A name that a sprite already owns cannot name a property, and a division by zero cannot answer (#63, #64)
game-maker / suite (push) Failing after 11m29s

#63: a shader Property node named "width" quietly took over the sprite
row of the same name. isSpriteProp lives in PropertySchema now and is
derived from FULL_SCHEMAS.sprite instead of being a second list that
drifts. isValidPropertyName rejects those ten names, and the compiler
reports it at the node as its own problem: "width" is a sprite
property, told apart from "not a word" and from a duplicate.

#64: Divide emitted (a / b) and handed NaN to the driver. It emits
divide(a, b) now, with the guard in the prologue next to straight(),
scalar and per channel: zero divided by zero is zero. That was already
the house rule in the behavior and particle graphs - only the shader
had never been told. Clamp comes along as a shader node for the same
reason: the behavior catalog has had it all along.
This commit is contained in:
admin committed 2026-09-15 18:43:40 +02:00
1 parent 150f2e0906
commit c990dbcb26
6 files changed
+203 -6

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+11
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@@ -306,6 +306,17 @@ export function schemaFor(type: AssetType): PropertySchema {
return FULL_SCHEMAS[type]; return FULL_SCHEMAS[type];
} }
const SPRITE_KEYS = new Set(FULL_SCHEMAS.sprite.map((d) => d.key));
/**
* A row every sprite has already: the switch, the transform and the sprite's own. A shader
* parameter under one of these names would be a second row on the same bag key, and its uniform
* would read the sprite's value instead of the default the Property node declares (#63).
*/
export function isSpriteProp(key: string): boolean {
return SPRITE_KEYS.has(key);
}
/** /**
* The type schema, for behaviors followed by their declared variables, for sprites by the * The type schema, for behaviors followed by their declared variables, for sprites by the
* parameters of the shader asset their bag names – which is why the project is needed. * parameters of the shader asset their bag names – which is why the project is needed.
+7 -3
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@@ -1,6 +1,6 @@
import type { Graph, GraphNode } from '../graph/Graph'; import type { Graph, GraphNode } from '../graph/Graph';
import { type PropertyBag, textOf } from '../model/Properties'; import { type PropertyBag, textOf } from '../model/Properties';
import { type FlatDef, isValidFieldName } from './PropertySchema'; import { type FlatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
/** The sprite property naming the shader asset it wears; `''` is no shader and no render pass. */ /** The sprite property naming the shader asset it wears; `''` is no shader and no render pass. */
export const SHADER_KEY = 'shader'; export const SHADER_KEY = 'shader';
@@ -27,9 +27,13 @@ export function propertyName(node: GraphNode): string {
return textOf(node.params[PROPERTY_NAME_PARAM] ?? ''); return textOf(node.params[PROPERTY_NAME_PARAM] ?? '');
} }
/** A property's name is a bag key and a uniform, so it has to be an identifier. */ /**
* A property's name is a bag key and a uniform, so it has to be an identifier – and not one of the
* rows the sprite brings itself: both rows would share the key and the uniform would read the
* sprite's width instead of the declared default (#63). The compiler names which of the two it is.
*/
export function isValidPropertyName(name: string): boolean { export function isValidPropertyName(name: string): boolean {
return isValidFieldName(name); return isValidFieldName(name) && !isSpriteProp(name);
} }
/** /**
+6 -2
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@@ -1,9 +1,11 @@
import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph'; import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph';
import { nodeDef, type PortDef } from '../graph/NodeRegistry'; import { nodeDef, type PortDef } from '../graph/NodeRegistry';
import { colorOf } from '../model/Properties'; import { colorOf } from '../model/Properties';
import { isPropertyNode, isValidPropertyName, propertyName, shaderParamDefs } from '../properties/shaders'; import { isSpriteProp, isValidFieldName } from '../properties/PropertySchema';
import { isPropertyNode, propertyName, shaderParamDefs } from '../properties/shaders';
import { import {
asVec3, asVec3,
DIVIDE_FN,
type EdgeMode, type EdgeMode,
edgeOf, edgeOf,
type Expr, type Expr,
@@ -74,7 +76,8 @@ export function compileShader(graph: Graph): ShaderBuild {
for (const node of graph.nodes) { for (const node of graph.nodes) {
if (!isPropertyNode(node)) continue; if (!isPropertyNode(node)) continue;
const name = propertyName(node); const name = propertyName(node);
if (!isValidPropertyName(name)) problem(node, 'Name must be one word: letters, digits, _'); if (!isValidFieldName(name)) problem(node, 'Name must be one word: letters, digits, _');
else if (isSpriteProp(name)) problem(node, `"${name}" is a sprite property`);
else if (names.has(name)) problem(node, `Another property is named "${name}"`); else if (names.has(name)) problem(node, `Another property is named "${name}"`);
names.add(name); names.add(name);
} }
@@ -172,6 +175,7 @@ export function compileShader(graph: Graph): ShaderBuild {
...(time ? [`uniform float ${TIME_UNIFORM};`] : []), ...(time ? [`uniform float ${TIME_UNIFORM};`] : []),
...uniforms.map((u) => `uniform float ${uniformName(u.name)};`), ...uniforms.map((u) => `uniform float ${uniformName(u.name)};`),
STRAIGHT_FN, STRAIGHT_FN,
DIVIDE_FN,
'void main()', 'void main()',
'{', '{',
' vec4 texel = texture(uTexture, vTextureCoord) * vColor;', ' vec4 texel = texture(uTexture, vTextureCoord) * vColor;',
+38 -1
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@@ -287,7 +287,43 @@ export const ShaderMultiply = arithmetic(
'a × b, per channel for colours.', 'a × b, per channel for colours.',
1, 1,
); );
export const ShaderDivide = arithmetic('ShaderDivide', 'Divide', '/', 'a / b, per channel for colours.', 1); /**
* Division with an answer at zero. `a / 0.0` is NaN, and the epilog's `clamp(NaN, 0.0, 1.0)` is
* undefined in GLSL – the driver decides the pixel, so the same graph looks different on Intel,
* Nvidia and a phone (#64). Zero is the answer, the same one the `Divide` of a behavior graph and
* of a particle graph give.
*/
export const DIVIDE_FN = [
'float divide(float a, float b) { return b == 0.0 ? 0.0 : a / b; }',
'vec3 divide(vec3 a, vec3 b) { return vec3(divide(a.x, b.x), divide(a.y, b.y), divide(a.z, b.z)); }',
].join('\n');
export const ShaderDivide: ShaderNodeDef = {
type: 'ShaderDivide',
label: 'Divide',
category: 'shader',
description: 'a / b, per channel for colours. Dividing by 0 is 0, not a pixel the driver picks.',
inputs: [anyIn('a', 1), anyIn('b', 1)],
outputs: [anyOut('result')],
params: [],
emit: ({ a, b }) => {
const l = lifted(a!, b!);
return { result: { code: `divide(${l.a}, ${l.b})`, type: l.type } };
},
};
export const ShaderClamp: ShaderNodeDef = {
type: 'ShaderClamp',
label: 'Clamp',
category: 'shader',
description: 'Holds the value inside min..max, per channel for colours.',
inputs: [anyIn('value', 0), floatIn('min', 0), floatIn('max', 1)],
outputs: [anyOut('result')],
params: [],
emit: ({ value, min, max }) => ({
result: { code: `clamp(${value!.code}, ${min!.code}, ${max!.code})`, type: value!.type },
}),
};
export const ShaderMix: ShaderNodeDef = { export const ShaderMix: ShaderNodeDef = {
type: 'ShaderMix', type: 'ShaderMix',
@@ -423,6 +459,7 @@ export const SHADER_NODES: readonly ShaderNodeDef[] = [
ShaderStep, ShaderStep,
ShaderPow, ShaderPow,
ShaderSqrt, ShaderSqrt,
ShaderClamp,
]; ];
/** A GLSL float literal: always with a decimal point, so `1` does not become an int. */ /** A GLSL float literal: always with a decimal point, so `1` does not become an int. */
+65
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@@ -373,6 +373,71 @@ describe('compileShader', () => {
expect(build.problems).toEqual({ [two]: 'Feeds itself' }); expect(build.problems).toEqual({ [two]: 'Feeds itself' });
}); });
it('refuses a property named like a row the sprite brings itself (#63)', () => {
const f = makeSpriteScene();
const s = shaderEditor(f);
s.add(SHADER_OUTPUT);
// One of the sprite's own rows, one of the transform rows, one legitimate name.
const wide = s.add(SHADER_PROPERTY, property('width'));
const turned = s.add(SHADER_PROPERTY, property('rotation'));
const fine = s.add(SHADER_PROPERTY, property('amount'));
const build = compileShader(s.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({
[wide]: '"width" is a sprite property',
[turned]: '"rotation" is a sprite property',
});
expect(build.problems[fine]).toBeUndefined();
// The row is not declared either, so the sprite keeps one width row – the one that is 100.
expect(shaderParamDefs(s.asset().graph).map((r) => r.key)).toEqual(['amount']);
const sprite = findAssetOf(f.project, f.spriteId, 'sprite')!;
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, s.id));
const rows = schemaForAsset(f.project, sprite).filter((d) => d.key === 'width');
expect(rows).toHaveLength(1);
expect(rows[0]).toMatchObject({ label: 'Width', default: 100 });
});
it('divides through a guard, so dividing by zero is 0 and not the driver’s choice (#64)', () => {
const f = makeProject();
const s = shaderEditor(f);
const zero = s.add(SHADER_NUMBER, { value: 0 });
const half = s.add('ShaderDivide', { a: 1 });
const held = s.add('ShaderClamp', { min: 0, max: 0.5 });
const output = s.add(SHADER_OUTPUT);
s.link(zero, 'value', half, 'b');
s.link(half, 'result', held, 'value');
s.link(held, 'result', output, 'color');
const { fragment } = compileShader(s.asset().graph).compiled!;
expect(fragment).toContain('float divide(float a, float b) { return b == 0.0 ? 0.0 : a / b; }');
expect(fragment).toMatch(/float n\d+_result = divide\(1\.0, n\d+_value\);/);
expect(fragment).toMatch(/float n\d+_result = clamp\(n\d+_result, 0\.0, 0\.5\);/);
// Nothing writes the bare operator any more – that was the NaN (#64).
expect(fragment).not.toMatch(/n\d+_\w+ \/ n\d+_\w+/);
// A colour divides per channel, through the vec3 overload of the same guard.
const c = shaderEditor(f, 'Faded');
const texel = c.add(SHADER_TEXTURE_COLOR);
const by = c.add('ShaderDivide', { b: 2 });
const out = c.add(SHADER_OUTPUT);
c.link(texel, 'color', by, 'a');
c.link(by, 'result', out, 'color');
const coloured = compileShader(c.asset().graph).compiled!.fragment;
expect(coloured).toContain(
'vec3 divide(vec3 a, vec3 b) { return vec3(divide(a.x, b.x), divide(a.y, b.y), divide(a.z, b.z)); }',
);
expect(coloured).toMatch(/vec3 n\d+_result = divide\(n\d+_color, vec3\(2\.0\)\);/);
// A clamped colour keeps its type: clamp(vec3, float, float) is one of the GLSL overloads.
const k = shaderEditor(f, 'Held');
const rgb = k.add(SHADER_TEXTURE_COLOR);
const clamped = k.add('ShaderClamp', { min: 0.25, max: 0.75 });
const out2 = k.add(SHADER_OUTPUT);
k.link(rgb, 'color', clamped, 'value');
k.link(clamped, 'result', out2, 'color');
expect(compileShader(k.asset().graph).compiled!.fragment).toMatch(
/vec3 n\d+_result = clamp\(n\d+_color, 0\.25, 0\.75\);/,
);
});
it('gives the graph the pixel’s place, the picture at another spot, its size and the clock', () => { it('gives the graph the pixel’s place, the picture at another spot, its size and the clock', () => {
const f = makeProject(); const f = makeProject();
const s = shaderEditor(f, 'Flip'); const s = shaderEditor(f, 'Flip');
+76
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@@ -546,6 +546,82 @@ export async function shader(t) {
{ foldLeft, foldMiddle, foldRight }, { foldLeft, foldMiddle, foldRight },
); );
// 28k-iv. A property named like a row the sprite has anyway is a problem on the node (#63): both
// rows would sit on the same bag key and the uniform would read the sprite's width, 160 here,
// instead of the default the node declares. Renaming it compiles the same graph.
const namedProperty = (name) =>
graph(
[
node('named', 'ShaderProperty', { name, default: 0.25, min: 0, max: 1 }),
node('red', 'ShaderColor', { value: 0xff0000 }, 260, 200),
node('dim', 'ShaderMultiply', {}, 520, 0),
node('out', 'ShaderOutput', {}, 780, 0),
],
[
edge('named', 'value', 'dim', 'b'),
edge('red', 'color', 'dim', 'a'),
edge('dim', 'result', 'out', 'color'),
],
);
await namedProperty('width');
await sleep(400);
const spriteProp = await info();
check(
'a property named like a sprite row is a problem on the node, not a second width row (#63)',
(await json("__gm.shader.nodeProblem('named')")) === '"width" is a sprite property' &&
spriteProp === '"width" is a sprite property',
JSON.stringify({ spriteProp, problem: await json("__gm.shader.nodeProblem('named')") }),
);
await namedProperty('amount');
await sleep(400);
check(
'the same graph under a free name compiles: a quarter of the red',
(await info()) === '1 property' && colourDistance(await pixel(-0.3, -0.3), '#400000') < 6,
JSON.stringify({ info: await info(), pixel: await pixel(-0.3, -0.3) }),
);
// 28k-v. Dividing by zero has an answer (#64). `a / 0.0` is NaN, and the epilog's clamp(NaN) is
// undefined in GLSL – the pixel would be the driver's choice. The guard makes it 0, so the sprite
// goes black instead of "whatever this machine does".
const dividedBy = (value) =>
graph(
[
node('red', 'ShaderColor', { value: 0xff0000 }),
node('by', 'ShaderNumber', { value }, 260, 200),
node('div', 'ShaderDivide', {}, 520, 0),
node('out', 'ShaderOutput', {}, 780, 0),
],
[
edge('red', 'color', 'div', 'a'),
edge('by', 'value', 'div', 'b'),
edge('div', 'result', 'out', 'color'),
],
);
await dividedBy(2);
await sleep(400);
const halved = await pixel(-0.3, -0.3);
await dividedBy(0);
await sleep(400);
const byZero = await pixel(-0.3, -0.3);
check(
'Divide by 2 halves the red, and dividing by 0 is 0 – a black pixel, not the driver’s choice (#64)',
colourDistance(halved, '#800000') < 6 && colourDistance(byZero, '#000000') < 6,
JSON.stringify({ halved, byZero }),
);
// 28k-vi. Clamp holds a value inside a range, per channel for a colour.
await graph(
[
node('red', 'ShaderColor', { value: 0xff0000 }),
node('hold', 'ShaderClamp', { min: 0, max: 0.25 }, 260, 0),
node('out', 'ShaderOutput', {}, 520, 0),
],
[edge('red', 'color', 'hold', 'value'), edge('hold', 'result', 'out', 'color')],
);
await sleep(400);
const held = await pixel(-0.3, -0.3);
check('Clamp at 0..0.25 holds full red down to a quarter', colourDistance(held, '#400000') < 6, held);
// 28l. Sample texture reads the picture where the graph says. On a pasted two-colour picture: // 28l. Sample texture reads the picture where the graph says. On a pasted two-colour picture:
// flipped u swaps the halves; u + 0.5 past the border shows the Output's Edge – Repeat continues // flipped u swaps the halves; u + 0.5 past the border shows the Output's Edge – Repeat continues
// with the far half, Mirror with the near one. // with the far half, Mirror with the near one.