,102,25,1,115,95,23,1,107,62,13,0,70,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,2,0,18,48,9,0,55,79,19,1,89,103,26,1,116,117,30,1,131,117,30,1,132,116,30,1,130,110,28,1,123,77,18,1,87,12,2,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,2,0,25,56,11,0,63,88,21,1,99,115,30,1,129,131,34,1,147,131,34,1,147,129,34,1,145,123,32,1,138,90,22,1,101,26,3,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,3,0,30,62,13,0,70,96,24,1,108,126,33,1,141,144,38,1,162,144,38,1,162,141,37,1,158,134,35,1,151,101,25,1,114,37,6,0,44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,29,4,0,35,67,15,1,76,103,26,1,116,135,36,1,152,157,42,2,177,157,42,2,177,151,41,2,170,144,38,1,162,110,28,1,124,46,8,0,53,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,5,0,38,71,16,1,80,108,27,1,122,143,38,1,161,170,46,2,192,169,46,2,190,159,43,2,179,151,40,2,170,117,30,1,132,52,10,0,60,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,5,0,40,74,16,1,83,111,29,1,125,148,40,2,167,181,50,2,204,178,48,2,201,165,44,2,186,155,42,2,175,121,31,1,136,57,11,0,64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,35,5,0,41,74,17,1,84,113,29,1,127,151,40,2,170,184,53,2,206,182,50,2,205,167,45,2,188,157,42,2,177,123,32,1,138,58,12,0,66,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,5,0,41,74,17,1,83,112,29,1,126,149,40,2,168,182,51,2,205,180,49,2,203,165,45,2,187,156,42,2,176,122,32,1,137,57,11,0,65,0,0,0,0,0,0,0,0,0,0,0,0],
101
101
  "1.25": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,6,2,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,1,0,15,16,2,0,22,15,2,0,21,5,1,0,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1,0,13,23,3,0,30,32,5,0,38,30,4,0,37,20,2,0,26,3,1,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,2,21,2,0,27,38,6,0,45,46,8,0,53,45,8,0,52,34,5,0,41,16,2,0,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,1,0,14,34,5,0,40,52,10,0,59,61,13,0,69,60,13,0,68,48,9,0,55,29,4,0,35,2,1,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,2,0,25,46,8,0,53,66,14,1,74,75,17,1,85,74,17,1,83,61,13,0,70,42,7,0,48,15,2,0,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,30,4,0,36,58,12,0,66,78,18,1,88,89,22,1,100,88,21,1,99,74,17,1,84,53,10,0,61,27,3,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,0,10,40,6,0,46,69,15,1,78,91,22,1,102,103,26,1,116,101,25,1,114,86,21,1,97,64,14,0,73,38,6,0,44,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,2,0,18,48,9,0,55,79,19,1,89,103,26,1,116,117,30,1,131,115,30,1,129,98,24,1,110,74,17,1,84,48,9,0,55,6,1,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,2,0,25,56,11,0,63,88,21,1,99,115,30,1,129,131,34,1,147,128,34,1,144,109,28,1,122,83,20,1,94,56,11,0,64,16,2,0,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,3,0,30,62,13,0,70,96,24,1,108,126,33,1,141,144,38,1,162,141,37,1,159,119,31,1,134,91,22,1,103,63,13,0,72,24,3,0,30,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,29,4,0,35,67,15,1,76,103,26,1,116,135,36,1,152,157,42,2,177,154,41,2,173,128,34,1,144,98,24,1,110,69,15,1,78,31,4,0,37,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,5,0,38,71,16,1,80,108,27,1,122,143,38,1,161,170,46,2,192,165,45,2,186,135,36,1,152,103,26,1,115,74,16,1,83,35,6,0,42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,5,0,40,74,16,1,83,111,29,1,125,148,40,2,167,181,50,2,204,174,47,2,197,139,37,1,157,106,27,1,119,76,18,1,86,38,6,0,45,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,35,5,0,41,74,17,1,84,113,29,1,127,151,40,2,170,184,53,2,206,179,49,2,202,141,37,1,159,107,27,1,120,77,18,1,87,39,6,0,46,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,5,0,41,74,17,1,83,112,29,1,126,149,40,2,168,182,51,2,205,176,48,2,198,140,37,1,157,106,27,1,119,77,18,1,86,39,6,0,45,0,0,0,0,0,0,0,0,0,0,0,0]
@@ -118,6 +118,14 @@
118
118
  "1.25": [0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,173,171,86,255,139,212,86,255,0,244,86,255,0,110,86,255,207,171,86,255,24,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,253,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,193,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,202,255,0,171,202,255,0,212,202,255,173,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,158,255,0,171,158,255,0,212,158,255,139,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,253,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,188,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,207,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,202,255,0,171,202,255,0,212,202,255,207,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,226,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,158,255,0,171,158,255,0,212,158,255,24,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,193,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,253,212,237,255,188,244,237,255,207,110,237,255,226,171,237,255,0,212,237,255,0,244,237,255,0,110,237,255,0,171,237,255,0,212,237,255,0,244,237,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,202,255,0,171,202,255,0,212,202,255,0,244,202,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,158,255,0,171,158,255,0,212,158,255,0,244,158,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255,0,110,86,255,0,171,86,255,0,212,86,255,0,244,86,255]
119
119
  }
120
120
  },
121
+ "long.sl": {
122
+ "hash": "c563091c",
123
+ "source": "// Longer than the VM ever ran: the loop unrolls to several hundred\n// instructions, past the 256 the VM had room for, so only a compiled backend\n// can draw it. Forty eight soft rings on a circle, each tinted by its place.\n// Smooth everywhere, so every backend agrees on it to within a level.\nfloat4 main() {\n float2 p = (uv - 0.5) * 2.0;\n float3 c = 0.0;\n for (int i = 0; i < 48; i++) {\n float a = i * 0.1309;\n float2 q = p - float2(0.6 * cos(a), 0.6 * sin(a));\n float ring = smoothstep(0.06, 0.0, abs(length(q) - 0.2));\n c = c + ring * float3(0.5 + 0.5 * cos(i * 0.4), 0.5 + 0.5 * sin(i * 0.3), 0.6) * 0.12;\n }\n return float4(saturate(c), 1.0);\n}\n",
124
+ "samples": {
125
+ "0": [0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,18,0,12,255,109,37,94,255,119,74,117,255,94,95,115,255,47,79,82,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,151,20,122,255,127,35,106,255,116,48,103,255,93,63,93,255,73,86,96,255,67,92,97,255,43,125,112,255,15,121,101,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,139,58,123,255,118,45,103,255,99,41,88,255,111,48,99,255,96,74,101,255,74,82,91,255,71,93,96,255,49,94,84,255,51,115,97,255,65,150,120,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,109,92,122,255,101,71,103,255,85,51,83,255,115,50,103,255,142,48,121,255,153,86,145,255,106,129,143,255,68,127,117,255,64,109,95,255,72,113,95,255,82,125,102,255,76,109,87,255,0,0,0,255,0,0,0,255,0,0,0,255,5,10,12,255,82,94,106,255,74,76,88,255,95,79,103,255,163,74,146,255,3,0,2,255,0,0,0,255,0,0,0,255,3,61,50,255,90,164,134,255,88,123,104,255,90,117,100,255,123,141,119,255,0,0,0,255,0,0,0,255,0,0,0,255,29,101,94,255,64,103,103,255,77,92,99,255,88,113,121,255,2,1,2,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,77,100,81,255,113,123,109,255,91,103,90,255,117,112,104,255,33,29,26,255,0,0,0,255,0,0,0,255,21,138,117,255,57,103,93,255,63,114,101,255,55,163,145,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,145,147,122,255,118,125,101,255,108,111,91,255,86,66,68,255,0,0,0,255,0,0,0,255,42,142,115,255,61,116,96,255,67,107,91,255,83,175,143,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,143,132,120,255,97,96,85,255,123,115,102,255,79,72,61,255,0,0,0,255,0,0,0,255,48,104,82,255,68,118,97,255,74,115,96,255,107,139,117,255,54,60,50,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,116,128,116,255,111,118,106,255,115,103,104,255,123,118,106,255,13,13,9,255,0,0,0,255,0,0,0,255,0,0,0,255,104,137,112,255,81,98,84,255,99,103,95,255,157,138,134,255,101,64,81,255,0,0,0,255,0,0,0,255,39,80,116,255,89,107,116,255,92,101,94,255,88,98,90,255,141,149,127,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,108,120,101,255,105,108,97,255,105,94,95,255,117,96,104,255,118,77,109,255,115,56,122,255,81,49,120,255,63,68,106,255,63,71,94,255,63,75,81,255,92,108,107,255,50,57,51,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,146,127,120,255,121,96,102,255,112,85,100,255,97,65,90,255,88,50,101,255,65,44,85,255,67,58,104,255,49,64,90,255,66,89,107,255,63,86,92,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,110,75,87,255,141,85,119,255,108,58,104,255,81,39,91,255,72,38,102,255,53,47,106,255,34,69,127,255,10,34,51,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,28,6,26,255,59,10,68,255,39,2,61,255,1,1,9,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255],
126
+ "1.25": [0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,18,0,12,255,109,37,94,255,119,74,117,255,94,95,115,255,47,79,82,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,151,20,122,255,127,35,106,255,116,48,103,255,93,63,93,255,73,86,96,255,67,92,97,255,43,125,112,255,15,121,101,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,139,58,123,255,118,45,103,255,99,41,88,255,111,48,99,255,96,74,101,255,74,82,91,255,71,93,96,255,49,94,84,255,51,115,97,255,65,150,120,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,109,92,122,255,101,71,103,255,85,51,83,255,115,50,103,255,142,48,121,255,153,86,145,255,106,129,143,255,68,127,117,255,64,109,95,255,72,113,95,255,82,125,102,255,76,109,87,255,0,0,0,255,0,0,0,255,0,0,0,255,5,10,12,255,82,94,106,255,74,76,88,255,95,79,103,255,163,74,146,255,3,0,2,255,0,0,0,255,0,0,0,255,3,61,50,255,90,164,134,255,88,123,104,255,90,117,100,255,123,141,119,255,0,0,0,255,0,0,0,255,0,0,0,255,29,101,94,255,64,103,103,255,77,92,99,255,88,113,121,255,2,1,2,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,77,100,81,255,113,123,109,255,91,103,90,255,117,112,104,255,33,29,26,255,0,0,0,255,0,0,0,255,21,138,117,255,57,103,93,255,63,114,101,255,55,163,145,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,145,147,122,255,118,125,101,255,108,111,91,255,86,66,68,255,0,0,0,255,0,0,0,255,42,142,115,255,61,116,96,255,67,107,91,255,83,175,143,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,143,132,120,255,97,96,85,255,123,115,102,255,79,72,61,255,0,0,0,255,0,0,0,255,48,104,82,255,68,118,97,255,74,115,96,255,107,139,117,255,54,60,50,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,116,128,116,255,111,118,106,255,115,103,104,255,123,118,106,255,13,13,9,255,0,0,0,255,0,0,0,255,0,0,0,255,104,137,112,255,81,98,84,255,99,103,95,255,157,138,134,255,101,64,81,255,0,0,0,255,0,0,0,255,39,80,116,255,89,107,116,255,92,101,94,255,88,98,90,255,141,149,127,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,108,120,101,255,105,108,97,255,105,94,95,255,117,96,104,255,118,77,109,255,115,56,122,255,81,49,120,255,63,68,106,255,63,71,94,255,63,75,81,255,92,108,107,255,50,57,51,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,146,127,120,255,121,96,102,255,112,85,100,255,97,65,90,255,88,50,101,255,65,44,85,255,67,58,104,255,49,64,90,255,66,89,107,255,63,86,92,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,110,75,87,255,141,85,119,255,108,58,104,255,81,39,91,255,72,38,102,255,53,47,106,255,34,69,127,255,10,34,51,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,28,6,26,255,59,10,68,255,39,2,61,255,1,1,9,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255,0,0,0,255]
127
+ }
128
+ },
121
129
  "orient.sl": {
122
130
  "hash": "f3b299ff",
123
131
  "source": "// An anchor: red is uv.x, green is uv.y, so a golden's orientation and its\n// linear-to-sRGB store can be checked against arithmetic, not against itself.\nfloat4 main() { return float4(uv.x, uv.y, 0, 1); }\n",
package/lib/noise2d.hlsl CHANGED
@@ -213,10 +213,16 @@ float onejsRidged(float2 p, float seed, int octaves, float lacunarity, float gai
213
213
 
214
214
  /// Dispatches on the noise kind: 0 value fBm, 1 simplex fBm, 2 turbulence,
215
215
  /// 3 ridged. The numbers are the contract with onejs-unity/src/fx/image.ts.
216
+ ///
217
+ /// One return, at the end. Written with early returns, every path still
218
+ /// returns, but Unity's Metal compile warns of a potentially uninitialized
219
+ /// variable named after this function in every project that imports OneJS.
216
220
  float onejsFbmKind(int kind, float2 p, float seed, int octaves, float lacunarity, float gain)
217
221
  {
218
- if (kind == 2) return onejsTurbulence(p, seed, octaves, lacunarity, gain);
219
- if (kind == 3) return onejsRidged(p, seed, octaves, lacunarity, gain);
220
- return kind == 1 ? onejsFbmSimplex(p, seed, octaves, lacunarity, gain)
221
- : onejsFbm(p, seed, octaves, lacunarity, gain);
222
+ float n;
223
+ if (kind == 2) n = onejsTurbulence(p, seed, octaves, lacunarity, gain);
224
+ else if (kind == 3) n = onejsRidged(p, seed, octaves, lacunarity, gain);
225
+ else if (kind == 1) n = onejsFbmSimplex(p, seed, octaves, lacunarity, gain);
226
+ else n = onejsFbm(p, seed, octaves, lacunarity, gain);
227
+ return n;
222
228
  }
package/package.json CHANGED
@@ -1,12 +1,13 @@
1
1
  {
2
2
  "name": "onejs-sl",
3
- "version": "0.1.12",
3
+ "version": "0.2.0",
4
4
  "description": "The OneJS shader language: a small typed language for per pixel programs, compiled to a portable IR and emitted as HLSL, WGSL, GLSL ES or a VM buffer",
5
5
  "main": "src/index.ts",
6
6
  "types": "src/index.ts",
7
7
  "exports": {
8
8
  ".": "./src/index.ts",
9
9
  "./core": "./src/core.ts",
10
+ "./compile": "./src/compile.ts",
10
11
  "./tables": "./src/tables.ts",
11
12
  "./limits": "./src/limits.ts",
12
13
  "./vm": "./src/vm.ts",
package/src/compile.ts ADDED
@@ -0,0 +1,96 @@
1
+ /**
2
+ * `onejs-sl/compile`: a program as what a host needs to draw it.
3
+ *
4
+ * Its hash, its uniform and texture names in slot order, its declared defaults,
5
+ * and the program printed for each compiler that draws it: HLSL for a Unity
6
+ * editor to generate a shader from, WGSL and GLSL ES 3.00 for a browser to
7
+ * compile on Unity's own device.
8
+ *
9
+ * There is no budget. `encode` refuses a program past the VM's 256
10
+ * instructions or 8 registers, because the VM cannot run it; every backend
11
+ * here is a real compiler, so a long program costs what it costs, as any
12
+ * shader does. `Specs/SL_NEXT.md` section 0.5, step 3.
13
+ */
14
+
15
+ import type { Program } from "./ir"
16
+ import { emitShader } from "./hlsl"
17
+ import { emitGLSL, emitWGSL } from "./web"
18
+ import { uniformDefaults } from "./sl"
19
+
20
+ export interface Compiled {
21
+ /** The program's own hash: what a host finds its compiled shader by. */
22
+ hash: string
23
+ /**
24
+ * Uniform names in SLOT ORDER, so a host can set one by name.
25
+ *
26
+ * Every backend addresses a uniform by slot. Without the names the host had
27
+ * a name from the game and no way to turn it into a slot, so it set a
28
+ * material property instead and every uniform stayed at zero.
29
+ */
30
+ uniforms: string[]
31
+ /**
32
+ * Declared uniform defaults, four floats per slot in slot order.
33
+ *
34
+ * The generated shader writes these into its Properties block, so a
35
+ * compiled material starts at them, while the web host's uniform array
36
+ * starts at zero. Without carrying them across, an unset uniform was its
37
+ * default in the editor and 0 in the browser: one program, two pictures,
38
+ * nothing to see in either. The host seeds these right after binding and
39
+ * lets the caller's own `uniforms` write over them.
40
+ */
41
+ defaults: number[]
42
+ /**
43
+ * Texture names in SLOT order, so a host can bind one by name.
44
+ *
45
+ * The generated shader declares `_Tex0` and the web host binds by slot, so
46
+ * a host handed the name an author wrote had no way to reach either.
47
+ * Setting a material property called `grain` bound nothing, silently.
48
+ */
49
+ textures: string[]
50
+ /**
51
+ * The program as HLSL, for a host that can compile it.
52
+ *
53
+ * Lazy, and absent from enumeration: in Play nothing ever reads it, so the
54
+ * emitter never runs there. In an editor the host asks for it once per
55
+ * program it has no compiled shader for, records it, and generates the
56
+ * shader, which is how a game ends up compiled without anybody writing a
57
+ * manifest.
58
+ */
59
+ readonly hlsl: string
60
+ /**
61
+ * The program as WGSL and as GLSL ES 3.00, for a browser to compile on
62
+ * Unity's own device (WebGPU and WebGL2 respectively). Lazy and absent
63
+ * from enumeration like `hlsl`: a `.sl` import carries them as plain
64
+ * strings from the build instead, and a host reads only the one its
65
+ * backend needs.
66
+ */
67
+ readonly wgsl: string
68
+ readonly glsl: string
69
+ }
70
+
71
+ export function compile(program: Program): Compiled {
72
+ const compiled = {
73
+ hash: program.hash,
74
+ // Slot order, which is declaration order: Builder.uniform pushes and
75
+ // uses the resulting index as the slot.
76
+ uniforms: program.uniforms.map((u) => u.name),
77
+ defaults: uniformDefaults(program),
78
+ textures: program.textures.map((t) => t.name),
79
+ } as Compiled
80
+ let hlsl: string | undefined
81
+ let wgsl: string | undefined
82
+ let glsl: string | undefined
83
+ Object.defineProperty(compiled, "hlsl", {
84
+ enumerable: false,
85
+ get: () => (hlsl ??= emitShader(program)),
86
+ })
87
+ Object.defineProperty(compiled, "wgsl", {
88
+ enumerable: false,
89
+ get: () => (wgsl ??= emitWGSL(program)),
90
+ })
91
+ Object.defineProperty(compiled, "glsl", {
92
+ enumerable: false,
93
+ get: () => (glsl ??= emitGLSL(program)),
94
+ })
95
+ return compiled
96
+ }
package/src/encode.ts CHANGED
@@ -27,9 +27,7 @@ import {
27
27
  MAX_TEXTURES, SLError, TYPE, reachable, type NodeRef, type Program, type SLNode, type SLType,
28
28
  } from "./ir"
29
29
  import { INPUT_ID, SLOP } from "./ops"
30
- import { emitShader } from "./hlsl"
31
- import { emitGLSL, emitWGSL } from "./web"
32
- import { uniformDefaults } from "./sl"
30
+ import { compile, type Compiled } from "./compile"
33
31
 
34
32
  // Lives in ops.ts with the other wire constants; re-exported so nothing that
35
33
  // reached it through the encoder has to move.
@@ -73,7 +71,12 @@ export const MAX_INSTRUCTIONS = 256
73
71
  */
74
72
  export const TEXELS_PER_INSTRUCTION = 2
75
73
 
76
- export interface Encoded {
74
+ /**
75
+ * A program as the VM's buffer, plus everything `compile` gives a host.
76
+ *
77
+ * The metadata and the lazy sources are `compile`'s, so the two cannot drift.
78
+ */
79
+ export interface Encoded extends Compiled {
77
80
  /** Flat RGBA float data, `TEXELS_PER_INSTRUCTION * 4` numbers per instruction. */
78
81
  data: Float32Array
79
82
  instructions: number
@@ -81,60 +84,11 @@ export interface Encoded {
81
84
  resultRegister: number
82
85
  /** Registers actually used, for the shader to size nothing and for reporting. */
83
86
  registersUsed: number
84
- /**
85
- * Uniform names in SLOT ORDER, so a host can set one by name.
86
- *
87
- * The VM addresses uniforms by slot and knows nothing about names, and the
88
- * encoded instructions carry the slot only. Without this the host had a
89
- * name from the game and no way to turn it into a slot, so it set a
90
- * material property instead and every uniform stayed at zero.
91
- */
92
- uniforms: string[]
93
- /**
94
- * Declared uniform defaults, four floats per slot in slot order.
95
- *
96
- * The generated shader writes these into its Properties block, so a
97
- * compiled material starts at them, while the VM's uniform array starts at
98
- * zero. Without carrying them across, an unset uniform was its default
99
- * after an eject and 0 in the browser: one program, two pictures, nothing
100
- * to see in either. The host seeds these right after uploading and lets
101
- * the caller's own `uniforms` write over them.
102
- */
103
- defaults: number[]
104
- /**
105
- * Texture names in SLOT order, so a host can bind one by name.
106
- *
107
- * The same reason the uniform names are here: the VM addresses a texture by
108
- * slot and the generated shader declares `_Tex0`, so a host handed the name
109
- * an author wrote had no way to reach either. Setting a material property
110
- * called `grain` bound nothing, in both backends, silently.
111
- */
112
- textures: string[]
113
- hash: string
114
87
  /**
115
88
  * The lowest VM encoding that can run this buffer. A VM older than this
116
89
  * refuses the program; see `SL_WIRE_VERSION`.
117
90
  */
118
91
  wire: number
119
- /**
120
- * The program as HLSL, for a host that can compile it.
121
- *
122
- * Lazy, and absent from enumeration: in Play nothing ever reads it, so the
123
- * emitter never runs there. In an editor the host asks for it once per
124
- * program it has no compiled shader for, records it, and generates the
125
- * shader, which is how an ejected game ends up compiled without anybody
126
- * writing a manifest.
127
- */
128
- readonly hlsl: string
129
- /**
130
- * The program as WGSL and as GLSL ES 3.00, for a browser to compile on
131
- * Unity's own device (WebGPU and WebGL2 respectively). Lazy and absent
132
- * from enumeration like `hlsl`: a `.sl` import carries them as plain
133
- * strings from the build instead, and a host reads only the one its
134
- * backend needs.
135
- */
136
- readonly wgsl: string
137
- readonly glsl: string
138
92
  }
139
93
 
140
94
  interface Instr {
@@ -328,34 +282,15 @@ export function encode(source: Program): Encoded {
328
282
  data[o + 6] = ins.imm[2]; data[o + 7] = ins.imm[3]
329
283
  })
330
284
 
331
- const encoded = {
332
- data,
333
- instructions: out.length,
334
- resultRegister: reg.get(program.result)!,
335
- registersUsed: peak,
336
- // Slot order, which is declaration order: Builder.uniform pushes and
337
- // uses the resulting index as the slot.
338
- uniforms: program.uniforms.map((u) => u.name),
339
- defaults: uniformDefaults(program),
340
- textures: program.textures.map((t) => t.name),
341
- hash: program.hash,
342
- wire: wireOf(source, program),
343
- } as Encoded
344
- let hlsl: string | undefined
345
- let wgsl: string | undefined
346
- let glsl: string | undefined
347
- Object.defineProperty(encoded, "hlsl", {
348
- enumerable: false,
349
- get: () => (hlsl ??= emitShader(source)),
350
- })
351
- Object.defineProperty(encoded, "wgsl", {
352
- enumerable: false,
353
- get: () => (wgsl ??= emitWGSL(source)),
354
- })
355
- Object.defineProperty(encoded, "glsl", {
356
- enumerable: false,
357
- get: () => (glsl ??= emitGLSL(source)),
358
- })
285
+ // The hash, names, defaults and sources are compile's, from the SOURCE
286
+ // program: every compiled backend reads the IR's own SDF, and forVm keeps
287
+ // the hash, since nothing about what the program computes changed.
288
+ const encoded = compile(source) as Encoded
289
+ encoded.data = data
290
+ encoded.instructions = out.length
291
+ encoded.resultRegister = reg.get(program.result)!
292
+ encoded.registersUsed = peak
293
+ encoded.wire = wireOf(source, program)
359
294
  return encoded
360
295
  }
361
296
 
package/src/index.ts CHANGED
@@ -9,8 +9,9 @@
9
9
  * onejs-sl this: parse, diagnose, classify, fromGLSL, the TypeScript form, the IR, its JSON
10
10
  * onejs-sl/core the same without the parser, for a game at run time
11
11
  * onejs-sl/tables builtins, opcodes, inputs, shapes: what an editor reads
12
- * onejs-sl/limits whether a program fits the VM, without encoding it
13
- * onejs-sl/vm the VM encoder
12
+ * onejs-sl/compile what a host draws a program with, and no budget
13
+ * onejs-sl/limits whether a program fits the VM, until the VM goes
14
+ * onejs-sl/vm the VM encoder, until the VM goes
14
15
  * onejs-sl/emit/unity the ShaderLab shader a Unity editor generates
15
16
  * onejs-sl/emit/web WGSL and GLSL ES with OneJS's web frame
16
17
  *
package/src/lib/glsl.ts CHANGED
@@ -710,13 +710,17 @@ float onejsRidged(vec2 p, float seed, int octaves, float lacunarity, float gain)
710
710
  `,
711
711
  `
712
712
  float onejsFbmKind(int kind, vec2 p, float seed, int octaves, float lacunarity, float gain) {
713
+ float n;
713
714
  if (kind == 2) {
714
- return onejsTurbulence(p, seed, octaves, lacunarity, gain);
715
- }
716
- if (kind == 3) {
717
- return onejsRidged(p, seed, octaves, lacunarity, gain);
715
+ n = onejsTurbulence(p, seed, octaves, lacunarity, gain);
716
+ } else if (kind == 3) {
717
+ n = onejsRidged(p, seed, octaves, lacunarity, gain);
718
+ } else if (kind == 1) {
719
+ n = onejsFbmSimplex(p, seed, octaves, lacunarity, gain);
720
+ } else {
721
+ n = onejsFbm(p, seed, octaves, lacunarity, gain);
718
722
  }
719
- return kind == 1 ? onejsFbmSimplex(p, seed, octaves, lacunarity, gain) : onejsFbm(p, seed, octaves, lacunarity, gain);
723
+ return n;
720
724
  }
721
725
  `,
722
726
  `
package/src/lib/hlsl.ts CHANGED
@@ -710,13 +710,17 @@ float onejsRidged(float2 p, float seed, int octaves, float lacunarity, float gai
710
710
  `,
711
711
  `
712
712
  float onejsFbmKind(int kind, float2 p, float seed, int octaves, float lacunarity, float gain) {
713
+ float n;
713
714
  if (kind == 2) {
714
- return onejsTurbulence(p, seed, octaves, lacunarity, gain);
715
- }
716
- if (kind == 3) {
717
- return onejsRidged(p, seed, octaves, lacunarity, gain);
715
+ n = onejsTurbulence(p, seed, octaves, lacunarity, gain);
716
+ } else if (kind == 3) {
717
+ n = onejsRidged(p, seed, octaves, lacunarity, gain);
718
+ } else if (kind == 1) {
719
+ n = onejsFbmSimplex(p, seed, octaves, lacunarity, gain);
720
+ } else {
721
+ n = onejsFbm(p, seed, octaves, lacunarity, gain);
718
722
  }
719
- return kind == 1 ? onejsFbmSimplex(p, seed, octaves, lacunarity, gain) : onejsFbm(p, seed, octaves, lacunarity, gain);
723
+ return n;
720
724
  }
721
725
  `,
722
726
  `
package/src/lib/wgsl.ts CHANGED
@@ -761,13 +761,17 @@ fn onejsRidged(pIn: vec2f, seed: f32, octaves: i32, lacunarity: f32, gain: f32)
761
761
  `,
762
762
  `
763
763
  fn onejsFbmKind(kind: i32, p: vec2f, seed: f32, octaves: i32, lacunarity: f32, gain: f32) -> f32 {
764
+ var n: f32;
764
765
  if (kind == 2) {
765
- return onejsTurbulence(p, seed, octaves, lacunarity, gain);
766
- }
767
- if (kind == 3) {
768
- return onejsRidged(p, seed, octaves, lacunarity, gain);
766
+ n = onejsTurbulence(p, seed, octaves, lacunarity, gain);
767
+ } else if (kind == 3) {
768
+ n = onejsRidged(p, seed, octaves, lacunarity, gain);
769
+ } else if (kind == 1) {
770
+ n = onejsFbmSimplex(p, seed, octaves, lacunarity, gain);
771
+ } else {
772
+ n = onejsFbm_f2_f_i_f_f(p, seed, octaves, lacunarity, gain);
769
773
  }
770
- return select(onejsFbm_f2_f_i_f_f(p, seed, octaves, lacunarity, gain), onejsFbmSimplex(p, seed, octaves, lacunarity, gain), kind == 1);
774
+ return n;
771
775
  }
772
776
  `,
773
777
  `