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>
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@@ -1,14 +1,16 @@
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import type { ShaderAsset } from '../core/model/Asset';
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import { findAssetOf, type Project } from '../core/model/Project';
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import { compileShader, type ShaderBuild } from '../core/shader/compile';
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import { compileShader, shaderFingerprint, type ShaderBuild } from '../core/shader/compile';
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import type { ShaderSource } from './shaders';
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/**
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* Compiled shader graphs, one per asset, recompiled when the graph's content changes. A graph is
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* edited in place, so the cache keys on its serialized form rather than on its identity.
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* edited in place, so the cache keys on a fingerprint of what the fragment depends on.
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*/
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export class ShaderLibrary {
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private readonly builds = new Map<string, { fingerprint: string; build: ShaderBuild }>();
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/** How often a graph went through the compiler – what the checks read to prove a move did not. */
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compiles = 0;
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private readonly started = performance.now();
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/** Set from the test hook: the clock stands at this second until released. */
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private frozenAt: number | null = null;
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@@ -23,9 +25,10 @@ export class ShaderLibrary {
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}
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buildFor(asset: ShaderAsset): ShaderBuild {
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const fingerprint = JSON.stringify(asset.graph);
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const fingerprint = shaderFingerprint(asset.graph);
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const cached = this.builds.get(asset.id);
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if (cached && cached.fingerprint === fingerprint) return cached.build;
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this.compiles += 1;
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const build = compileShader(asset.graph);
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this.builds.set(asset.id, { fingerprint, build });
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return build;
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