Shader library: fingerprint without node positions, a drag no longer recompiles (#65)
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:
rootandClaude Fable 5.1 committed 2026-09-13 18:00:48 +02:00
1 parent 016e83c9b5
commit 102a649a35
6 files changed
+82 -6

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+1 -1
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@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU: The browser suite and the three example games need a machine with a GPU:
```bash ```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 758 checks (GM_STEPS=20 for one step) node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 760 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+12
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@@ -47,6 +47,18 @@ export interface ShaderBuild {
* becomes one local per output, in dependency order, and every Property a float uniform. The texel * 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. * 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 { export function compileShader(graph: Graph): ShaderBuild {
const problems: Record<string, string> = {}; const problems: Record<string, string> = {};
const problem = (node: GraphNode, text: string) => { const problem = (node: GraphNode, text: string) => {
+2
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@@ -415,6 +415,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
}, },
/** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */ /** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */
shaderTime: (at: number | null) => shaderLibrary.freezeTime(at), shaderTime: (at: number | null) => shaderLibrary.freezeTime(at),
/** Graphs compiled so far; a moved node must not add one (#65). */
shaderCompiles: () => shaderLibrary.compiles,
/** Which views redraw every tick because a Time shader is on screen. */ /** Which views redraw every tick because a Time shader is on screen. */
animates: () => ({ scene: viewport.animates, game: gameView.animates }), animates: () => ({ scene: viewport.animates, game: gameView.animates }),
lowLatency: () => lowLatency: () =>
+6 -3
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@@ -1,14 +1,16 @@
import type { ShaderAsset } from '../core/model/Asset'; import type { ShaderAsset } from '../core/model/Asset';
import { findAssetOf, type Project } from '../core/model/Project'; import { findAssetOf, type Project } from '../core/model/Project';
import { compileShader, type ShaderBuild } from '../core/shader/compile'; import { compileShader, shaderFingerprint, type ShaderBuild } from '../core/shader/compile';
import type { ShaderSource } from './shaders'; import type { ShaderSource } from './shaders';
/** /**
* Compiled shader graphs, one per asset, recompiled when the graph's content changes. A graph is * Compiled shader graphs, one per asset, recompiled when the graph's content changes. A graph is
* edited in place, so the cache keys on its serialized form rather than on its identity. * edited in place, so the cache keys on a fingerprint of what the fragment depends on.
*/ */
export class ShaderLibrary { export class ShaderLibrary {
private readonly builds = new Map<string, { fingerprint: string; build: ShaderBuild }>(); private readonly builds = new Map<string, { fingerprint: string; build: ShaderBuild }>();
/** How often a graph went through the compiler – what the checks read to prove a move did not. */
compiles = 0;
private readonly started = performance.now(); private readonly started = performance.now();
/** Set from the test hook: the clock stands at this second until released. */ /** Set from the test hook: the clock stands at this second until released. */
private frozenAt: number | null = null; private frozenAt: number | null = null;
@@ -23,9 +25,10 @@ export class ShaderLibrary {
} }
buildFor(asset: ShaderAsset): ShaderBuild { buildFor(asset: ShaderAsset): ShaderBuild {
const fingerprint = JSON.stringify(asset.graph); const fingerprint = shaderFingerprint(asset.graph);
const cached = this.builds.get(asset.id); const cached = this.builds.get(asset.id);
if (cached && cached.fingerprint === fingerprint) return cached.build; if (cached && cached.fingerprint === fingerprint) return cached.build;
this.compiles += 1;
const build = compileShader(asset.graph); const build = compileShader(asset.graph);
this.builds.set(asset.id, { fingerprint, build }); this.builds.set(asset.id, { fingerprint, build });
return build; return build;
+28 -2
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@@ -5,7 +5,14 @@
*/ */
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands'; import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands'; import {
AddNodeCommand,
CollapseNodesCommand,
ConnectCommand,
FoldEdgeCommand,
MoveNodeCommand,
SetNodeParamCommand,
} from '../../src/core/commands/graphCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands'; import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import type { Graph } from '../../src/core/graph'; import type { Graph } from '../../src/core/graph';
import { BUILT_IN_NODES } from '../../src/core/graph/nodes'; import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
@@ -27,7 +34,7 @@ import {
shaderParamDefs, shaderParamDefs,
} from '../../src/core/properties/shaders'; } from '../../src/core/properties/shaders';
import { inlineInputs } from '../../src/core/graph/NodeRegistry'; import { inlineInputs } from '../../src/core/graph/NodeRegistry';
import { compileShader } from '../../src/core/shader/compile'; import { compileShader, shaderFingerprint } from '../../src/core/shader/compile';
import { import {
SHADER_NODES, SHADER_NODES,
SHADER_NUMBER, SHADER_NUMBER,
@@ -567,3 +574,22 @@ describe('a sprite wearing a shader', () => {
expect(shader.graph.nodes.map((n) => n.id)).toEqual(['o']); expect(shader.graph.nodes.map((n) => n.id)).toEqual(['o']);
}); });
}); });
describe('the fingerprint the shader library caches on', () => {
it('ignores a move, a collapse and a fold, and changes with a param or an edge', () => {
const f = makeProject();
const s = shaderEditor(f);
const n = buildAdjustColors(s);
const before = shaderFingerprint(s.asset().graph);
f.stack.execute(new MoveNodeCommand(s.id, n.bright, 300, 200));
f.stack.execute(new CollapseNodesCommand(s.id, [n.bright, n.luma], true));
f.stack.execute(new FoldEdgeCommand(s.id, s.asset().graph.edges[0]!.id, true));
expect(s.asset().graph.nodes.find((x) => x.id === n.bright)).toMatchObject({ x: 300, collapsed: true });
expect(shaderFingerprint(s.asset().graph)).toBe(before);
f.stack.execute(new SetNodeParamCommand(s.id, n.shifted, 'b', 0.25));
const withParam = shaderFingerprint(s.asset().graph);
expect(withParam).not.toBe(before);
s.link(n.brightness, 'value', n.output, 'alpha');
expect(shaderFingerprint(s.asset().graph)).not.toBe(withParam);
});
});
+33
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@@ -18,6 +18,7 @@ export async function shader(t) {
json, json,
evaluate, evaluate,
mutate, mutate,
drag,
click, click,
clickText, clickText,
locate, locate,
@@ -162,6 +163,38 @@ export async function shader(t) {
a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'glow';`); a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'glow';`);
await sleep(300); await sleep(300);
// 28c-ii. Where a node sits is the editor's business: dropping it somewhere else compiles nothing
// again, a changed param does – once (#65).
const nodeRef = JSON.stringify(propertyNode?.id);
const compiledBefore = await json('__gm.shaderCompiles()');
const grab = await json(`__gm.shader.nodeAt(${nodeRef})`);
await drag(grab.x, grab.y, grab.x + 60, grab.y + 40);
await sleep(300);
const dropped = await json(`__gm.shader.nodeAt(${nodeRef})`);
const compiledAfterMove = await json('__gm.shaderCompiles()');
check(
'dropping a node somewhere else moves it without compiling the graph again',
dropped.x > grab.x + 30 && compiledAfterMove === compiledBefore,
JSON.stringify({ grab, dropped, compiledBefore, compiledAfterMove }),
);
const defaultBefore = await json(
`__gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)}).graph.nodes.find((n) => n.id === ${nodeRef}).params.default`,
);
const setDefault = (value) =>
mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${nodeRef}).params.default = ${JSON.stringify(value)};`);
await setDefault(2);
await sleep(300);
const compiledAfterParam = await json('__gm.shaderCompiles()');
check(
'changing a param compiles it again, once',
compiledAfterParam === compiledAfterMove + 1,
JSON.stringify({ compiledAfterMove, compiledAfterParam }),
);
await setDefault(defaultBefore);
await sleep(300);
// 28d. A flat sprite on the camera, drawn on top of everything; its Shader dropdown lists the assets. // 28d. A flat sprite on the camera, drawn on top of everything; its Shader dropdown lists the assets.
await mutate(` await mutate(`
const project = __gm.state.project; const project = __gm.state.project;