Commit graph CultLib/packages/cultmath/src
Author SHA1 Message Date
Meta Vens
9b9a8b3e05 CultMath intervals r2: iv_frustum_ball, the ball of a screen tile's rays over a depth segment
One new function in C# and both tracked HLSL copies (one blob): the centre on the
tile's central ray at mid-depth, radius ((z1 - z0) / 2) |(m_c, 1)| + z1 N / (sqrt(2) f)
+ warp. TileBallEnclosesEveryRaySegment checks 2,000 seeded tiles x 64 points
(sub-pixel corners at both depth ends with full-length flows) with no tolerance,
and pins the ball to the derivation so a grown ball fails too. The mirror's
compared-function count moves from 52 to 53.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 00:04:44 +02:00
Meta Vens
c9bd003bb3 CultMath intervals: comments name the gradient without the snoise_grad/fbm_grad tokens
The cut's negative check is a pattern over math.Interval.cs and CultMath.Interval.hlsl: the
bounds use values only, so neither file names the gradient functions. Comments only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:57:01 +02:00
Meta Vens
bbf5269751 CultMath intervals: cultmath_iv_* over float2(lo, hi) in C# and HLSL, with snoise and fbm ball bounds
math.Interval.cs and shaders/CultMath.Interval.hlsl (included from CultMath.hlsl after Phacelle;
both tracked copies) add iv_point, iv_add, iv_sub, iv_neg, iv_mul, iv_scale, iv_abs, iv_min,
iv_max, iv_sqr, iv_sqrt, iv_exp, iv_clamp, iv_saturate, iv_smoothstep, iv_lerp, iv_snoise_ball
and iv_fbm_ball, and SNOISE_LIPSCHITZ = 10.099261 (1.10 x the refined max |snoise_grad| that
NoiseBoundTests.MeasureLipschitz prints). iv_exp and iv_smoothstep widen by one ulp through
asfloat(uint), added beside asuint as the HLSL intrinsic. The mirror test now compares 52
functions; the Unity package and the NuGet content files carry the new include.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:52:33 +02:00
Meta Vens
32ff786aed CultMath 0.3.0: version bump and changelog (snoise values break, minor bump)
Does not carry the rebuilt DLL yet; the Unity package script's version
parity check fails until the binary follows in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:03:56 +02:00
Meta Vens
0acc3728ed CultMath: Phacelle port moves into MPL-2.0 files; prune cut pinned by boundary points
MPL-2.0 is file-level and the Phacelle port sat inside MIT files. phacelle and
CultPhasor now live in math.Phacelle.cs and CultPhasor.cs, and cultmath_phacelle
in CultMath.Phacelle.hlsl (included by CultMath.hlsl, both tracked copies), each
with the MPL header and Johansen / Luke Mitchell attribution. math stays one
partial class, so math.phacelle is called exactly as before. The GameCult.Math
package declares MIT AND MPL-2.0 and packs THIRD-PARTY-NOTICES.md and the new
include; the Unity LICENSE.md points at CultLib; build-unity-package.ps1
requires the new include.

The random sweeps never met a cell whose box bound sits just under the 2.25 cut
while its weight is still nonzero, so cuts of 2.245, 2.24 and 2.2 survived.
Six hard-coded points (found by an offline search) sit next to such cells; the
C# pruned-vs-unpruned test and the HLSL mirror test both use them, with a
witness check that re-derives the property from the hash.

Docs: the prune keeps about 45 of 64 cells (14 is the nonzero-weight count),
the support radius is 1.49998 (d^2 = 2.24995), normalization's range and
saturation, W = 0 only for adversarial hashes, and the support-edge gradient
seam size.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 00:34:27 +02:00
Meta Vens
7904e15ed3 CultMath: phacelle, Johansen's Phacelle noise on 3D cells with an exact gradient
Cut 2a-ii-b. phacelle(float3 p, float3 side, float offset, float normalization)
returns CultPhasor { float4 cos; float4 sin }, each float4(gradient.xyz, value.w).

- 4x4x4 cells, pcg3d-hashed jitter in [-0.5, 0.5), weight max(0, exp(-2 d^2) - 0.01111),
  normalization as upstream (lpmitchell/AdvancedTerrainErosion PhacelleNoise). The
  caller supplies the stripe wave vector; offset is in cycles.
- The gradient is exact: weight derivatives and the normalization are included, not
  upstream's grad(cos) ~ -sin * side.
- Cells whose per-axis lower bound is at least 2.25 have weight exactly 0 and are
  skipped. An internal overload switches the prune off so the test can pin bit
  equality without a second copy of the loop.
- cultmath_phacelle and CultPhasor mirror it in both tracked CultMath.hlsl copies
  (the same blob). The mirror test compares the struct field by field; it now covers
  34 functions.
- PhacelleTests: value against an independent double-precision reference, quarter-cycle
  phase rotation, gradient against central differences on both sides of the
  normalization threshold (excluding the threshold and each cell's weight-support
  edge, where the exact gradient is discontinuous), stripes along the flow on the unit
  sphere (0.215 against the 0.25 bound), step-difference continuity across cell planes,
  and pruned == unpruned bit for bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:51:02 +02:00
Meta Vens
65311c9ad7 Merge the snoise seam fix (Asura Q-N1 a): upstream kernel r2=0.5, scale 105, permute +10
Soul: no defect; independent port of stegu 22434e04d7 matches (3D and 2D), goldens
confirmed independently, value jump 2.2e-6 over 20k crossings, gradient FD 9.7e-6,
every hand mutant killed. 2D follows upstream by ruling. Release follow-ups: rebuild
the Unity CultMath.dll, CHANGELOG entry, pin the two HLSL copies equal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:55:08 +02:00
Meta Vens
09507901d0 cultmath: BoundedLeastSquares doc states the cost gap is relative to |b|^2
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:14:21 +02:00
Meta Vens
8703b44636 CultMath: snoise(float3) takes the upstream simplex-boundary fix
Kernel radius^2 0.6 -> 0.5, scale 42 -> 105, permute (34x+1)x -> (34x+10)x, per
stegu/webgl-noise 22434e04d7 (fix 21d9fe23d7, scale ff3b5d34ea, permute a3e6d57095).
snoise_grad, fbm_grad, ridged_grad follow. C#, both HLSL copies, design.md and
THIRD-PARTY-NOTICES.md change together. The 2D snoise shares the permute helper, so
its values change too. Golden values are regenerated in the next commit.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 11:13:34 +02:00
Meta Vens
d808941b87 cultmath: BoundedLeastSquares sheds redundant checks and scratch arithmetic
Measured with Stryker once Solve was actually mutated (21 survivors), most of
them were code that decided nothing:

- The finite-input loops over A and b duplicated the non-finite test on the
  accumulated A^T b, which is exactly equivalent (floats cannot overflow a
  double product, and NaN/infinity never cancel to a finite value). One check
  on each A^T b entry remains.
- The tolerance scale is the gradient at the box point nearest the origin,
  computed inline; the max with |A^T b| duplicated it whenever the origin is in
  the box, and the scratch vector for it is gone.
- Bound violation is state * gradient, which is zero for a free column; the
  three-way ternary duplicated the free-stationarity check.
- The warm-start clamp is Math.Clamp plus a NaN test.
- Workspace slices come off a cursor (Take) instead of hand-summed offsets.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 09:44:04 +02:00
Meta Vens
4072fce0e7 cultmath: BoundedLeastSquares drops the refinement step it cannot observe
Stryker left the refinement step (removed, negated, or subtracted) unobserved,
and it is unobservable for a reason: refinement with a same-precision residual
does not improve forward error, and Cholesky is backward stable, so the
residual the KKT test reads is already at rounding level. Measured on n=24
problems at cond(A) 1e3..1e6, the solver with and without the step gives the
same iteration counts and the same x error against a Gram-Schmidt QR
reference (both limited by cond(A^T A) * eps).

The refinement pass, its dp buffer and the scratch vector are deleted;
WorkspaceLength returns to 4n^2 + 15n. The doc states where the normal
equations stop being optimal (cost gap below 1e-6 |b|^2 through cond(A) 3e5,
about 2e-5 at 1e6, independent of the scale of A) and that a ridge row beyond
that is the caller's policy.

status is now initialised: the unassigned local made Stryker discard every
mutant inside Solve as a compile error, so 255 mutants were never measured.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 09:29:06 +02:00
Meta Vens
43035bc827 cultmath: BoundedLeastSquares iterates in double and stops on progress
The working iterate now lives in double inside the workspace (WorkspaceLength
4n^2 + 17n); A, b and the API x stay float and x is converted in at the start
and out at the end. The gradient, the free-stationarity check and the KKT test
all run in the double domain, which removes the float noise floor that made the
free-stationarity re-solve spin to the cap on optimal points (cond >= ~20).

A fixed tolerance is no longer the only stopping rule: after a stationarity
miss or a release, a pass that lowers the double cost by no more than rounding
reports Converged.

The tolerance scale is the larger of the gradient at the origin and at the box
point nearest the origin, so it never depends on the warm start; b = 0 with a
far start is no longer judged converged by its own steepness.

Two clauses were equivalent or unobservable and are deleted: the d <= 0 pivot
test (implied by d <= tol * diag) and the dependent[] exclusion from the
free-stationarity check (the progress rule now terminates it).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 05:36:50 +02:00
Meta Vens
50f26de4a7 cultmath: BoundedLeastSquares factors the normal equations in double
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 03:49:29 +02:00
Meta Vens
44affbb9b6 cultmath: scale-free KKT, InvalidInput contract, free-set refinement
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 03:46:36 +02:00
Meta Vens
6f8cb642ff cultmath: InvalidInput status and Soul tests (red on the old solver)
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 03:43:32 +02:00
Meta Vens
60c3d6fb0d cultmath: BoundedLeastSquares primal active-set solver
Dense small bounded LS, zero allocation, caller workspace, C#-only.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 01:33:08 +02:00
Meta Vens
c9dabbeef6 cultmath: fix stale test-name references in snoise_grad/fbm_grad/ridged_grad comments
The doc comments named test classes/methods (SnoiseGradTests, FbmGradTests,
RidgedGradTests) that were never committed under those names; the actual
coverage lives in NoiseGradTests. Point the comments at the real methods.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 03:05:08 +02:00
Meta Vens
e87dcc9ec5 cultmath: add snoise_grad, fbm_grad, ridged_grad to C# math (cut 2a-ii-a)
Analytic-gradient simplex noise, ported from webgl-noise's
noise3Dgrad.glsl differentiation but retargeted onto this repo's own
snoise(float3) constants (0.6 falloff radius, +1 permute offset, 42
scale) so snoise_grad.w stays exactly snoise's own field. fbm_grad and
ridged_grad are octave sums with per-octave frequency/amplitude
compounding (invariant 8). octaves is clamped to [0, 16] so the HLSL
mirror test's full-int32-range oracle cannot turn a garbage octave
count into a multi-billion-iteration loop.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 02:36:52 +02:00
Meta Vens
4922438334 cultmath: correct F6 proof arithmetic and chi-square provenance in cellular docs
Soul pass 3 confirmed two documentation defects: the F6 search-radius proof
misstated 3 - 2m + 3m^2 at m=1/2 as 2.5 (actual 2.75; true min on [0,1/2] is
8/3 at m=1/3), and both math.cs and design.md cited a fabricated 203.8
chi-square statistic for float-bit hashing that Soul could not reproduce
(6+ seeds scored 7.7-30.9). Corrected the arithmetic and replaced the
unreproducible measurement with what actually pins integer hashing: the
oracle and mirror tests, and the chi-square test's real scope (the hash as
cellular calls it, not the call site itself). No test or code changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 02:23:55 +02:00
Meta Vens
9207a59280 cellular: hash the integer cell coordinate, correct the F6 near-side proof
Soul (cut 2a-i, pass 2) found two defects in cellular's own math.cs source
and its HLSL mirror:

- cellular hashed pcg3d/pcg4d over the FLOAT32 BIT PATTERN of each
  integer-valued cell coordinate (pcg3d(neighbor), pcg4d(float4(cellId, 0)))
  instead of the integer coordinate itself. Two adjacent cells' bit patterns
  share more structure (same exponent, mantissa one increment apart) than
  the integers do going into pcg3d's own mixing, and that structure survived
  into the jitter: measured chi-square 203.8 for jitter.x over 1,000,000
  cells against 15 degrees of freedom (critical value 37.7). Both call sites
  now hash int3(neighbor)/int4(int3(cellId), 0) directly, in C# and in the
  HLSL mirror (both shaders/CultMath.hlsl and the Unity copy, byte-identical
  as before). This changes cellular's noise output — nothing has shipped, so
  that is acceptable, but it is a real behavioural change, not a comment fix.

- The F6 exactness proof's "near-side neighbour" bound was wrong as written:
  picking the near-side neighbour on a FIXED axis is not always within
  sqrt(3) of the query (counterexample: u = (0.5, 0, 0) with the x-neighbour
  jittered to (-1, 1-2^-24, 1-2^-24) gives ~2.06, past the radius-2
  exclusion). The comment is rewritten to the correct argument: choose the
  axis whose u_i sits closest to a cell boundary (m = min(u_i, 1-u_i) <=
  1/2 on that axis), and the near-side neighbour on THAT axis has squared
  distance at most (1+m)^2 + 2*(1-m)^2 = 3 - 2m + 3m^2 <= 3 on [0, 1/2],
  strictly below 3 since the jitter never reaches the boundary. Margin
  2 - sqrt(3) ~= 0.268 (Soul's adversarial check: worst in-box F2 is exactly
  sqrt(3), only in the unattainable corner limit).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 23:13:09 +02:00
Meta Vens
f6fb589ac3 Fix batch 1 (cellular/smin_grad): exact search, decorrelated id, finite F2=0
Cut 2a-i fix batch 1, findings F1, F3, F4, F5, F6, F7 (Soul falsification of
the first landing):

- cellular now searches a provably exact 5x5x5 neighbourhood (radius 2), not
  3x3x3: 3x3x3 missed the true F2 for 9 of 400,000 sampled points. The
  comment in math.cs proves 5x5x5 always contains the true F1 and F2 (both
  are always < sqrt(3), every excluded cell is always > 2). A cheap
  position-only lower-bound prune skips the pcg3d/jitter/distance work for
  cells that provably cannot beat the running F2, without changing any
  output bit (F6).
- F2 = 0 now gets the same degenerate-gradient guard F1 = 0 already had,
  fixing a NaN that was reachable past |p| of about 2^23 (F3).
- id now comes from pcg4d over the winning cell alone, never from the pcg3d
  hash that produced that cell's jitter, so id and jitter are no longer
  deterministic functions of each other (F4).
- cellular_unit maps the top 24 bits instead of a plain divide-by-2^32, so
  the mapping is always inside [0, 1); the old formula rounded
  0xFFFFFF80..0xFFFFFFFF up to exactly 1.0f (F7).
- Central-difference tolerances tightened from 0.02 to 3e-4 (measured float
  noise at the committed eps is about 6e-5), and cellular's own gradient
  test now differentiates cellular's RETURNED .w values instead of a
  duplicate FindF1F2 search, so a mutant that corrupts only the returned
  gradient can't hide behind an independently-computed value (F1, F5).
- The struct-mirror comparison in HlslSourceCompatibilityTests now checks
  field name and declared type in declaration order, not just position, so
  a reordered-and-relabelled mirror struct (H2) or a renamed/retyped one
  (H3) both fail the walk instead of surviving on values alone (F2).
- FindF1F2 widened to a true independent 7x7x7 brute-force oracle; new tests
  pin production's exact agreement with it, the pruned search's bit-for-bit
  equivalence to an unpruned 5x5x5 reference, no NaN at 2^24, and id's
  correlation with jitter under 0.05.
- Comment/doc fix: smin_grad is Quilez's quadratic-polynomial smin, not
  cubic.

Both shaders/CultMath.hlsl and unity/.../Shaders/CultMath.hlsl stay
byte-identical.

Manually verified mutants M9 (grad1 x 1.01), M16 (grad2 x 1.01), and M18 (id
from hash.y) all die against these tests; H2/H3 struct mutants die via the
new comparator tests. Local dotnet test: 191/191 passing. FXC cs_5_0 compile
of a scratch kernel using both cultmath_smin_grad and cultmath_cellular
succeeds.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 20:40:28 +02:00
Meta Vens
1add078eea Delete cellular's unreachable F2=0 guard instead of leaving it undefended
Stryker (scoped to this cut's diff) survived two mutants on the grad2 ternary
in math.cellular: forcing the true branch unconditionally, and loosening
f2 > 0.0f to f2 >= 0.0f. Both are real findings about the code, not the
tests: F2 = 0 needs two distinct integer cells' pcg3d-jittered feature points
to land on the exact float32 value in every component, which the jitter's
~24-bit float precision makes unreachable for any p this function is
actually called with. The spec only asks for the degenerate guard at F1 = 0;
F2's copy of it was added for symmetry and had no reachable case to defend.

Deleted the guard (grad2 is now a bare (p - c2) / f2) in math.cs and both
HLSL mirrors, and corrected design.md's invariant-8 section, which had
overstated this as symmetric with F1's guard.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:47:36 +02:00
Meta Vens
e613ed6277 Fix a build break: float3.zero shadowed by math's own float3(...) method
Inside the static math class, the unqualified name `float3` resolves to
math's own `float3(float,float,float)` constructor-function first, not the
CultMath.float3 type, so `float3.zero` fails to compile there (CS0119). No
prior code in math.cs used the Type.zero static-field spelling from inside
math itself for this reason. Switched cellular's zero vectors to
`new float3(0.0f, 0.0f, 0.0f)`, which is unambiguous under `new`.

Found by the first ygg-verify.sh build/test run on 3eed434.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:21:37 +02:00
Meta Vens
1dca43596e Add smin_grad and cellular value-and-gradient primitives to CultMath
smin_grad(float4,float4,float) carries Inigo Quilez's cubic-polynomial smooth
minimum to invariant 8's value-and-gradient form: the gradient blend lerp(b,a,h)
is the exact analytic derivative, not an approximation, since the h-derivative
terms cancel algebraically inside the smoothing band.

cellular(float3) is Worley's cellular texture basis function (SIGGRAPH 1996),
searched over the jittered 3x3x3 neighbourhood of pcg3d-selected feature
points. It returns the new CultCellular struct (nearest, edge, id), following
the repo's existing degenerate-normal convention
(GameCult.Geometry.CultGeometryIsoSurface.EmitOrientedTriangle) to return a
finite zero gradient instead of NaN at a feature point.

Both are fresh implementations from the cited literature, not ports, so they
get a design.md/doc-comment citation instead of a THIRD-PARTY-NOTICES entry.

design.md gains an "Invariant 8: Value-and-Gradient Primitives" section
documenting both primitives' semantics and conventions.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:17:39 +02:00
Meta Vens
20e6da5942 Release CultMath 0.2.4: erf and erfinv reach the Unity package
math.erf/math.erfinv (source, tests, README) already landed on main via
87b95ae, b688cb2, fc9ce97, 4cdc02b, 6e8362b, cc71f17. This is the release
step 0.2.3 skipped needing: bump the package version, rebuild the tracked
Unity DLL/pdb deterministically, and add the CHANGELOG.md this package
never had (docs/semver-policy.md names this exact gap).

- packages/cultmath/src/CultMath/CultMath.csproj: Version 0.2.3 -> 0.2.4.
- packages/cultmath/unity/org.gamecult.cultmath/package.json: 0.2.3 -> 0.2.4.
- packages/cultmath/unity/org.gamecult.cultmath/CHANGELOG.md: new, [0.2.4]
  entry only (Added: erf, erfinv). Earlier versions are not backfilled, per
  the semver policy's own ruling on this package's pre-existing gap.
- packages/cultmath/unity/org.gamecult.cultmath/Runtime/Plugins/CultMath.dll
  and .pdb: rebuilt via packages/cultmath/scripts/build-unity-package.ps1
  (dotnet build, netstandard2.1, Release, --no-incremental, no Source Link).
  Built on Windows; the assembly is platform-neutral IL. The script's own
  determinism check (fresh build hash == tracked hash) and its version-parity
  check (package.json version == assembly FileVersion) both pass.
- No HLSL mirror change: erf/erfinv are C#-only, and
  packages/cultmath/shaders/CultMath.hlsl already matches the copy under
  unity/org.gamecult.cultmath/Shaders/CultMath.hlsl byte for byte.

Verified independent of build-unity-package.ps1's own checks: a scratch
console app loaded the tagged cultmath-unity-v0.2.3 DLL and this build's
fresh DLL into separate AssemblyLoadContexts and diffed their public
surface. Only two members were added (math.erf(float), math.erfinv(float)),
none removed; AssemblyVersion/FileVersion/InformationalVersion match apart
from the 0.2.3 -> 0.2.4 bump; TargetFrameworkAttribute is unchanged
(.NETStandard,Version=v2.1). erf/erfinv round-trip and domain-edge behavior
(erfinv(+-1) = +-Infinity, erfinv(1.5) = NaN) verified by invoking the
loaded methods directly.

dotnet test packages/cultmath/tests/CultMath.Tests -c Release: 102 passed,
0 failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:02:40 +02:00
Meta Vens
fc9ce970b8 Fix erfinv's sign inversion at the domain edges
math.erfinv(1.0f) returned -infinity and erfinv(-1.0f) returned
+infinity: at value = +-1, w = -log((1-value)(1+value)) = -log(0) =
+infinity, the tail branch's leading coefficient is negative, and
`return p * value` delivered the inverted infinity. erf saturates to
exactly 1.0f at 5.543 sigma, so any interval edge beyond that reaches
this bug in ordinary use.

Guard both edges explicitly before the polynomial runs: erfinv(1) is
now +infinity, erfinv(-1) is -infinity, and anything strictly outside
[-1, 1] (including +-infinity) is NaN, which is the correct answer and
was already the fallthrough behavior. Documented the domain and the
edge behavior in a comment, matching the house style `sign` already
uses at math.cs:84. The approximation itself is unchanged.

Also recorded the true measured accuracy beside erf and erfinv: worst
absolute error 6.621e-7 and 5.066e-7 respectively, both inside the
2e-6 bar this package's tests pin.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:30:07 +02:00
Meta Vens
87b95aefa5 Cut 12.0: add erf and erfinv to CultMath
Fire control's Gaussian scatter needs erf for a cell's probability mass
and erfinv to draw the lateral offset, both called per shot. Abramowitz-
Stegun 7.1.26 for erf (stated max abs error 1.5e-7), Giles 2010 (GPU
Computing Gems) for erfinv. Neither is an HLSL intrinsic, so there is no
shader-parity obligation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 20:42:57 +02:00
Meta Vens
0f2c1f04ef Add PCG integer hashes to CultMath and release 0.2.3
CultMath's hash is the shader-style frac(sin(x) * 43758.5453) and
returns float. Unity.Mathematics' hash returned a well-mixed uint, and
seeding from the float hash collapses: a 100x100 position grid gave 1625
distinct values in Aetheria's zone generator.

- math.pcg(uint), pcg3d(int3/float2/float3), and pcg4d(int4/float4)
  follow Jarzynski and Olano, "Hash Functions for GPU Rendering"
  (JCGT 9(3), 2020). pcg3d and pcg4d are the paper's code from page 32.
  pcg is O'Neill's RXS-M-XS 32/32 output over one LCG step, with the
  constants checked against pcg-c's pcg_variants.h.
- CultMath has no uint vectors, so pcg3d and pcg4d carry uint bit
  patterns in int3/int4. The float overloads hash IEEE-754 bits via the
  HLSL intrinsic asuint(float), which is new. pcg3d(float2) holds z at
  0, the paper's route for 2 -> N inputs.
- The HLSL mirror gains the same functions, written over scalar uints
  so the text compiles both in dxc 1.9.0.5402 (lib_6_3, HV 2021, clean)
  and in C#. HlslSourceCompatibilityTests now compares int and uint
  arguments and results by value; a wrong shift in the mirror's pcg4d
  gives 208 mismatches.
- Known-answer vectors come from an independent Python transcription.
  pcg3d separates a 100x100 half-unit grid (the full int3). One
  component alone has one birthday collision there, as a 32-bit value
  can. The same grid on the integer lattice has none.
- design.md states that the hashes are integer-exact in HLSL and on the
  CPU: dxc wraps uint multiply and add modulo 2^32, as C# unchecked does.
- Bump to 0.2.3 and rebuild the tracked Unity DLL and pdb.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:19:53 +02:00
Meta Vens
111b918ec0 Make CultMath normalize follow dxc and release 0.2.2
dxc 1.9.0.5402 lowers float2/3/4 normalize(x) to x * Rsqrt(Dot(x, x)),
and DXIL.rst defines Rsqrt as 1 / sqrt(src). A zero vector normalizes
to NaN and a NaN component poisons every component. CultMath divided
by max(length, 1e-20), which returned 0 for a zero vector and a huge
finite component beside a NaN one.

- math.normalize(float2/3/4) is now value * (1 / sqrt(dot(value, value))).
- The HLSL mirror drops cultmath_normalize and its epsilon constant: it
  now equals the normalize intrinsic, and nothing consumed it.
- HlslSemanticsTests pins zero and NaN normalize, the rsqrt bit pattern,
  and zero length/distance. design.md states the rule and notes that
  DXIL.rst's Rsqrt special-value table is a copy of Round's.
- GameCult.Geometry's iso-surface gave degenerate triangles (an inside
  vertex on the isovalue) a zero normal through the old epsilon. It now
  guards them explicitly, with a test.
- quaternion normalize keeps its identity fallback: quaternion is not
  an HLSL type.
- Bump to 0.2.2 and rebuild the tracked Unity DLL and pdb.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:04:04 +02:00
Meta Vens
f0605367e0 Release CultMath 0.2.1
Bump the package and assembly version and rebuild the tracked Unity
DLL and pdb from a deterministic build.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:16:32 +02:00
Meta Vens
7821e06d55 Add HLSL vector conversions, int clamp, and double frac to CultMath
Aetheria Cut 8a needs int2(float2), clamp(int, int, int), and
frac(double). Fill them in CultMath as dxc compiles them:

- generate-swizzles.ps1 emits same-size conversion constructors and
  math functions between float, int, and bool vectors. dxc lowers
  float to int as fptosi (toward zero; NaN and out-of-range undefined),
  numeric to bool as != 0 (fcmp une, NaN is true), bool to numeric as
  0 or 1. floatN(int) splat keeps floatN(0) from going ambiguous
  against floatN(intN).
- Int and int-vector clamp are min(max(x, a), b), matching dxc's
  IMin(IMax(x, a), b); inverted bounds return b.
- frac(double) keeps double precision. dxc demotes double frac to
  float, as it does exp and lerp; CultMath's existing double overloads
  already diverge that way, and design.md now says so.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:16:32 +02:00
Meta Vens
19e23db211 Make double min/max follow DXIL FMin/FMax
dxc lowers double min/max to dx.op.binary.f64 opcodes 36/35 (FMin/FMax),
the same operations as float, so Math.Min/Math.Max (NaN-propagating) was the
wrong rule. Double min/max now use the float formulas, with NaN and signed-zero
assertions beside the float ones. Tracked Unity DLL rebuilt.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:47:10 +02:00
Meta Vens
9407da0461 Match float min, max, clamp, and saturate to DXIL FMin/FMax/Saturate
dxc lowers float min/max/clamp to dx.op FMin/FMax (36/35) and saturate to
dx.op Saturate (7). DXIL.rst defines them: FMin(a, b) is a < b ? a : b,
FMax(a, b) is a >= b ? a : b, a NaN operand returns the other, and
Saturate is FMin(1, FMax(0, x)). C# used MathF.Min/Max, which pass NaN
through and order signed zeros, so saturate(NaN) was NaN instead of 0.

Every float overload now follows the spec, normalize uses the same max as
its mirror, and the mirror's saturate spells Saturate's operand order
(which maps -0 to +0, where clamp(x, 0, 1) keeps -0). Non-NaN results
change only in the sign of a zero. design.md records the rules and that
dxc marks float math fast, so GPU NaN results are not guaranteed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:32:19 +02:00
Meta Vens
a9a2ba69d2 Build the Unity CultMath DLL independent of the commit
The tracked DLL is committed with its source, so a build that embeds the
commit can never match it. Two places named the commit: the informational
version (0.2.0+<sha>) and Source Link's commit URL in the pdb, whose content
id the DLL also carries. The csproj drops the revision from the version, and
the Unity build turns Source Link off; NuGet packs keep it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:27:44 +02:00
Meta Vens
6bc6db68d4 Document where matrix row writes are silently lost
The operator kept the [UnscopedRef] ref this[int] row indexer as is. design.md
and the float2x2/float3x3 indexers now say where m[r][c] = v lands: locals,
array elements, class fields, and ref locals keep the write; a readonly field,
in parameter, property (auto-properties too), or static readonly identity
takes a defensive copy, so the write compiles and is lost. Fix: copy to a
local, write, assign back. Verified by compiling and running each case with
Roslyn against CultMath (no diagnostics; writes land 5, lost 0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:18:00 +02:00
Meta Vens
e0a054a7b4 Match step's NaN result to what dxc emits
dxc 1.9.0.5402 (dxc_2026_07_29, lib_6_3, -HV 2021, -Od) lowers step(e, x) to
fcmp olt x, e; select 0 : 1, so NaN on either side gives 1. The previous
x >= e ? 1 : 0 rule came from prose, not the compiler. math.step and
cultmath_step now use x < e ? 0 : 1 for every overload; the mirror's
cultmath_step compiles to the same fcmp/select as the intrinsic. Unity shader
copy synced; DLL rebuilt and byte-checked by build-unity-package.ps1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:09:49 +02:00
Meta Vens
5d8ef0c3de Generate every HLSL swizzle and mixed constructor; fix intrinsic types
tools/generate-swizzles.ps1 writes the checked-in src/CultMath/Swizzles.g.cs
as partial structs plus a partial math: for float2/3/4, int2/3/4 and bool2/3/4
every swizzle of length 2-4 including repeats, in xyzw and rgba naming, with
setters only on non-repeating masks, plus single-component r/g/b/a. double2/3
get lengths 2-3 (there is no double4). Every HLSL mixed constructor
(float4(float2, float2), float4(float, float2, float), copy forms, ...) exists
as a struct constructor and, for float/int/bool, a math function. The
hand-written swizzles and mixed constructors it supersedes are deleted.

Matrices store private rows and return ref float2/float3 from the row
indexer ([UnscopedRef], polyfilled for netstandard2.1), so m[1][2] = s
compiles as in HLSL; _mRC are get/set properties over the rows. Equality and
hashing stay value-based.

Intrinsics follow HLSL: sign returns int/intN and yields 0 for NaN; step is
x >= y ? 1 : 0 so NaN yields 0; any/all accept float and int vectors;
min/max/abs on int vectors return int vectors, and abs(int) returns int.

Strips the UTF-8 BOMs this branch added to math.cs, CultMath.csproj and
HlslSemanticsTests.cs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 13:57:02 +02:00
Meta Vens
23cc86c4e9 Ship CultMath 0.2.0 to Unity with a UnityEngine conversion bridge
- Bump GameCult.Math and org.gamecult.cultmath to 0.2.0; the CultCache
  Unity tools package now depends on cultmath 0.2.0.
- Rebuild the tracked netstandard2.1 CultMath.dll/pdb with the builder's
  deterministic command; build-unity-package.ps1 verifies it byte-for-byte.
- Add Runtime/UnityBridge (CultMath.UnityBridge asmdef) with ToCultMath /
  ToUnity / ToColor extension methods for Vector2/3/4, Vector2Int/3Int,
  Quaternion and Color. C# only admits conversion operators on the source
  or target type, and the core DLL stays engine-free.
- The builder admits exactly that one bridge assembly: it must reference
  UnityEngine and CultMath.dll, and no core source may be compiled in the
  package.
- Sync the Unity copy of CultMath.hlsl and the third-party notice.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 13:30:00 +02:00
Meta Vens
d514efebba Make CultMath HLSL-shaped: writable components, bool-vector comparisons
HLSL is now CultMath's semantic authority where it defines one.

- float2/3/4, int2, double2/3, bool2 and quaternion are plain structs with
  public mutable fields instead of record structs. Indexers and swizzles
  (float2.yx; float3 xy xz yx yz zy xyz xzy yzx zyx; float4 xy xyz xyw yzx)
  have setters.
- ==, !=, <, >, <=, >= are component-wise and return bool2/3/4. Equals and
  GetHashCode stay value-based so vectors remain dictionary keys.
  quaternion is not an HLSL type and keeps a bool ==.
- Scalar/vector arithmetic and comparisons get explicit overloads on both
  sides instead of leaning on implicit splat.
- New types: bool3, bool4, int3, int4, float2x2, float3x3 (row-major like
  HLSL, _mRC fields, Rotate / RotateX/Y/Z / Euler with math.RotationOrder).
- New intrinsics: mul (matrix-vector both sides, matrix-matrix), any, all,
  select (HLSL argument order), log, vector pow/sqrt/sin/cos/acos/atan2,
  double min/max, int3/int4/bool3/bool4/float2x2/float3x3 constructor
  functions.
- simplex_noise is renamed snoise and gains the Ashima 3D variant; the HLSL
  mirror follows as cultmath_snoise(float2/float3).
- Random gains NextFloat3() and NextFloat3(float3 max) on the same draw order.

Tests pin snoise(float3), float3x3.Euler and float2x2.Rotate to
Unity.Mathematics reference values, and an HLSL-shaped source block compiles
under using static CultMath.math.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 13:29:59 +02:00
Meta Vens
ea88cfcd05 Move CultMath into the CultLib monorepo 2026-08-26 17:35:51 +02:00