34433688553425d080301b259ac2de1c0d13ee2f
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Commits
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8118b8042b |
Let Texture size feed the Vertex output to scale about the middle (#409)
A scale about the picture's middle moves each corner by its distance to the middle times (scale - 1). In pixels that distance needs the picture's size, and Texture size was locked at the Vertex output as a per-pixel node. So the size had to be typed in by hand and was only right for pictures of exactly that size. - At a corner Texture size reads the uniform uPictureSize. It holds the size the Vertex output counts its pixels in, the same number the node gives in the fragment. The offset is divided by that size again, so a scale comes out right for every picture and sprite size. - A node can say what it is at a corner through emitPerCorner. The walker takes it there and emit everywhere else. - Fed a Pass's picture, Texture size stays locked at the Vertex output. A Pass has no picture at a corner. - 9-slice, field and camera shaders do not move corners. Their size is 0 there and nothing changes for them. Tests: - Unit shader-vertex: the node compiles at a corner to uPictureSize and the Output still reads textureSize. shader-passes: a Pass's picture into Texture size at the Vertex output is refused. - Against the old perPixel flag the new unit test fails. - e2e 28l-iv: width * 0.5 at x moves the 32 px picture as far as the constant 16 did, same three colours. With the size forced to 0 on the GPU the check fails and the picture stands still. - The case "Texture size is refused at a corner" left the it.each that lists refused nodes, so the test count stays the same. - e2e 28 on melektaus-atx: ALL PASSED, 101 checks. - Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f03ca0d382 |
Draw a shader in passes with a Pass node (#301)
A Blur stops at radius 8 in one pass, and bloom needs a softened copy of the picture beside the original. A Pass node cuts the graph: what feeds it is drawn into a picture of its own first, and the nodes that read a picture read that one when it feeds them. - Pass has color and alpha like the Output, a Resolution setting (Full, Half, Quarter) and a picture output. Texture color, Texture alpha, Sample texture, Blur and Texture size get a picture input. Unconnected it is the wearer's own picture, so the original stays readable beside any pass. - picture is a port type of its own. It plugs only into a picture input, not even into an any port. - The walk shared by the compilers can stop at a node (cut). The shader compiler draws each Pass it meets as a fragment of its own, earlier passes first. A ring through a picture says Feeds itself, and more than 8 passes say so at the node. - A pass draws untinted. The tint comes on when the last part reads a picture, so a particle source draws its passes once for all of its particles (user decision). - A pass's picture is the wearer's picture and its Padding, at the pixels of the picture times Resolution, at most 2048 per side. It is read with the picture's own filter and continues past its frame as the Output's Edge says. - PassPictures keeps one render texture per pass and wearer. It draws again only when picture, size, Padding or a uniform changed. A field's picture is a render texture that changes under the same id, so a field draws its passes every time. - Sprite, sliced sprite, text, particle source, field shader and the Shader tab's preview all draw passes. syncShader takes a fixed picture for a 9-slice, which holds its corners but keeps the margin. - texelAt and blur take the sampler they read. Existing shaders compile to the same program apart from that argument. - A field shader's Blur and Texture size count a pixel as a unit of the frame (uPixelScale), not of the screen. Before, a field's blur grew when zooming out and shrank when zooming in. This came with #170 and #300 and is fixed here because passes inherit it. - tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full an open Pass shrinks the picture first, as the wiki's recipe does. Found on the way: - Destroying the pictures before the shader made Pixi warn that a texture was still bound. The shader goes first now, and a picture of a new size is resized rather than replaced. - Two passes in a row could draw plain white the first time. Pixi builds the code that binds a program's resources once and finds them by position. A pass of one graph is often the same program as a pass of another with fewer slots, so it bound a placeholder. Every shader now declares all 8 pass slots and its uniform group. Tests: - Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0. - e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks (43 + 1), all passed, no Pixi warning in the console. - 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of a Blur of Both (difference 0.000). On a grey sprite a pass's picture added to the original is 231/60/60, each tinted once. Two Passes in a row after a graph with one show red and green, not white. - 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at 50 % and at 200 % zoom. - Counter-checks: a tinted pass fails 1 unit test. Pictures never bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158). Pass slots by the number of passes draw #ffffff, and a field without its pixel scale ramps over 16 and 4 units: exactly the two new checks fail. - e2e sum 1716 is counted, not yet measured (1712 + 4). - Measured on stein2 (HD 630, one run per row): 50 field shaders at radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16 (three passes at Half). 800 sprites at radius 8 go from 13.9 to 24.5 fps. At radius 4 one pass stays faster from 400 sprites on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |