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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@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 758 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 760 checks (GM_STEPS=20 for one step)
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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@@ -47,6 +47,18 @@ export interface ShaderBuild {
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* becomes one local per output, in dependency order, and every Property a float uniform. The texel
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* arrives premultiplied, so the prelude unpremultiplies and the epilogue multiplies back.
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*/
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/**
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* What the fragment depends on and nothing else: node ids, types, params and declared ports, and
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* which port feeds which. Positions, collapsing and folding are the editor's; they stay out so a
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* moved node does not compile again (#65).
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*/
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export function shaderFingerprint(graph: Graph): string {
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return JSON.stringify({
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nodes: graph.nodes.map((n) => [n.id, n.type, n.params, n.ports ?? null]),
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edges: graph.edges.map((e) => [e.from.node, e.from.port, e.to.node, e.to.port]),
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});
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}
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export function compileShader(graph: Graph): ShaderBuild {
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const problems: Record<string, string> = {};
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const problem = (node: GraphNode, text: string) => {
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@@ -415,6 +415,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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},
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/** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */
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shaderTime: (at: number | null) => shaderLibrary.freezeTime(at),
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/** Graphs compiled so far; a moved node must not add one (#65). */
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shaderCompiles: () => shaderLibrary.compiles,
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/** Which views redraw every tick because a Time shader is on screen. */
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animates: () => ({ scene: viewport.animates, game: gameView.animates }),
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lowLatency: () =>
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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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@@ -5,7 +5,14 @@
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*/
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
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import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
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import {
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AddNodeCommand,
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CollapseNodesCommand,
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ConnectCommand,
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FoldEdgeCommand,
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MoveNodeCommand,
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SetNodeParamCommand,
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} from '../../src/core/commands/graphCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import type { Graph } from '../../src/core/graph';
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import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
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@@ -27,7 +34,7 @@ import {
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shaderParamDefs,
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} from '../../src/core/properties/shaders';
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import { inlineInputs } from '../../src/core/graph/NodeRegistry';
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import { compileShader } from '../../src/core/shader/compile';
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import { compileShader, shaderFingerprint } from '../../src/core/shader/compile';
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import {
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SHADER_NODES,
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SHADER_NUMBER,
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@@ -567,3 +574,22 @@ describe('a sprite wearing a shader', () => {
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expect(shader.graph.nodes.map((n) => n.id)).toEqual(['o']);
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});
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});
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describe('the fingerprint the shader library caches on', () => {
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it('ignores a move, a collapse and a fold, and changes with a param or an edge', () => {
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const f = makeProject();
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const s = shaderEditor(f);
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const n = buildAdjustColors(s);
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const before = shaderFingerprint(s.asset().graph);
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f.stack.execute(new MoveNodeCommand(s.id, n.bright, 300, 200));
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f.stack.execute(new CollapseNodesCommand(s.id, [n.bright, n.luma], true));
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f.stack.execute(new FoldEdgeCommand(s.id, s.asset().graph.edges[0]!.id, true));
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expect(s.asset().graph.nodes.find((x) => x.id === n.bright)).toMatchObject({ x: 300, collapsed: true });
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expect(shaderFingerprint(s.asset().graph)).toBe(before);
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f.stack.execute(new SetNodeParamCommand(s.id, n.shifted, 'b', 0.25));
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const withParam = shaderFingerprint(s.asset().graph);
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expect(withParam).not.toBe(before);
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s.link(n.brightness, 'value', n.output, 'alpha');
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expect(shaderFingerprint(s.asset().graph)).not.toBe(withParam);
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});
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});
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@@ -18,6 +18,7 @@ export async function shader(t) {
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json,
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evaluate,
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mutate,
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drag,
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click,
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clickText,
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locate,
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@@ -162,6 +163,38 @@ export async function shader(t) {
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a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'glow';`);
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await sleep(300);
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// 28c-ii. Where a node sits is the editor's business: dropping it somewhere else compiles nothing
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// again, a changed param does – once (#65).
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const nodeRef = JSON.stringify(propertyNode?.id);
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const compiledBefore = await json('__gm.shaderCompiles()');
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const grab = await json(`__gm.shader.nodeAt(${nodeRef})`);
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await drag(grab.x, grab.y, grab.x + 60, grab.y + 40);
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await sleep(300);
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const dropped = await json(`__gm.shader.nodeAt(${nodeRef})`);
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const compiledAfterMove = await json('__gm.shaderCompiles()');
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check(
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'dropping a node somewhere else moves it without compiling the graph again',
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dropped.x > grab.x + 30 && compiledAfterMove === compiledBefore,
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JSON.stringify({ grab, dropped, compiledBefore, compiledAfterMove }),
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);
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const defaultBefore = await json(
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`__gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)}).graph.nodes.find((n) => n.id === ${nodeRef}).params.default`,
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);
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const setDefault = (value) =>
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mutate(`
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const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
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a.graph.nodes.find((n) => n.id === ${nodeRef}).params.default = ${JSON.stringify(value)};`);
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await setDefault(2);
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await sleep(300);
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const compiledAfterParam = await json('__gm.shaderCompiles()');
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check(
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'changing a param compiles it again, once',
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compiledAfterParam === compiledAfterMove + 1,
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JSON.stringify({ compiledAfterMove, compiledAfterParam }),
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);
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await setDefault(defaultBefore);
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await sleep(300);
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// 28d. A flat sprite on the camera, drawn on top of everything; its Shader dropdown lists the assets.
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await mutate(`
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const project = __gm.state.project;
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