Commit graph CultLib/packages/cultmath/tests/CultMath.Tests/HlslMirrorTests.cs
Author SHA1 Message Date
Meta Vens
559800f494 CultMath: Cycles node semantics (Math, Map Range, Clamp, Mix, RGB to BW, ramp index) as math.Cycles.cs and CultMath.Cycles.hlsl under Apache-2.0
Ports of Blender v5.2.2's intern/cycles kernel functions, one function per node
operation, with the HLSL mirror, the Unity copy, the lowering table entry for a
separate Apache-2.0 GLSL file, the golden-fixture families, the package licence
expressions and the notices section.

Builds. Does not pass yet: CultMath.Cycles.glsl and the regenerated golden
fixture arrive in a later commit, so CommittedGlslEqualsLowering and
GoldenFixtureMatchesCSharp fail at this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 03:59:59 +02:00
Meta Vens
e16edc0b70 Affine forms in HLSL: CultMath.Affine.hlsl mirrors math.Affine.cs bit for bit; iv_snoise_ball(float2); the GLSL lowering carries them
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 09:47:49 +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
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
c13e7f7871 Extend the HLSL mirror comparison to one struct return shape
HlslSourceCompatibilityTests previously flattened only bare vector returns to
scalar leaves. Values() now recurses through struct fields of any type, so a
struct return (invariant 8's one shape, e.g. CultCellular) is compared field
by field down to bit-for-bit scalars, exactly like a vector return already
was. Components() stays scoped to scalar-typed fields, since it only ever
builds function arguments and must not recurse.

TransformHlslToCSharp gains transformation 5: struct fields gain `public`,
since HLSL has no field access-modifier concept and a C# struct's fields
default to private, which would hide them from Values()' reflection. The old
wrap-in-a-class transformation is renumbered 6. design.md's transformation
list documents both, matching design.md:92's numbered list.

StructReturnComparisonRejectsAMismatchedField is the extension's own test: two
hand-built structs with the same shape (mirroring a real mirror-vs-C#
comparison) prove the field-by-field, bit-for-bit walk actually rejects a
struct whose leaf field differs, or whose nested vector's own component
differs, not just a length check.

EveryMirrorFunctionMatchesCSharpMath and HlslMirrorTests' required-symbol list
now cover cultmath_smin_grad and cultmath_cellular; the mirrored-function
count moves from 28 to 30.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-25 19:18:21 +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
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