Shader library: fingerprint without node positions, a drag no longer recompiles (#65)
game-maker / suite (push) Successful in 9m5s
game-maker / suite (push) Successful in 9m5s
shaderFingerprint(graph) covers node id/type/params/ports and edge endpoints only; x/y, collapsed, folded and edge ids stay out. ShaderLibrary keys on it and counts compiles (__gm.shaderCompiles()). Measured before: one compile per preview step of a node drag (12 for a harness drag); after: 0, a param change exactly +1. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
1 parent
016e83c9b5
commit
102a649a35
6 files changed
+82
-6
No files matched your search
@@ -47,6 +47,18 @@ export interface ShaderBuild {
|
||||
* becomes one local per output, in dependency order, and every Property a float uniform. The texel
|
||||
* arrives premultiplied, so the prelude unpremultiplies and the epilogue multiplies back.
|
||||
*/
|
||||
/**
|
||||
* What the fragment depends on and nothing else: node ids, types, params and declared ports, and
|
||||
* which port feeds which. Positions, collapsing and folding are the editor's; they stay out so a
|
||||
* moved node does not compile again (#65).
|
||||
*/
|
||||
export function shaderFingerprint(graph: Graph): string {
|
||||
return JSON.stringify({
|
||||
nodes: graph.nodes.map((n) => [n.id, n.type, n.params, n.ports ?? null]),
|
||||
edges: graph.edges.map((e) => [e.from.node, e.from.port, e.to.node, e.to.port]),
|
||||
});
|
||||
}
|
||||
|
||||
export function compileShader(graph: Graph): ShaderBuild {
|
||||
const problems: Record<string, string> = {};
|
||||
const problem = (node: GraphNode, text: string) => {
|
||||
|
||||
Reference in new issue
Block a user