Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s

The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.

Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
This commit is contained in:
admin committed 2026-09-13 21:33:41 +02:00
1 parent 03c4323794
commit e0c459ce92
7 files changed
+74 -20

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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:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 784 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 785 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+16 -2
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@@ -10,7 +10,9 @@ import {
floatLiteral,
isShaderNodeDef,
SHADER_OUTPUT,
SHADER_SAMPLE,
SHADER_TIME,
SHEET_EDGE,
STRAIGHT_FN,
TEXEL_ALPHA,
TEXEL_COLOR,
@@ -29,7 +31,10 @@ export interface CompiledShader {
uniforms: ShaderUniform[];
/** A Time node feeds the Output: the fragment takes `uTime`, and a sprite wearing it redraws every tick. */
time: boolean;
/** How the picture continues past its border – the texture variant the sprite's mesh draws with. */
/**
* The texture variant the sprite's mesh draws with – the Output's Edge where the graph samples
* past the border, and the plain sheet where it cannot.
*/
edge: EdgeMode;
}
@@ -177,5 +182,14 @@ export function compileShader(graph: Graph): ShaderBuild {
'}',
'',
].join('\n');
return { compiled: { fragment, uniforms, time, edge: edgeOf(output.params) }, problems, reason: '' };
// The edge only shows where a Sample reads somewhere other than its own pixel. A graph that never
// shifts a UV stays on the plain sheet, so the common shader costs no second copy of the picture.
const shifted = graph.nodes.some(
(n) =>
n.type === SHADER_SAMPLE &&
emitted.has(n.id) &&
(edgesInto(graph, n.id, 'u').length > 0 || edgesInto(graph, n.id, 'v').length > 0),
);
const edge = shifted ? edgeOf(output.params) : SHEET_EDGE;
return { compiled: { fragment, uniforms, time, edge }, problems, reason: '' };
}
+10 -4
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@@ -56,16 +56,22 @@ export const STRAIGHT_FN = 'vec3 straight(vec4 c) { return c.a > 0.0 ? c.rgb / c
/**
* How the picture continues past its edge when a `Sample texture` reads outside 0..1 – a setting
* of the Output node, because the sampler state is one per draw. Mirror is what every picture has
* anyway (`TextureLibrary`); repeat is for tiles.
* of the Output node, because the sampler state is one per draw.
*/
export type EdgeMode = 'repeat' | 'mirror' | 'clamp';
export const EDGE_PARAM = 'edge';
export const DEFAULT_EDGE: EdgeMode = 'mirror';
/**
* The address mode the shared sheet carries anyway (`TextureLibrary`): within a texel it reads
* like clamp, and no other mode can have it without a cut of its own. Asking for it costs nothing,
* so it is what a sprite without a shader draws with.
*/
export const SHEET_EDGE: EdgeMode = 'mirror';
/** Clamp: the border texel goes on, which is what a sprite without a shader shows (#81). */
export const DEFAULT_EDGE: EdgeMode = 'clamp';
const EDGE_OPTIONS: { value: EdgeMode; label: string }[] = [
{ value: 'clamp', label: 'Clamp' },
{ value: 'mirror', label: 'Mirror' },
{ value: 'repeat', label: 'Repeat' },
{ value: 'clamp', label: 'Clamp' },
];
export function edgeOf(params: PropertyBag): EdgeMode {
+4 -4
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@@ -1,6 +1,6 @@
import { Assets, CanvasSource, Texture } from 'pixi.js';
import type { FrameRect, TextureRef } from '../core/model/texture';
import { DEFAULT_EDGE, type EdgeMode } from '../core/shader/nodes';
import { type EdgeMode, SHEET_EDGE } from '../core/shader/nodes';
const DEFAULT_BASE = '/game-maker/data/textures';
@@ -47,10 +47,10 @@ export class TextureLibrary {
* shared source, so two assets naming the same file with different `smooth` fight over it and
* the last one drawn wins; upload avoids that by reusing the existing asset for a known file.
*/
get(ref: TextureRef, edge: EdgeMode = DEFAULT_EDGE): Texture | null {
get(ref: TextureRef, edge: EdgeMode = SHEET_EDGE): Texture | null {
const sheet = this.load(ref.file);
if (!sheet) return null;
const rect = ref.rect ?? (edge === DEFAULT_EDGE ? null : wholeOf(sheet));
const rect = ref.rect ?? (edge === SHEET_EDGE ? null : wholeOf(sheet));
const texture = rect ? this.crop(ref.file, sheet, rect, edge) : sheet;
if (!texture) return null;
const mode = ref.smooth ? 'linear' : 'nearest';
@@ -96,7 +96,7 @@ export class TextureLibrary {
*/
private crop(file: string, sheet: Texture, rect: FrameRect, edge: EdgeMode): Texture | null {
if (rect.w <= 0 || rect.h <= 0) return null;
const key = edge === DEFAULT_EDGE ? cropKey(file, rect) : `${cropKey(file, rect)}|${edge}`;
const key = edge === SHEET_EDGE ? cropKey(file, rect) : `${cropKey(file, rect)}|${edge}`;
let texture = this.crops.get(key);
if (!texture) {
const canvas = new OffscreenCanvas(rect.w, rect.h);
+2 -2
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@@ -3,7 +3,7 @@ import { type Container, type Graphics, Mesh, MeshGeometry, Rectangle, Texture }
import { determinant, IDENTITY, type Mat } from '../core/model/matrix';
import { BEHAVIOR_SYMBOL, CONTAINER_SYMBOL, placementOf, textAnchor } from '../core/properties/bounds';
import { type ColliderShape, colliderShape, isTrigger } from '../core/properties/collider';
import { DEFAULT_EDGE } from '../core/shader/nodes';
import { SHEET_EDGE } from '../core/shader/nodes';
import { Theme } from '../ui';
import type { DrawItem } from './items';
import { disposeShader, type ShaderSource, syncShader, wornShader } from './shaders';
@@ -56,7 +56,7 @@ export function syncSpriteMesh(
): void {
// Null while the picture is still loading: the box shows its plain colour until then, and once
// the picture is there the colour tints it.
const edge = wornShader(item.props, shaders)?.edge ?? DEFAULT_EDGE;
const edge = wornShader(item.props, shaders)?.edge ?? SHEET_EDGE;
const texture = item.texture ? textures.get(item.texture, edge) : null;
placeNode(mesh, item.m, size.w, size.h);
mesh.texture = texture ?? Texture.WHITE;
+23 -7
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@@ -36,6 +36,8 @@ import {
import { inlineInputs } from '../../src/core/graph/NodeRegistry';
import { compileShader, shaderFingerprint } from '../../src/core/shader/compile';
import {
DEFAULT_EDGE,
EDGE_PARAM,
SHADER_NODES,
SHADER_NUMBER,
SHADER_OUTPUT,
@@ -47,6 +49,7 @@ import {
SHADER_UV,
ShaderOutput,
ShaderSample,
SHEET_EDGE,
} from '../../src/core/shader/nodes';
import { deserializeProject } from '../../src/core/store/serialize';
import { paletteEntries } from '../../src/editor/graph/paletteEntries';
@@ -414,16 +417,29 @@ describe('compileShader', () => {
const s = shaderEditor(f, 'Idle');
s.add(SHADER_TIME);
const out = s.add(SHADER_OUTPUT);
let compiled = compileShader(s.asset().graph).compiled!;
expect(compiled).toMatchObject({ time: false, edge: 'mirror' });
expect(compiled.fragment).not.toContain('uTime');
const params = s.asset().graph.nodes.find((n) => n.id === out)!.params;
params.edge = 'clamp';
expect(compileShader(s.asset().graph).compiled!.edge).toBe('clamp');
// A new Output carries the default, so a graph never silently changes when the default does.
expect(params[EDGE_PARAM]).toBe('clamp');
let compiled = compileShader(s.asset().graph).compiled!;
expect(compiled).toMatchObject({ time: false, edge: SHEET_EDGE });
expect(compiled.fragment).not.toContain('uTime');
// Nothing reads past the border here, so no mode can show – and none costs a second picture.
params[EDGE_PARAM] = 'repeat';
expect(compileShader(s.asset().graph).compiled!.edge).toBe(SHEET_EDGE);
const uv = s.add(SHADER_UV);
const shift = s.add('ShaderAdd', { b: 0.5 });
const sample = s.add(SHADER_SAMPLE);
s.link(uv, 'u', shift, 'a');
s.link(shift, 'result', sample, 'u');
s.link(sample, 'color', out, 'color');
expect(compileShader(s.asset().graph).compiled!.edge).toBe('repeat');
// A value the dropdown never offers reads as the default rather than as a mode.
params.edge = 'sideways';
params[EDGE_PARAM] = 'sideways';
compiled = compileShader(s.asset().graph).compiled!;
expect(compiled.edge).toBe('mirror');
expect(compiled.edge).toBe(DEFAULT_EDGE);
// A graph from before the setting existed has no value at all and takes the default too (#81).
delete params[EDGE_PARAM];
expect(compileShader(s.asset().graph).compiled!.edge).toBe('clamp');
});
it('writes Fract, Step and Floor as the GLSL calls, per channel for a colour', () => {
+18
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@@ -614,6 +614,24 @@ export async function shader(t) {
colourDistance(mirror.left, RIGHT) < 12 && colourDistance(mirror.right, RIGHT) < 12,
mirror,
);
// u + 0.5 cannot tell Clamp from Mirror: both hold green past the border. u + 0.8 puts the near
// half on 1.6, where Mirror is already back in the far half and Clamp still holds the last texel.
const scrolledFar = async (outParams) => {
await sampleAt(
[node('far', 'ShaderAdd', { b: 0.8 }, 260, 0)],
[edge('uv', 'u', 'far', 'a'), edge('far', 'result', 'sample', 'u')],
outParams,
);
await sleep(400);
return pixel(0.3, -0.3);
};
const byDefault = await scrolledFar({});
const byMirror = await scrolledFar({ edge: 'mirror' });
check(
'with nothing set on the Output the edge is Clamp: at u + 0.8 the border texel goes on, where Mirror shows the near half again',
colourDistance(byDefault, RIGHT) < 12 && colourDistance(byMirror, LEFT) < 12,
{ byDefault, byMirror },
);
await evaluate("__gm.showTab('shader')");
await sleep(300);
await shot('28-shader-scroll-graph');