Seven values change: four snoise(float3) in HlslSemanticsTests and three snoise(float2)
in MathTests (the 2D (0,0) golden is 0 either way). Regenerated from the code after the
continuity probe passed. The tests no longer claim to match Unity.Mathematics, whose
snoise keeps the old constants.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The round-trip test (ErfinvInvertsErf) was the only defense of
erfinv's accuracy, and it is blind by construction: it can only prove
erf and erfinv agree with each other, not that either is correct. A
hand mutation of a single tail coefficient degraded erfinv's worst
error 300-400x (5.0e-7 to 2.0e-4) and every committed test still
passed. Added ErfinvMatchesReferenceValues, pinned against reference
values from bisecting the platform's double-precision erf (Python's
math.erf, glibc-backed) rather than this package's own erf, out to
|y| = 0.9999, at the same 2e-6 absolute bar erf's own reference test
carries. Expected values are computed for the actual float32-rounded
input, not the decimal literal, because erfinv's derivative diverges
near +-1 and that rounding alone moves the true answer by more than
the error bar if ignored.
Verified against three hand mutations, each restored byte-exactly
afterward:
- erfinv tail leading coefficient 2.83297682f -> 2.83317682f: killed
(4 assertions failed).
- erfinv tail second coefficient 1.00167406f -> 1.00187406f: killed
(4 assertions failed).
- erf's `p` coefficient 0.3275911f -> 0.3275930f: survives. Soul
measured this one 2.3x worse but still under the 2e-6 bar the spec
pins; this is not a fixture gap, it is the mutant staying inside the
accuracy envelope the tests are supposed to allow. Recorded here
rather than tightening the bar past what the spec asked for.
Added ErfinvAtDomainEdgesAndBeyond, pinning the domain and edge
behavior from the matching source comment: erfinv(1) = +infinity,
erfinv(-1) = -infinity, and NaN outside [-1, 1] including +-infinity
and NaN input.
Deleted ErfinvIsMonotonicallyIncreasing: it asserted strict
monotonicity, which erfinv does not have. Scanning every representable
float32 in [0, 0.999999] finds 9662 backward steps, first at
y = 0.00022214651, worst drop 5.960464e-8 (one ULP at that scale) --
invisible only because the old fixture stepped by 0.001. erf has the
same shape: 100 backward steps over [0, 4.5], worst drop 1.192093e-7.
Replaced it with two tests: ErfinvIsMonotonicWithinFloatingPointTolerance,
pinning monotonicity to within 1e-6 (comfortably above the measured
noise floor), and ErfCellMassesStayNonNegativeAcrossRealisticGeometries,
the consumer-level property that actually matters for fire control:
differences of adjacent erf values (cell probability mass) stay
non-negative across 16/64/256/1024/4096 cells over +-4 sigma, plus a
tight 1 sigma spread and a very tight 0.25 sigma spread.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Covers the pinned accuracy bar against tabulated erf values (0, +-0.5,
+-1, +-2, +-3, within 2e-6), odd symmetry, the +-1 limits, erfinv's
round trip through erf over y in [-0.999, 0.999], and erfinv monotonicity.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
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>