onejs-sl 0.2.0 → 0.2.1
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 +17 -0
- package/README.md +1 -1
- package/goldens/goldens.json +1 -1
- package/package.json +1 -1
- package/src/compile.ts +2 -1
- package/src/core.ts +1 -1
- package/src/encode.ts +3 -3
- package/src/ir.ts +35 -11
- package/src/lang/check.ts +8 -19
- package/src/ops.ts +16 -9
- package/src/serial.ts +2 -1
- package/src/web.ts +2 -2
package/CHANGELOG.md
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@@ -1,5 +1,22 @@
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# Changelog
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## 0.2.1
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A program built in code or read from JSON is refused past 16 uniforms or 4 textures, as a `.sl` file already was, instead of compiling and then drawing differently on different hosts. A host can read both caps.
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### Fixed
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- 0.2.0 regression: `compile()` dropped `encode()`'s texture check, so a program built in code with a fifth texture compiled and then sampled nothing in the editor and a native player
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### Changed
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- `sl.texture` and `sl.uniform` refuse past the caps where they are declared, in the parser's words
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- `compile` and `fromJSON` refuse a program past either cap, however it was made
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- `onejs-sl/core` exports `UNIFORM_SLOTS` (16) and `TEXTURE_SLOTS` (4), which the parser and the builder both read
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- `MAX_TEXTURES` is a deprecated alias of `TEXTURE_SLOTS`, so 4 rather than 15
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- `VM_UNIFORMS` and `VM_TEXTURES` are the same numbers, and go with the VM
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- The parser's cap messages give OneJS's slots as the reason
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## 0.2.0
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`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.
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package/README.md
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@@ -36,7 +36,7 @@ only what it calls.
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| Entry | Contents |
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|---|---|
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| `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) |
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| `onejs-sl/core` | the same without the parser: what a game needs at run time |
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| `onejs-sl/core` | the same without the parser: what a game needs at run time. Also the caps on one program, `UNIFORM_SLOTS` (16) and `TEXTURE_SLOTS` (4), which the parser and the builder enforce and a host can read |
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| `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 |
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| `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 |
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| `onejs-sl/limits` | `vmFit(program)`: whether the VM runs it, and why not. The VM's, until it is deleted |
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package/goldens/goldens.json
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package/package.json
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{
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"name": "onejs-sl",
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"version": "0.2.
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"version": "0.2.1",
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"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",
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"main": "src/index.ts",
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"types": "src/index.ts",
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package/src/compile.ts
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@@ -12,7 +12,7 @@
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* shader does. `Specs/SL_NEXT.md` section 0.5, step 3.
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*/
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import type
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import { checkCaps, type Program } from "./ir"
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import { emitShader } from "./hlsl"
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import { emitGLSL, emitWGSL } from "./web"
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import { uniformDefaults } from "./sl"
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}
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export function compile(program: Program): Compiled {
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checkCaps(program)
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const compiled = {
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hash: program.hash,
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// Slot order, which is declaration order: Builder.uniform pushes and
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package/src/core.ts
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export type {
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SLType, InputName, NodeRef, SLNode, Program, UniformDecl, UniformControl, TextureDecl,
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} from "./ir"
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export { SLOP, SL_ARITY, SL_NAME, INPUT_ID, isSampling } from "./ops"
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export { SLOP, SL_ARITY, SL_NAME, INPUT_ID, isSampling, UNIFORM_SLOTS, TEXTURE_SLOTS } from "./ops"
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export type { SLOpCode } from "./ops"
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export { SL_SDF_SHAPES, SL_SDF_PARAMS } from "./shapes"
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export type { SlSdfKind } from "./shapes"
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package/src/encode.ts
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*/
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import {
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-
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SLError, TYPE, reachable, type NodeRef, type Program, type SLNode, type SLType,
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} from "./ir"
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import { INPUT_ID, SLOP } from "./ops"
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import { INPUT_ID, SLOP, TEXTURE_SLOTS } from "./ops"
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import { compile, type Compiled } from "./compile"
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// Lives in ops.ts with the other wire constants; re-exported so nothing that
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@@ -188,7 +188,7 @@ export function checkBudget(program: Program, order: NodeRef[]): void {
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)
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}
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for (const t of program.textures) {
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if (t.slot >=
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if (t.slot >= TEXTURE_SLOTS) throw new SLError(`texture "${t.name}" is past the sampler budget`)
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}
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}
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package/src/ir.ts
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* them, and it is fully testable with no GPU.
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*/
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import { SLOP, SL_ARITY, SL_NAME, type SLOpCode } from "./ops"
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import { SLOP, SL_ARITY, SL_NAME, TEXTURE_SLOTS, UNIFORM_SLOTS, type SLOpCode } from "./ops"
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/** Component count. The only notion of type the IR has. */
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export const TYPE = { FLOAT: 1, VEC2: 2, VEC3: 3, VEC4: 4 } as const
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}
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/**
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*
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* program
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* rather than when it is drawn, with a message naming the limit.
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* @deprecated Use `TEXTURE_SLOTS`. Was 15, the WebGL2 sampler count, which let a
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* program declare textures no native host binds.
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*/
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export const MAX_TEXTURES =
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export const MAX_TEXTURES = TEXTURE_SLOTS
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/**
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* The refusals for a program past its caps, worded once for the parser (a
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* `file`) and the builder (a `program`) so the two cannot drift apart.
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*/
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export function tooManyUniforms(declared: number, source: "file" | "program"): string {
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return `this ${source} declares ${declared} uniforms and a program may hold ${UNIFORM_SLOTS}. ` +
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`OneJS keeps a program's uniforms in ${UNIFORM_SLOTS} slots, so this one would have no ` +
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`slot of its own; it is refused here rather than drawn wrong. Pack related values into ` +
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`a ${source === "file" ? "float4" : "vec4"}.`
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}
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export function tooManyTextures(declared: number, source: "file" | "program"): string {
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return `this ${source} declares ${declared} textures and a program may sample ${TEXTURE_SLOTS}. ` +
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`OneJS binds ${TEXTURE_SLOTS} textures to a program in the editor and a native player, so ` +
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`this one would sample nothing there while a browser drew it: two pictures from one ${source}.`
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}
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/**
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* Refuses a finished program past either cap. The parser and the builder
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* refuse at the declaration, where the message can point at it; this is for
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* a program that arrived some other way, stored as JSON or put together by
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* hand, and `compile` runs it so nothing reaches a host around it.
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*/
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export function checkCaps(p: Pick<Program, "uniforms" | "textures">): void {
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if (p.uniforms.length > UNIFORM_SLOTS) throw new SLError(tooManyUniforms(p.uniforms.length, "program"))
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if (p.textures.length > TEXTURE_SLOTS) throw new SLError(tooManyTextures(p.textures.length, "program"))
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}
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/** Instructions a single program may hold. Generous; the ceiling that matters is registers. */
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export const MAX_NODES = 4096
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const problem = controlProblem(type, value, control)
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if (problem !== null) throw new SLError(`uniform "${name}": ${problem.message}`)
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const slot = this.uniforms.length
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if (slot >= UNIFORM_SLOTS) throw new SLError(tooManyUniforms(slot + 1, "program"))
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const decl: UniformDecl = { name, type, value: value.slice() }
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if (colour) decl.colour = true
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Object.assign(decl, controlOf(control))
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texture(name: string): number {
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const existing = this.textures.findIndex((t) => t.name === name)
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if (existing >= 0) return this.textures[existing].slot
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if (this.textures.length >=
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throw new SLError(
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`a program may sample at most ${MAX_TEXTURES} textures, and this one asks for ` +
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`${this.textures.length + 1}. That ceiling is the fragment shader's sampler slots ` +
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`on the WebGL2 baseline, so it cannot be widened.`,
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)
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if (this.textures.length >= TEXTURE_SLOTS) {
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throw new SLError(tooManyTextures(this.textures.length + 1, "program"))
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}
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const slot = this.textures.length
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this.textures.push({ name, slot })
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package/src/lang/check.ts
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* is refused with the reason.
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*/
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import { DERIVED_INPUTS, INPUTS } from "../ir"
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import {
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import { DERIVED_INPUTS, INPUTS, tooManyTextures, tooManyUniforms } from "../ir"
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import { TEXTURE_SLOTS, UNIFORM_SLOTS } from "../ops"
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import { SL_GLSL_HINT } from "../ops"
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import { BUILTINS, NOT_YET } from "./builtins"
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import { SL_SDF_SHAPES } from "../shapes"
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if (!uniforms.has(u.name)) uniforms.set(u.name, u)
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}
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attempt(() => {
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if (uniforms.size <=
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const over = unit.uniforms[
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fail(
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`this file declares ${uniforms.size} uniforms and a program may hold ${VM_UNIFORMS}. ` +
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`That is the size of the VM's uniform array; past it a slot reads the last one instead ` +
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`of its own, so it is refused here rather than rendered wrong. Pack related values into ` +
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`a float4.`,
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over.pos, over.name.length,
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)
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if (uniforms.size <= UNIFORM_SLOTS) return
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const over = unit.uniforms[UNIFORM_SLOTS]!
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fail(tooManyUniforms(uniforms.size, "file"), over.pos, over.name.length)
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})
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for (const t of unit.textures) {
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if (!textures.has(t.name)) textures.set(t.name, t)
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}
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attempt(() => {
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if (textures.size <=
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const over = unit.textures[
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fail(
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`this file declares ${textures.size} textures and a program may sample ${VM_TEXTURES}. ` +
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`The VM shader declares four samplers; a fifth would sample the fourth in the browser ` +
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`and its own after an eject, which is two different pictures from one file.`,
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over.pos, over.name.length,
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)
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if (textures.size <= TEXTURE_SLOTS) return
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const over = unit.textures[TEXTURE_SLOTS]!
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fail(tooManyTextures(textures.size, "file"), over.pos, over.name.length)
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})
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for (const c of unit.consts) {
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package/src/ops.ts
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export const SL_WIRE_VERSION = 2
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/**
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*
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* How many uniforms and textures one program may declare: the language's caps,
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* for a host to read.
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*
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*
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*
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*
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*
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*
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*
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* They are what OneJS draws a program with. It keeps a program's uniforms in
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* 16 slots in the editor, a native player and a browser alike
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* (`SLProgramBridge.MaxUniforms`, the web frame's `sl_U`), and binds four
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* textures in the editor and a native player (`_Tex0` to `_Tex3`). A program
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* past either has something with no slot of its own, which one host would drop
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* and another would draw, so the parser and the builder both refuse it at the
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* declaration, the parser with a file and a line. `Specs/SL_NEXT.md` section 8
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* proposes raising both.
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*/
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export const
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export const
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export const UNIFORM_SLOTS = 16
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export const TEXTURE_SLOTS = 4
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/** The VM's names for the same two caps, which go when the VM does. */
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export const VM_UNIFORMS = UNIFORM_SLOTS
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export const VM_TEXTURES = TEXTURE_SLOTS
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/** Input ids, fixed here because the shader switches on them. */
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export const INPUT_ID: Record<string, number> = {
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package/src/serial.ts
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* older one is migrated to this one and rehashed under it.
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*/
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import {
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INPUTS, SLError, SL_IR_VERSION, TYPE, controlOf, controlProblem, hashProgram,
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INPUTS, SLError, SL_IR_VERSION, TYPE, checkCaps, controlOf, controlProblem, hashProgram,
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type NodeRef, type Program, type SLNode, type SLType, type TextureDecl, type UniformDecl,
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} from "./ir"
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import { SL_ARITY, SL_NAME } from "./ops"
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@@ -44,6 +44,7 @@ export function fromJSON(json: unknown): Program {
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if (nodes[result!]!.type !== TYPE.VEC4) fail("its result is not a float4")
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const uniforms = (j.uniforms ?? []).map(uniform)
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const textures = (j.textures ?? []).map(texture)
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checkCaps({ uniforms, textures })
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for (const n of nodes) {
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49
|
if (n.k === "uniform" && n.slot >= uniforms.length) fail(`a node reads uniform slot ${n.slot}, which is not declared`)
|
|
49
50
|
}
|
package/src/web.ts
CHANGED
|
@@ -29,12 +29,12 @@ import { SLError, TYPE, type Program, type SLNode, type SLType } from "./ir"
|
|
|
29
29
|
import { libClosure, libIndex, LIB_FUNCTIONS, SDF_CALLS } from "./lib"
|
|
30
30
|
import { LIB_GLSL } from "./lib/glsl"
|
|
31
31
|
import { LIB_WGSL } from "./lib/wgsl"
|
|
32
|
-
import { INPUT_ID, SLOP,
|
|
32
|
+
import { INPUT_ID, SLOP, UNIFORM_SLOTS } from "./ops"
|
|
33
33
|
|
|
34
34
|
export type WebLanguage = "glsl" | "wgsl"
|
|
35
35
|
|
|
36
36
|
/** Uniform slots the host always provides, so every program shares one layout. */
|
|
37
|
-
export const WEB_UNIFORM_SLOTS =
|
|
37
|
+
export const WEB_UNIFORM_SLOTS = UNIFORM_SLOTS
|
|
38
38
|
|
|
39
39
|
export function emitGLSL(p: Program): string {
|
|
40
40
|
return emitWeb(p, "glsl")
|