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>
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>
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>
The mirror compiles under using static CultMath.math, so it proves composition,
not intrinsic rules; HlslSemanticsTests alone pins those. design.md also states
where FMin/FMax/Saturate turn NaN or infinity into numbers and tells callers to
check isnan first.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
SequenceEqual on floats treats -0 as 0. The mirror test now compares
SingleToInt32Bits, with any NaN equal to any NaN. Its summary and
design.md now say the test proves CultMath.hlsl's text computes the same
float32 results as C# math on the CPU, not that a GPU agrees: driver sin
precision alone makes cultmath_hash and value noise differ on hardware.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
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>
design.md states the generated swizzle and mixed-constructor surface, writable
matrix rows, HLSL intrinsic types and NaN behavior, the deferred matrix items
(float4x4, transpose, determinant, _11 names), the exact HLSL-to-C#
transformations the compatibility test applies, and the dxc check.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The design doc now names HLSL as the parity target: HLSL-shaped math
compiles as C# under using static CultMath.math, components and swizzles are
writable, comparisons are component-wise, matrices are row-major through mul,
and select uses HLSL's argument order. "Prefer small immutable value types"
becomes plain mutable value types. CultMath keeps its own decisions where
HLSL is silent (safe normalize, float hash, its own Random), and the core
assembly stays engine-free.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>