CultLib/packages/cultmath/docs/design.md
Meta Vens 30448bb45e Re-pin SNOISE_LIPSCHITZ to 7.9640074 on the tie-fixed kernel
MeasureLipschitz on e89fd687 (Yggdrasil): sampled 7.1933103, refined 7.2400064,
x 1.10 = 7.9640074, witness (229.92526, 73.37927, -66.14595). The old 9.181147
sat on the diagonal tie. C#, both Interval.hlsl copies, the pin test's witness
and design.md's provenance numbers move together; CultMath.glsl follows with the
regenerated fixture.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 03:16:31 +02:00

45 KiB
Raw Blame History

Design

CultMath exists to make renderer math readable in every place it needs to live: Rust hot kernels, C# host code, and HLSL shader code.

Parity Target: HLSL

HLSL is the semantic authority for every type and intrinsic HLSL defines. The goal is source compatibility: HLSL-shaped math compiles as C# under using static CultMath.math;. C# forces float literal suffixes (0.5f); the rest of the spelling should survive the move.

That makes these HLSL rules, not options:

  • Every swizzle exists. float2/3/4, int2/3/4, and bool2/3/4 expose every read swizzle of length 2 to 4, repeats included (v.wwxy), in both xyzw and rgba naming (never mixed), plus single-component r/g/b/a. double2/3 get lengths 2 and 3 only, because there is no double4. Components and swizzles are writable: v.xz = f2;, c.rgb *= 0.5f;, and v[1] = s; work. Setters exist only for non-repeating masks, because HLSL rejects v.xx = ....
  • Every HLSL mixed constructor exists, as a struct constructor and as a math function: float4(float2, float2), float4(float, float2, float), float3(float, float2), the copy form float3(float3), and the rest, for the float, int, and bool families (double gets constructors only; a math.double3 function would hide the double3 type name).
  • Swizzles and mixed constructors are generated. tools/generate-swizzles.ps1 writes the checked-in src/CultMath/Swizzles.g.cs (partial structs plus a partial math). Edit the generator, rerun it, and commit both; never edit the output by hand.
  • Comparison operators (<, >, <=, >=, ==, !=) are component-wise and return bool2/bool3/bool4. Reduce them with any and all. Equals/GetHashCode stay value-based so vectors still work as dictionary keys.
  • select(condition, whenTrue, whenFalse) uses HLSL's argument order.
  • Matrices are row-major: constructors take rows, m[i] returns a reference to row i (so m[1][2] = s; writes one element), _mRC is row R column C, and products go through mul (mul(m, v) treats v as a column, mul(v, m) as a row). * on matrices would be component-wise in HLSL, so CultMath does not define it.
  • m[r][c] = v writes through locals, array elements, fields of classes, and ref locals. Through a readonly field, an in parameter, a property (auto-properties included), or a static readonly value such as float3x3.identity, C# takes a defensive copy: the write compiles and is silently lost. Copy the matrix to a local, write to it, and assign it back.
  • Scalar/vector arithmetic and comparisons have explicit overloads on both sides rather than leaning on implicit scalar splat.
  • Intrinsics return HLSL's types and edge cases: sign returns int/intN (NaN gives 0); step(y, x) is x < y ? 0 : 1 (NaN gives 1), which is how dxc lowers it, in C# and in the HLSL mirror; float and double min and max, and float clamp and saturate, follow the DXIL FMin/FMax/Saturate operations dxc emits for them: min(a, b) is a < b ? a : b, max(a, b) is a >= b ? a : b, a NaN operand returns the other (so saturate(NaN) is 0), clamp(x, a, b) is min(max(x, a), b), and saturate(x) is min(1, max(0, x)), which maps -0 to +0; any/all accept numeric vectors (a component is true when it is not 0); min, max, and abs on int vectors return int vectors; int clamp is IMin(IMax(x, a), b), so inverted bounds return b.
  • Same-size vector conversions (intN(floatN), floatN(intN), boolN(floatN), boolN(intN), floatN(boolN), intN(boolN)) exist as constructors and math functions and follow dxc: float to int is fptosi, truncating toward zero; numeric to bool is != 0 (fcmp une, so NaN is true); bool to numeric is 0 or 1. DXIL leaves float-to-int undefined for NaN and out-of-range values, and so does C#; CultMath does not pin them.
  • normalize(x) is x * Rsqrt(Dot(x, x)), which is how dxc lowers it, and DXIL.rst defines Rsqrt as 1 / sqrt(src). A zero vector therefore normalizes to NaN (0 * inf), and a NaN component makes every component NaN. (The special-value table under Rsqrt in DXIL.rst is a copy of the Round table and contradicts that definition, so CultMath follows the definition.) length and distance are Sqrt of the summed squares, so a zero vector gives 0. Callers that can meet zero-length vectors guard them before calling normalize.
  • dxc demotes double frac, exp, lerp, and floor to float. CultMath's double overloads keep double precision instead: frac(double) is x - floor(x) in double. That is a deliberate divergence for CPU simulation time, which shaders do not carry.

dxc marks float arithmetic and compares fast (no NaNs) unless a value is precise, so drivers may optimize NaN handling away and NaN results on real GPUs are not guaranteed. CultMath defines the CPU result by dxc's lowering and the DXIL operation spec (DirectXShaderCompiler docs/DXIL.rst).

NaN does not reliably propagate through CultMath, just as it does not on the GPU. Because min, max, and saturate return the non-NaN operand, some functions turn NaN or infinity into numbers: smoothstep(a, a, a) is 0; infinite inputs to smoothstep and the intercept helpers give numbers; the bezier, smoothstep01, and smootherstep functions return finite values for NaN input. Callers that must detect bad data should check isnan before calling these functions.

Deferred until a consumer needs them: float4x4, transpose, determinant, and HLSL's one-based _11.._33 element names.

HLSL Target: Source Transformations

HlslSourceCompatibilityTests compiles the real shaders/CultMath.hlsl with Roslyn against CultMath. These transformations are the complete list; if a body needs anything else, the test fails:

  1. Include guards (#ifndef/#define/#endif) are dropped.
  2. Functions taking Texture2D/SamplerState are dropped; GPU resources have no CultMath analog.
  3. File-scope static const becomes const.
  4. Floating literals gain f (0.5 becomes 0.5f).
  5. Struct fields gain public. HLSL struct members have no access-modifier concept; a C# struct's fields default to private, which would hide them from the mirror test's reflection-based field comparison.
  6. The file body is wrapped in a class, since C# has no free functions; HLSL functions become private instance methods.

HLSL constructs that stay outside the target and must not appear in the mirror: const locals of vector type (C# const is primitives only; write a plain local) and writes through a swizzle component (v.xy.x = s, which C# rejects as modifying a temporary).

The HLSL side is checked too: tools/get-dxc.ps1 fetches Microsoft's DirectXShaderCompiler, and dxc -T lib_6_3 -HV 2021 shaders/CultMath.hlsl must compile cleanly.

The mirror test compares bit patterns (any NaN equals any NaN; -0 differs from 0). It proves the text of CultMath.hlsl 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 bit for bit on hardware. The mirror is compiled under using static CultMath.math;, so its intrinsics are C# math itself: the test proves the composition in the text, not the intrinsic rules, which only HlslSemanticsTests pins.

The comparison also allows exactly one struct return shape: a mirror function whose HLSL return type is a plain struct of float/floatN/int/intN fields is compared to its C# counterpart field by field, recursing into each field's own components, down to bit-for-bit scalars, matching each leaf's declaration path (field names, not just position) and declared type as well as its value. CultCellular (math.cs, cellular) and CultPhasor (math.Phacelle.cs, phacelle) are its consumers. A struct return with a mismatched, reordered-by-name, or retyped field does not get a second comparison path or a shape of its own; it fails the same walk that already handles a bare vector return.

GLSL Target: Source Transformations

shaders/CultMath.glsl is a GLSL ES 3.00 (WebGL2) library generated from shaders/CultMath.hlsl by GlslLowering (in the test project), and shaders/CultMath.Phacelle.glsl is generated beside it from shaders/CultMath.Phacelle.hlsl. Both are derived files: never edit them by hand. Regenerate them, and the golden fixture tests/CultMath.Tests/fixtures/glsl-parity.json, with:

$env:CULTMATH_WRITE_GLSL = "1"; dotnet test packages/cultmath/tests/CultMath.Tests --filter GlslMirrorTests

GlslMirrorTests.CommittedGlslEqualsLowering fails on any difference between either committed file and the lowering of the committed HLSL. These transformations, in order, are the complete list:

  1. Each #include "name" is replaced in place by the included file, by the same resolver the C# mirror uses; GLSL has no #include. The exception is an include under a file-level licence of its own, listed in one table, GlslLowering.SeparateFiles: its line is dropped and the file is lowered on its own, by the same steps, into its own output. The table has one entry, CultMath.Phacelle.hlsl to CultMath.Phacelle.glsl, because Phacelle is MPL-2.0 and MPL-2.0 is file-level: kept separate, it leaves CultMath.glsl MIT. Nothing else in the lowering is keyed by name.
  2. Include guards are dropped, and so are the functions taking Texture2D/SamplerState; the host shader samples its own textures.
  3. Type names: floatN, intN, uintN and boolN become vecN, ivecN, uvecN and bvecN.
  4. File-scope static const becomes const.
  5. C-style casts (float)x, (int)x and (uint)x become float(x), int(x) and uint(x). The operand is found by a balanced-bracket scanner: (int)((state >> 28) + 4u) nests parentheses.
  6. Intrinsics are renamed: lerp to mix, frac to fract, rsqrt to inversesqrt, asuint to floatBitsToUint, asfloat to uintBitsToFloat, and saturate(x) becomes clamp(x, 0.0, 1.0).
  7. Float literals pass through unchanged.
  8. Each output is wrapped in a guard named for its file: CULTMATH_GLSL, CULTMATH_PHACELLE_GLSL.
  9. The first line names the file as generated, its sources and its licence, and says how to regenerate it; CultMath.glsl's also says which functions live in the separate file.

GLSL ES 3.00 is stricter than HLSL: no implicit conversions between int, uint and float, no C-style casts, and no step(genType, float) overload. Those gaps are closed in the HLSL, never in the lowering: the HLSL is written in the subset both languages share, with edits that are legal HLSL and compute the same bits (step(h, float4(0.0, 0.0, 0.0, 0.0)) rather than step(h, 0.0), + 4u where a uint is added, (float)((uint)hash.x >> 8) before a float multiply). The C# mirror and the FXC and dxc compiles keep those edits honest. A body that needs a transformation outside the list fails GlslMirrorTests.NoHlslOnlyTokensSurvive rather than gaining a special case.

The library declares no precision. The host shader does, and it must be precision highp float; precision highp int;: the PCG hashes need 32-bit integers. tools/compile-glsl.ps1 writes such a wrapper (its own #version 300 es line, the precision, the library by string concatenation, and one call of every public function) and compiles it with glslang, which tools/get-glslang.ps1 fetches pinned. It runs twice: over CultMath.glsl alone, and with -Phacelle over CultMath.glsl followed by CultMath.Phacelle.glsl, the order a consumer that calls cultmath_phacelle concatenates them in. Two negative controls must fail: -Body with an HLSL token (float x = lerp(0.0, 1.0, 0.5);), and -Body calling cultmath_phacelle without -Phacelle, which proves the MIT file does not carry it. The Unity package ships neither GLSL file.

Parity runs in two legs, each with one owner: HLSL against C# by the mirror test, bit for bit; GLSL against C# by the golden fixture, which records 256 seeded cases per function family as float32 bit patterns, evaluated by the consumer on WebGL2 and read back. The families pcg3d and pcg4d are marked exact; the float families are ulp-bounded, the bound measured on the device.

iv_frustum_ball is ulp-bounded, not exact: it calls sqrt, which GLSL ES 3.00 does not require to be correctly rounded, and WebGL2 compilers may reassociate. On a GTX 1070 under ANGLE's D3D11 backend its radius differs from C# by up to 2 ulp in 43 of 256 cases, sometimes smaller. What the march needs is enclosure, and what culling needs is a ball no wider than its rounding widening, so the family's fixture entry carries a check the consumer applies to every case: from the case's arguments (mx, my, z0, z1, fp, warp), compute in double zm = (z0 + z1) / 2, the centre c = (mx zm, my zm, zm), its |c|_1 = |mx zm| + |my zm| + |zm|, the radius r = (z1 - z0) / 2 sqrt(mx^2 + my^2 + 1) + z1 fp + warp and d = |GPU centre - c|, and require r + d <= GPU radius <= r + d + 2^-19 (r + |c|_1). The lower side is enclosure; the upper side is the bound NoiseBoundTests pins in C#, so a lowering that inflates the ball fails too. Only those two bounds fail the check; the largest ulp distance is reported as for any ulp-bounded family. GoldenFixtureMatchesCSharp applies the same check to C#'s own results.

GoldenFixtureMatchesCSharp evaluates C# on the committed fixture's own arguments. Arguments are drawn only when the fixture is regenerated (CULTMATH_WRITE_GLSL=1), because the draw itself calls MathF.Pow, whose bits differ by OS. iv_exp and phacelle take their C# results from the platform's exp, sin and cos, which also differ by OS, so their entries name the platform that generated them and the test compares them case by case against the running platform, printing the largest distance. iv_exp ("ulp-bounded, platform exp") must agree within one ulp. phacelle ("ulp-bounded, platform exp, sin, cos; across platforms |diff| <= 2^-20 max(|v|, 1)") must agree within 2^-20 max(|v|, 1) per component, v being the fixture's value: its sums of exp, sin and cos cancel near zero, where ulps mean nothing, and Windows differs from the Linux fixture by up to 3.6e-7 max(|v|, 1). Every other family is compared as text. phacelle is in CultMath.Phacelle.glsl, so the evaluator concatenates CultMath.Phacelle.glsl after CultMath.glsl for that family, with normalization 0.5. The site does not vendor the MPL file and skips the family. Its evaluator is the cultmath-tapes follow-up glsl-browser-parity-run, owned by the next CultMath parity cut: a repeatable CultLib WebGL2 run of every fixture family, phacelle included. Until it lands, the one GLSL evaluation of phacelle is a single probe (GTX 1070, ANGLE D3D11: within 3.1e-6 max(|v|, 1) of C#). Asura's gpu-snoise-parity is a different check, an FXC and Unity readback of snoise, and evaluates no GLSL.

Invariant 8: Value-and-Gradient Primitives

A primitive tagged invariant 8 returns its value and analytic gradient together, laid out as float4(gradient.xyz, value.w), with no value-only twin (a value-only form would be a second path with no consumer). smin_grad and cellular are the first primitives in this family:

  • smin_grad(float4 a, float4 b, float k) is Inigo Quilez's quadratic-polynomial smooth minimum ("smooth minimum", https://iquilezles.org/articles/smin/), carried to value-and-gradient form. Its blend factor h is affine in b.w - a.w, so differentiating the value with respect to position, the terms carrying dh/dp cancel exactly; the surviving gradient is lerp(∇b, ∇a, h), the same h the value uses. This is the analytic gradient, not an approximation, and it is continuous across the |a.w - b.w| = k seam where h saturates to 0 or 1.

  • cellular(float3 p) is Worley's cellular texture basis function ("A Cellular Texture Basis Function", SIGGRAPH 1996), searched over the jittered 5×5×5 neighbourhood of feature points selected by pcg3d (never the sin-based hash), with cells whose position-only lower bound already exceeds the running F2 skipped before their hash is even computed. It returns CultCellular { nearest, edge, id }: nearest is (∇F1, F1), edge is (∇F2 - ∇F1, F2 - F1), and id is the nearest cell's pcg4d hash (over the cell coordinate alone, never the pcg3d hash that produced its jitter) mapped to [0, 1). ∇F1 and ∇F2 are each undefined exactly at their own feature point (F1 = 0 or F2 = 0); cellular follows the repo's existing degenerate-normal convention (GameCult.Geometry.CultGeometryIsoSurface.EmitOrientedTriangle, which guards a zero-length normal and returns the zero vector instead of the NaN a bare normalize gives there) and returns the zero vector rather than NaN for either. F1 = 0 is ordinary (p sits on a feature point); F2 = 0 needs two distinct cells' pcg3d-jittered feature points to land on the same float32 value in every component, which is unreachable at ordinary magnitudes but confirmed reachable (see "Precision domain" below). The identity of the nearest and second-nearest feature point changes discontinuously across the F1 = F2 set (a genuine kink, not a numerical artifact), so ∇F1 and ∇F2 are only continuous away from that set.

    The 5×5×5 radius is exact, not merely safer than the classic 3×3×3 radius: for a query at position u inside its own cell (u in [0, 1)^3 per component) and a candidate feature at integer cell offset d with jitter j in [0, 1)^3, the per-axis displacement (u_i - j_i) - d_i is always strictly greater in magnitude than max(0, |d_i| - 1), because u_i - j_i is always strictly inside (-1, 1). So any cell with |d_i| >= 3 on some axis is strictly farther than 2 from the query. Two real, always-present candidates bound F1 and F2: the query's own cell, whose distance is always strictly less than sqrt(3) (every axis strictly under 1); and the near-side neighbour on whichever single axis has u_i closest to a cell boundary. Let m = min(u_i, 1 - u_i) on that chosen axis, so m is in [0, 1/2] by construction. Stepping one cell towards that nearer boundary puts the query within 1 + m of the far face on the offset axis and within 1 - m of the near face on each of the other two axes, so that neighbour's squared distance is at most (1 + m)^2 + 2*(1 - m)^2 = 3 - 2m + 3m^2 <= 3 for every m in [0, 1/2] (3 at m = 0, dipping to a minimum of 8/3 ~= 2.667 at m = 1/3, then rising back to 2.75 at m = 1/2), and strictly below 3 because the jitter never reaches exactly 0 or 1. F2 is at most the larger of these two real candidates (any two real candidates upper-bound the 2nd-smallest value over the full infinite candidate set), so F1 < sqrt(3) and F2 < sqrt(3) always, comfortably under the radius-2 exclusion distance of 2, with margin 2 - sqrt(3) ~= 0.268 (Soul's adversarial check, cut 2a-i: the worst realizable in-box F2 is exactly sqrt(3), reached only in the unattainable limit at a cell corner). 3×3×3's matching argument only reaches radius 1, whose excluded cells start at distance 1, short of the sqrt(3) ceiling — the gap its measured failures (9 of 400,000 points in [-50, 50]^3, worst error 0.088) live in.

    An earlier version of this proof picked the near-side neighbour on a fixed axis instead of whichever axis sits closest to its own boundary, and that version is wrong (Soul, cut 2a-i): u = (0.5, 0, 0) with the x-neighbour's jittered feature at (-1, 1 - 2^-24, 1 - 2^-24) gives a distance of about 2.06, outside the radius-2 exclusion the proof needs — u.x = 0.5 is the point on the cell farthest from any boundary, so x was the wrong axis to fix there. Choosing the axis by proximity to its own boundary is what keeps m <= 1/2 and the bound at sqrt(3).

    CellularAndSminGradTests pins both the prune's bit-identical equivalence to an unpruned 5×5×5 reference and the search's exact agreement with an independent 7×7×7 brute-force oracle.

    Precision domain: cellular's exactness above is a statement about the search radius, not about float32. Past |p| of roughly 2^23, adjacent integer cells stop being distinguishable from their neighbours at float32 precision in some directions, and distinct cells' jittered features can round onto the same value, making F1 = F2 ties (and, per-component, F2 = 0) increasingly common from about 1e6 and confirmed at 2^24 (measured: 4096 of 4096 sampled integer points at 2^24 hit this before the guard above). cellular stays finite there; it does not stay accurate in the sense of matching the idealized real-valued Worley field.

    The lower-bound prune's bit-identity to the unpruned 5×5×5 search also has a domain: it holds for |p| < 2^25. Above that, cell + d (an integer cell coordinate plus a small integer offset) starts to round in float32, so a pruned cell's own recomputed offset can land on a different neighbour than the unpruned loop visits at that same nominal (dx, dy, dz), and the two search paths diverge (Soul, cut 2a-i: measured 180 of 1,100,000 points differ at |p| ~= 3.4e7). This is a float32-precision limit on the prune's equivalence proof, not a bug in the prune itself: below 2^25 the two paths are proven bit-identical (PrunedSearchIsBitIdenticalToTheUnprunedFiveCubedSearch, which samples [-50, 50]^3, is comfortably inside that domain).

  • snoise(float3) follows webgl-noise src/noise3D.glsl as of stegu/webgl-noise 22434e04d7: kernel radius squared 0.5, output scale 105, permutation mod289((34x+10)x). Upstream's 21d9fe23d7 (2020-10-14, "an age-old bug that caused slight discontinuities along simplex boundaries") moved the radius from 0.6 to 0.5; at 0.6 a lattice vertex outside the four summed corners can lie inside the kernel, leaving a value jump at the cell boundary (3.1e-3 over the committed probe's 400 lines). ff3b5d34ea set the scale to 105 and a3e6d57095 (2021-06-30) the permutation; the 2D snoise shares that permutation helper, so its values changed too, while its own kernel (0.5) and scale (130) already matched upstream. NoiseGradTests.SnoiseAndItsGradientAreContinuousAcrossSimplexCellBoundaries pins the continuity.

  • snoise_grad(float3 p) carries snoise(float3) to value-and-gradient form, following the differentiation in webgl-noise src/noise3Dgrad.glsl (Ashima Arts / Ian McEwan, MIT), which uses the same radius, permutation and scale as snoise(float3): per corner, m0 = max(0.5 - dot(x,x), 0), so d(m0^4 * dot(p,x))/dx = -8*m0^3*dot(p,x)*x + m0^4*p, summed over the four corners and scaled by the same constant as the value, so .w is exactly snoise(float3). fbm_grad and ridged_grad are octave sums of snoise_grad: each octave samples at p * frequency, so by the chain rule its gradient scales by that same frequency, and both amplitude (gain) and frequency (lacunarity) compound per octave rather than applying once to the whole sum. ridged_grad folds each octave about zero (Σ aᵢ(1 − |nᵢ|), gradient −Σ aᵢfᵢ sign(nᵢ)∇nᵢ, Musgrave's ridged multifractal, Texturing and Modeling ch. 16); the crease at nᵢ = 0 is deliberate (the operator's dune term, 2026-09-25), not a bug. Both clamp octaves to [0, 16]: HlslSourceCompatibilityTests's bit-parity oracle drives every mirrored int parameter across the full int32 range, which is the right domain for pcg3d/pcg4d's O(1) hash inputs but would turn an unclamped octave count into a multi-billion-iteration loop for these two mirrors.

  • phacelle(float3 p, float3 side, float offset, float normalization) is Rune Skovbo Johansen's Phacelle noise ("phase + cell": a stripe pattern built by blending one cosine/sine wave per jittered cell), generalised to 3D cells. It returns CultPhasor { cos, sin }, each (∇, value). side is the stripe wave vector, whose length is 2π times the stripe frequency; in 3D the perpendicular to the flow is not unique, so the caller chooses it (on a unit sphere, cross(p̂, flow)). offset is the phase in cycles. It visits 4×4×4 cells with pcg3d-hashed jitter in [-0.5, 0.5), weights each wave by max(0, exp(-2d²) - 0.01111), and normalizes the blended phasor as upstream does (length 1 where the raw length is at least 1 - normalization, scaled by 1 / (1 - normalization) below). The gradient is exact, weight derivatives and normalization included, rather than upstream's ∇cos ≈ -sin·side, which ignores the weight gradient. It is discontinuous where the raw length crosses the normalization threshold and where a cell's weight leaves its support (d² = 2.24995, distance 1.49998); the value is continuous at both. At the support edge ∇w jumps from -4·0.01111·v to 0, a per-cell jump of length 0.0444·|v| (0.0667 at |v| = 1.5); measured over random points, the output gradient jumps by a median 1.5% of its length and at most about 27%. normalization is meant to lie in [0, 1]: 1 or more saturates (every output is stretched to length 1), a negative value scales every output down by 1 / (1 - normalization), and the normalized gradient scales as 1 / |I| for the blended phasor I, so it grows where the blend nearly cancels. The total weight W is positive for every pcg3d input (the smallest found by hill-climbing is 0.056); W = 0, and a NaN output, needs adversarial jitter no hash yields. Cells whose per-axis lower bound Σ max(0, |local - g| - 0.5)² is at least 2.25 lie outside the support and have weight exactly 0, so they are skipped, which changes no output bit. Cells whose bound sits just under 2.25 can still carry a nonzero weight, so the cut cannot be lowered; PhacelleTests pins the cut with points next to such cells, against an internal overload with the prune disabled, and the HLSL mirror test pins it on the shader side. The prune keeps about 45 of the 64 cells on average (a saving of about 30%); about 14 have a nonzero weight. The port sits in its own MPL-2.0 files (math.Phacelle.cs, CultPhasor.cs, CultMath.Phacelle.hlsl); see THIRD-PARTY-NOTICES.md. No 2D variant exists; nothing consumes one.

Integer hashing uses the PCG hashes from Jarzynski and Olano, "Hash Functions for GPU Rendering" (JCGT 9(3), 2020): pcg(uint) is O'Neill's RXS-M-XS 32/32 permutation over one LCG step, and pcg3d/pcg4d are the paper's (3 → 3) and (4 → 4) hashes. They use only uint multiply, add, xor, and shifts. dxc wraps uint multiply and add modulo 2^32 exactly as C# unchecked arithmetic does, so they are integer-exact in HLSL and on the CPU, GPU included, unlike the sin-based hash. CultMath has no uint vectors, so pcg3d(int3) and pcg4d(int4) carry uint bit patterns in int components. The float2/float3/float4 overloads hash the IEEE-754 bits (asuint), so -0 and 0 hash differently; they exist for callers that already hold a hash key as float bits, and pcg3d(float2) holds z at 0, which is the paper's route for (2 → N) inputs. Seeds and other scalar uses take one output component.

cellular's jitter and id always hash the integer cell coordinate directly (pcg3d(int3(neighbor)), pcg4d(int4(int3(cellId), 0))), never a cell coordinate's float32 bit pattern. Hashing the bit pattern of an integer-valued float is not the same permutation as hashing the integer: two adjacent cells' bit patterns share more structure (both have the same exponent and a mantissa that differs by one increment) than two adjacent integers do going into pcg3d's own mixing, and that residual structure survived into the jitter. Hashing the integer cell coordinate directly is exact and runtime-independent, and it is the HLSL mirror's own hash, so C# and shader agree bit-for-bit. What pins this is the oracle and mirror tests, not a uniformity measurement: reverting to hashing the float bits (or the sin-based hash) is caught by ProductionSearchMatchesTheBruteForceOracleExactly, EveryMirrorFunctionMatchesCSharpMath, F1NeverExceedsF2, and the other tests that key off the integer-hash fixtures (cut 2a-i). CellularAndSminGradTests (JitterAndIdPassAChiSquareUniformityTest) checks the uniformity of the hash as cellular uses it: the jitter marginals and the id pass a chi-square test at a stated significance against pcg3d(int3(...)).

Where HLSL is silent, CultMath keeps its own decisions and does not defer to Unity.Mathematics: hash returns float, and Random is CultMath's own xorshift32. Engine-shaped helpers that HLSL lacks (float2x2.Rotate, float3x3.Euler, quaternion, snoise) enter only when a consumer needs them, with their semantics stated in code.

Known C# friction: under using static CultMath.math; the constructor functions (float3(...), float3x3(...)) hide the type names in member access, so static members need a qualified type (CultMath.float3x3.Euler(...)).

Intervals

math.Interval.cs and shaders/CultMath.Interval.hlsl (included from CultMath.hlsl after the Phacelle include) carry interval arithmetic for culling empty space with a proof. Their invariant, intervals-enclose: every interval function returns a [lo, hi] that contains f(x) for every x in its input region, where f(x) is the same function evaluated pointwise in float32. A consumer that skips a region because hi < cutoff has skipped nothing that was there.

Representation: an interval is float2(lo, hi) with lo <= hi, both finite. There is no empty interval; a caller that needs "provably empty" tests hi < cutoff. iv_point(x) is float2(x, x).

Ops: iv_point, iv_add, iv_sub, iv_neg, iv_mul (the least and greatest of the four corner products), iv_scale(iv, float), iv_abs and iv_sqr (an interval straddling zero starts at 0), iv_min, iv_max, iv_sqrt (lo clamped at 0), iv_exp, iv_clamp(iv, float, float), iv_saturate, iv_smoothstep(float, float, iv) (its ordered endpoints) and iv_lerp(iv, iv, float). No others until a consumer names one. Each has an HLSL mirror named cultmath_iv_*, compared bit for bit by HlslSourceCompatibilityTests.

The ulp-widening rule. Each bound is computed with the pointwise function's own float32 operations. IEEE round-to-nearest is monotone, so an op that is monotone on its region encloses its float32 evaluation exactly, with no widening; that covers every op above except two, which widen by exactly one ulp, in the implementation and never in the test:

  • iv_exp: exp is not required to be correctly rounded, so a libm need not be monotone. .NET's MathF.Exp on Linux steps down 0 times over every float in [-87, 88.7] (IntervalTests.MeasureMonotonicity), so on that CPU the widening is a margin; it is there for other libms and GPUs.
  • iv_smoothstep: t * t * (3 - 2t) in float32 steps down 337,095 times over the floats in [0, 1], each time by at most 1 ulp (MeasureMonotonicity). Since t = saturate((x - minimum) / (maximum - minimum)) is itself monotone in x, that covers every smoothstep.

iv_lerp is the natural interval extension of x + (y - x) * amount, which is how lerp evaluates; every step is monotone, so it encloses with no widening for any amount, and it is tight only when a is a point, because x appears twice.

IntervalTests runs every op over 10,000 seeded intervals (centres in [-20, 20], widths log-uniform in [1e-4, 10], every eighth a point) and 16 points inside each, endpoints and zero included, with no tolerance; and for every op it raises lo and lowers hi by one ulp and requires the harness to catch each. A new op is one entry in that table.

Noise bounds. iv_snoise_ball(c, r) is [n - L r, n + L r] intersected with [-1, 1], where n = snoise(c) and L = SNOISE_LIPSCHITZ: one snoise, value only. No interval function reads snoise_grad, and none has a value-only or gradient twin. iv_fbm_ball(c, r, octaves, lacunarity, gain) is the octave sum of iv_snoise_ball(c * f_i, r * |f_i|) scaled by a_i, compounding frequency and amplitude exactly as fbm_grad does, octaves clamped to [0, 16]. A domain warp that moves a point by at most D is enclosed by the radius r + D (NoiseBoundTests.WarpedPointsStayEnclosed); this is what the gamecult.org ground's march rests on.

iv_frustum_ball(m_c, z0, z1, footprintPerDepth, warp) is the ball one probe serves a whole screen tile with. In a pinhole camera frame looking down +z, where the ray of slope m is the points (m z, z), it encloses every point of every ray whose slope lies within footprintPerDepth of m_c (N / (sqrt(2) f) for an N x N tile at focal length f pixels: the full pixel footprint, so sub-pixel jitter is covered), over depths [z0, z1], each point moved by a warp of length at most warp. The centre is (m_c z_m, z_m), z_m the mid-depth; the radius is ((z1 - z0) / 2) |(m_c, 1)| + z1 footprintPerDepth + warp. A point of slope m_c + e at depth z is the centre plus (z - z_m)(m_c, 1) plus z (e, 0). The returned ball is float32, and on a degenerate (z0 == z1), thin or far segment the rounding of the centre alone exceeds the gap the triangle inequality leaves, so the radius is widened by (|c|_1 + radius) 2^-20. With u = 2^-24, each centre component carries at most two roundings (z_m, then the product), so the float centre is within 2u |c|_1 of the exact one; the radius carries at most seven (z1 - z0, the axis length at 3u, the product, z1 footprintPerDepth, the sum, + warp), so the exact radius is at most (1 + 7u) times the float one; the widening rounds once more. 2^-20 = 16u covers 8u (|c|_1 + radius) twice over, and fma contraction only removes roundings. The axis count assumes a correctly rounded sqrt, which IEEE gives C#. GLSL ES 3.00 does not: it inherits sqrt's precision from inversesqrt, and D3D-backed compilers may reassociate. So the bound is proven for C# and HLSL on IEEE hardware, and on GLSL it is measured: on a GTX 1070 under ANGLE's D3D11 backend the fixture's 256 cases keep a minimum relative slack of 1.98e-6 (about 33u), the same as C#'s. The fixture's enclosure check is what measures it on each device. The caller rotates and translates the centre into world space and scales centre and radius by its noise frequency; the rounding of that transform is the caller's. NoiseBoundTests.TileBallEnclosesEveryRaySegment checks 2,000 seeded tiles x 64 points of the r2 domain and 2,000 tiles x 8 corner points of each of seven extreme families (z0 == z1, z1 - z0 = 1e-6 z1, |m_c| to 1000, z to 1e7, z0 = 0 with z1 to 1e-3, f down to 1, warp to 1e6), corner flows full-length and outward, distances in double, with no tolerance. It pins the ball to the derivation both ways (r <= ball.w <= r + 2^-19 (r + |c|_1)), so a ball that forgets the widening fails and one grown past it fails too. A moving camera needs nothing more: each frame's probes use that frame's camera, and no ball, mask or probe result is carried from one frame to the next.

The noise ball alone proves little: at L near 10 it bounds snoise to a width of 2 L r, which covers all of [-1, 1] once L r reaches 1. Empty space becomes provable through an analytic envelope. The consumer's density is a pre-distortion SDF (a height fog, a well map, a carved sphere) that noise displaces only near its surface, and the consumer composes the bound from iv_* ops. The envelope is taken over the slice's exact box (iv_mul of the depth range by each slope range, then the SDF's own monotone pieces), together with its fade. The noise is iv_snoise_ball over iv_frustum_ball, scaled by the noise frequency. The warp moves only the noise argument, so it enlarges the ball and the envelope's box takes none of it. Where the fade's upper end is 0 the noise term is identically 0 and no snoise is evaluated. Where the envelope already proves the slice empty with the noise at its full range, the ball is not evaluated either. A probe is worth attempting only when the best result any centre value could give would prove the slice, and a ball with L r >= 2 is [-1, 1] whatever snoise(c) is, so it costs nothing. CultMath owns none of the envelope: the interval files have no envelope function, and each consumer composes its own. NoiseBoundTests.EnvelopeBoundEnclosesDensity checks that composition, the one the site and Aetheria use, over 2,000 seeded slices x 64 warped points with no tolerance.

L has provenance, not a proof. NoiseBoundTests.MeasureLipschitz (slow, explicit) takes the largest |snoise_grad| over 1e6 seeded points in [-256, 256]^3 (7.1933103), refines the 1e4 largest by gradient ascent (7.2400064), and multiplies by 1.10: L = 7.9640074. It also reaches |snoise| = 0.9718335 by the same ascent on the value, which is what lets the bound intersect with [-1, 1]. LipschitzConstantPinsSampledGradients checks 1e5 more seeded points against L and climbs again from the start MeasureLipschitz prints as its witness, failing if L is not 1.10 times that maximum to within half a percent, so a 1% move of L fails. The enclosure tests over 2,000 balls x 64 points are the defence. A change to the snoise kernel must re-run MeasureLipschitz and re-pin L and the witness.

What the ball bounds guarantee: enclosure of snoise and fbm_grad(...).w over the ball, in float32. What they do not: anything about tapes, pruning, choice tracking or affine forms; those are later steps of docs/cultmath-tape-target.md (CultLib root). How loose they are is a number: NoiseBoundTests.TightnessReport prints the mean interval width over the sampled range: 5.08 for iv_snoise_ball at r = 0.05, 1.96 at 0.25 and 1.28 at 1.0; 6.64 and 2.82 for 4-octave iv_fbm_ball at 0.05 and 0.25.

The saving is measured where there is empty space to find. NoiseBoundTests.IntervalSkipHalvesEvaluations draws screen tiles, each with its own camera, and runs one pre-pass per tile over the dense grid's cell ranges: it starts with the whole grid, skips and doubles a range it proves empty, halves one it cannot, and runs to the grid's end. It then draws the tile's N^2 ray slopes, one per pixel, jittered inside it. Each ray is marched three times with the same integrator and the same early-out at transmittance 0.02: over every cell (dense), over the tile's unproven cells (the tile march), and over the oracle mask, the cells whose mid-depth density is nonzero for at least one of the tile's rays. The tile march and the oracle march integrate the dense march's nonzero cells, so their transmittance agrees with it exactly in every configuration. The oracle is a ceiling the pre-pass cannot move: dense cost over oracle cost. Against it the test prints the efficiency (oracle cost over the tile march's cost with its probes) and the cull fraction (the oracle-empty cells the pre-pass proves empty). The probe overhead is the tile march's cost over that cost plus the probes'. Cost is counted in snoise evaluations, with an envelope evaluation or probe weighted 0.2. That weight is an estimate, and both counts are printed. The flow is not counted. At N = 8, in Aetheria's units on its 256-cell quadratic grid out to the Main Camera's far plane, 2048:

  • (a) Height fog, camera above the safety band, rays level and up: the whole grid is one envelope probe per tile, against 256 envelope evaluations per ray, 16384x. Every cell is oracle-empty and the pre-pass proves them all.
  • (b) Inside the fog: 1.15x, and 0.99x with the warp. Most cells are fog, and the pre-pass probes each one.
  • (c) The zone bowl and four wells, the camera gazing across. With no warp: 2.74x, oracle ceiling 7.26x, efficiency 0.378, cull fraction 0.952, probe overhead 0.961. With the warp D = 60: 1.39x, oracle ceiling 7.17x, efficiency 0.194, cull fraction 0.842, probe overhead 0.993. With the warp the pre-pass cuts envelope evaluations from 177.46 to 33.49 per ray, but the oracle march costs 0.194 of the tile march, so about four fifths of the tile march's cost goes to cells no ray samples nonzero: the warp bound swamps the noise ball, so the ball cannot prove those cells empty. That gap belongs to the tape target's affine forms, not to a better pre-pass.
  • (d) r1's uniform slab, which has no envelope: 1.23x, and 1.48x with no warp.
  • (e) The void at the shipped point (ruling operator-shipped-void): Rh = 198, S = 50, Rc = Rh + S = 248, e = -ln 1.5 / ln(1 - (Rh / Rc)^2), the shipped camera, 200 tiles. The fixed-step reference takes 36.34 steps per pixel. The same cells masked by the pre-pass take 20.13, with identical transmittance. The footprint-aware march takes 13.54: 2.68x fewer. snoise per pixel goes from 32.98 to 26.69, and combined cost from 40.25 to 29.52 with the probes, 1.36x. Every one of the 200 tiles proves a body. Before the body both marches are measured against a converged one (midpoint quadrature at h = 0.5 over every cell, trusting no pre-pass): the relative optical-depth error at the body start is at most 0.0608 for the fixed-step march and 0.08639 for the footprint march, 1.42x. Over the grid of hollow radius, camera offset and ramp width the steps ratio runs from 1.57x (Rh = 100, low, S = 150) to 27.45x (Rh = 1000, centred, S = 10), the cost ratio from 1.26x to 3.89x, and the depth-error ratio from 0.85 to 4.72 (Rh = 200, centred, S = 150, where the errors are 0.01504 and 0.003188). LOD-far takes 14.19x fewer steps; its depth errors, 0.2849 and 0.205, are not comparable, because its fixed-step reference keeps the octaves the footprint march truncates.

The analytic body (ruling operator-analytic-wall-body). When a single dense cell's own bound is a positive point, the pre-pass spends one more probe over the rest of the grid. If that bound is a positive point too, every point of every ray of the tile from there on has exactly that density, so the footprint march takes one closed-form step, exp(-BodyDepth), from the body start to the grid's end and stops. BodyDepth is density x extinction x length x |dir|. NoiseBoundTests.AnalyticBodyMatchesFineMarch pins it: the bound, the mask and the pointwise densities agree exactly at the body, and BodyDepth equals the summed fixed-step depth of the body cells within 1e-4 relative. The comparison is in the depth domain, so LOD-far's deep bodies do not underflow.

The footprint-truncated void weights its octaves by w_i(z), decreasing in z. Its bound takes each weight over [w_i(z1), 1] rather than [w_i(z1), w_i(z0)], because one bound serves both the full field (w = 1) and the truncated one. [w_i(z1), 1] contains both, and iv_mul is monotone in its interval argument, so the composed interval encloses both fields. NoiseBoundTests.WeightBoundEnclosesOneSignedNoise checks it on LOD-far over 2,000 segments: each weight lies in its bound, and w(z) n lies in iv_mul(bound, n) for a one-signed n. A lower end of w(z0) fails it.

The contracts, at N = 8, the lower of warp 0 and D:

  • (a) at least 2x combined cost;
  • (c) (ruling wells-overhead-plus-floor): probe overhead, the tile march over the tile march plus its probes, at least 0.90; and, hard, the pre-pass proves at least half of the oracle-empty cells empty, so a pre-pass that skips nothing fails. The oracle ceiling, the efficiency against it and the cull fraction are printed, not asserted;
  • (e) at the shipped void: the masked fixed-step march agrees with the reference exactly; the footprint march's optical depth at the body start is off the converged march's by at most twice the fixed-step march's error; and it takes at most half the reference's steps per pixel.

This run meets every contract: (a) 16384x, (c) probe overhead 0.961 and cull fraction 0.842, (e) 2.68x fewer steps and a depth error 1.42x the fixed-step march's. The fields, the grids and the 0.2 weight are not tuned toward the contracts.

Consumers: the gamecult.org ground shader (through the GLSL lowering) and Aetheria's nebula raymarch at its CultMath pin bump.

Rules

  • Keep type names HLSL-shaped: float2, float3, float4, float3x3, and math.
  • Keep Rust as the owner of native hot-path kernels and parity fixtures.
  • Keep C#, shader, and scripting surfaces as runtime wrappers, not competing math authorities.
  • Keep shaders/CultMath.hlsl as the canonical shader mirror for shared CultMath functions HLSL does not already provide (HLSL intrinsics such as mul, any, and log need no mirror). Project-local shader helpers should move here once more than one organ needs them or once CPU/GPU parity matters.
  • Implement public shader semantics directly; do not copy Unity.Mathematics.
  • Prefer plain mutable value types with public component fields, as HLSL does.
  • Prefer component-wise overloads over clever generic machinery until the API earns that complexity.
  • Keep the surface boring and exact. Fill what a consumer uses, guided by HLSL semantics; noise primitives, matrices, quaternions, and packing helpers need an owner before they enter.
  • Keep the core assembly engine-free. Unity conversions live in the Unity package's CultMath.UnityBridge assembly.

Non-Goals

  • Compiling C# to shaders.
  • Generating HLSL from Rust or Rust from HLSL.
  • Replacing System.Numerics for general .NET work.
  • Recreating every Unity.Mathematics type because a spreadsheet somewhere says “coverage.” That way lies decorative obesity.