* Add rank polymorphism node audit classifying all 271 nodes
* Implement StaticType for Item<T>
* Generate Item and mapped List wire variants for nodes declaring an Item<T> primary input
* Migrate nine nodes to Item element-wise kernels, dissolving the blending trait boilerplate
* Document the Item kernel implementation and staging plan
* Route Item<Vector> through TaggedValue::TypeDefault
* Add executor integration tests covering the Item and List wire variants
* Collapse element-wise Item/List wire pairs to the List form for conversion insertion
* Migrate sixteen vector modifier nodes to Item element-wise kernels
* Migrate Sample Image, Extend Image to Bounds, and Dehaze to Item element-wise kernels
* Fix bevel_with_transform test to actually exercise the transform attribute
* Implement From<T> for Item<T>
* Register PromoteNode rank adapters wrapping bare values into Item wires
* Insert PromoteNode adapters for Item/List wire pair fields in the preprocessor
* Define a real promote node backing the PromoteNode registry identifiers
* Zip ranked Item connectors by frame slot in the mapped element-wise variant
* Register ItemToListNode singleton raise adapters
* Resolve Item wires against List connectors by inserting promotion adapters at construction
* Rank the Offset Points distance connector and prove mixed-rank resolution end-to-end
* Implement Clampable for Item and List wires with per-variant clamp bounds
* Rank the Round Corners radius connector, exercising hard bounds on a ranked wire
* Implement ApplyTransform for Item
* Add Item wire implementations to the Transform node, keeping rank-0 chains rank 0
* Detect element-wise nodes by lazy primary connectors declaring Output = Item
* Convert Transform to an Item kernel with ranked parameters, delivering the broadcast milestone
* Rename Apply Transform to Bake Transform, baking item transforms on Vector, DAffine2, and DVec2
* Promote bare wires onto Item connectors at resolution via WrapItemNode adapters
* Rank the numeric, vector, and boolean parameters across the migrated element-wise nodes
* Rank the enum, integer, and seed parameters, registering their rank adapters via a consolidated macro
* Amend the audit with the DashPattern value type resolution
* Migrate the string family to Item element-wise kernels
* Unwrap Item wires into bare legacy connectors at resolution via UnwrapItemNode adapters
* Shadow owned node parameters in bodies instead of mut in signatures
* Migrate the math family and string measure nodes to Item element-wise kernels
* Convert the comparison and clamp nodes to Item kernels, dropping unreachable &str rows
* Flat-map expander kernels returning List under the mapped variant's frame
* Migrate the expander nodes to Item kernels flat-mapping under the frame
* Remove the unused peel_list helper
* Rank the raster adjustment and blending kernels, recontextualizing shader nodes onto an Item stand-in
Migrate the 16 adjustment nodes, Mix, Color Overlay, and Gradient Map from whole-List kernels to rank-0 Item kernels, letting the macro derive the List-mapped (zip) variants. Move the Adjust and Blend per-element seams off List onto the element types (add the Raster<CPU> impls, drop the now-dead List impls).
Shader nodes keep their bodies verbatim: PerPixelAdjust re-emits the identical kernel against a transparent no_std Item stand-in, so every Item<T> connector and .element() call resolves to a zero-cost identity on the GPU while the uniform buffer stays bare repr(C). The macro peels Item off ranked uniform params, wraps the fetched texel and uniforms at the entry point, and unwraps the result. This drops the shader_node/Item incompatibility guard. Register rank adapters for the adjustment enums.
* Update the rank polymorphism roadmap for the landed shader-node and adjustments chunk
* Rename the GPU Item stand-in to ShaderItem, aliased as Item at its shader-node import sites
* Flip the vector shape generators to emit rank-0 Item<Vector>
The shape generators (Rectangle, Circle, Ellipse, Arc, Spiral, Polygon, Star, Arrow, Line, Grid, QR Code) each produced exactly one shape wrapped in a singleton List<Vector>. Emit Item<Vector> directly so they connect to the rank-0 content connector of the migrated Transform node. Downstream List consumers receive the value through the existing Item to List promotion.
Relax the element-wise validation so a `()` (generator) primary may return Item<T> without being element-wise. Adapt the Repeat on Points test, which still takes a List content connector, by raising the generator's Item output through a singleton wrapper node.
* Parse ranked Item<T> parameter defaults against the bare element type
A ranked `Item<T>` parameter's default value is a bare, unranked `T` (promoted to the wire at resolution), but the preprocessor was handed the wrapped `Item<T>` type and could not parse the literal, flooding the console with warnings and dropping the defaults. Key the field's default_type metadata off the peeled element type for concrete ranked parameters, leaving generic `Item<T>` primaries and skip_impl nodes untouched.
* Parse an element-wise primary's scalar default against the bare element type
An element-wise node's primary reports its default_type as the List wire form so an unconnected primary defaults to an empty list. But when the primary carries a scalar `#[default]` (such as Root's radicand), that literal must parse as a bare element, not a List. Key the primary's default_type off the bare element type when it has a Default value source, keeping the List form otherwise.
* Add the DashPattern value type for stroke dash sequences
Introduce a rank-0 DashPattern value type (a Vec<f64> of alternating dash and gap lengths) so a stroke's dash pattern is a single frameable value rather than a rank-1 List<f64>. Register it as an auto-generated TaggedValue variant, parse its default from a comma or space separated string, and register its rank adapters. Not yet wired into the Stroke node.
* Rank the Fill and Stroke nodes element-wise and give Stroke a DashPattern connector
Migrate Fill and Stroke to element-wise Item<V> primaries (over Vector and Graphic element types) via a new element-level VectorItemMut trait, so styling one shape yields one shape and rank is preserved instead of promoting the input to a singleton List and emitting a List. The macro derives the List-mapped variant for genuine collections.
Wire the Stroke dash sequence to the new rank-0 DashPattern value type, collapsing the old content x paint x dash cartesian and dropping the IntoF64Vec trait. Update the stroke properties dash widget, the drawing tool, and graph-operation plumbing to read and write DashPattern, and migrate legacy F64Array, F64, and String dash inputs on document open.
Assign Colors stays a whole-collection node: each element's gradient position depends on its index among all siblings, which the element frame does not expose, so it keeps its List primary and the VectorListIterMut trait.
* Register rank adapters for the ranked Stroke enum parameters
The element-wise Stroke node ranks its align, cap, and paint order parameters as Item<StrokeAlign>, Item<StrokeCap>, and Item<PaintOrder>, but those enums lacked promotion adapters, so a bare default enum value could not be promoted to its Item wire and no Stroke variant resolved ("No construct found for node"). Register their rank adapters alongside StrokeJoin.
* Display Item wires in the Data panel without a List's ID column
Add a TableItemLayout impl for Item<T> and recognize Item wire types when introspecting graph data. An Item holds a single element, so it renders as a one-row table of the element plus its attributes with no leading index column, and it labels as its element type T rather than a List's T[]. Add ItemAttributeValues::get_any for the attribute widget dispatch.
* Register MonitorNode for Item wire types so the Data panel introspects them directly
Graph introspection wraps the inspected output in a generic MonitorNode typed to the wire. Without Item<T> monitor registrations, an Item<Vector> output could only be monitored after an Item to List promotion, so the Data panel captured and displayed a List<Vector> despite the connector being Item<Vector>. Register monitors for the Item types the element-wise nodes emit, and add the matching Data panel downcast entries.
* Color and double Item/List wires and cleave layer-stack connectors in the node graph
* Route wire color and rank through hidden nodes and refresh them on type changes
* Rework the DashPattern connector conversions with element-wise promotion and an explicit reducer node
* Rank the remaining value, context, aggregation, and transform nodes onto Item<T> wires
* Back DashPattern with a List<f64> so the Data panel can introspect its lengths
* Carry a single Item<T> through varargs so the Read context nodes emit Item<T> not List<T>
* Relax rank validation for aggregation shapes, add element adapters, and match variants by fewest promotions
* Rank the remaining bare and unnecessarily-List connectors across the node catalog
* Add Graphic::None and the FillChoice paint value, making colors and gradients plain values
* Rename GradientStops to Gradient and the legacy Gradient/Fill structs to LegacyGradient/LegacyFill
* Restore generator frame-from-params ranking to the roadmap as a planned stage
* Rename the ranked-field adapter identifier from PromoteNode to FieldAdapterNode to reflect its full contract
* Unload only the wires whose displayed style changed when types update
* Peel wire rank in the editor's semantic type checks so rank-0 layers are recognized
* Restore the whole-List Transform variant so rank-1 content wires resolve again
* Register the Item wire forms for the Memoize and Context Modification infrastructure nodes
* Give every ranked connector a field adapter and add numeric cast variants for legacy wires
* Key a ranked param's type default off its Item wire form when no literal default exists
* Inherit the layer's content value when splicing a node into an empty chain
* Migrate stale List-form TypeDefault inputs to the definition's current default
* Generate the mapped wire variant only when the element-wise node has a frame source
* Let a bare wire feed a List connector via a wrap-raise adapter, costed as two rank steps
* Add a zip companion to the whole-List Transform so ranked List parameters pair per slot
* Add the Sum, Average, Minimum, Maximum, Any, and All list reducers
* Convert the measure family to element-wise Item kernels per the audit classification
* Prefer the bare element value over the Item type default so ranked params keep their widgets
* Rename GradientStopsUI to GradientUI
* Split Fill's optional transform into a _has_transform bool and a ranked _transform matrix
* Rename the migration-only OptionalDAffine2 TaggedValue to LegacyOptionalDAffine2
* Flow byte buffers as Item<Resource> instead of List<u8> across the byte nodes
* Macro-generate the list-content wire variant, retiring the hand-written Transform-zip, Area, and Centroid companions
* Let ()-primary generators take ranked params and frame over them via the mapped variant, ranking Circle's radius
* Rank the vector shape generators' params to Item, adding a rank-aware input grab to the introspection harness
* Rank the value, color, and text generator params to Item
* Rank the raster, web-request, and context-reader generator params to Item
* Fix the repeat and brush test wirings left behind by the param-ranking sweeps
* Delete the vestigial Some, Unwrap Option, and Size Of debug nodes
* Delete the Attach Attribute node, folding its role into Write Attribute
* Add the Filter and Sort list companion nodes
* Guard the removed-definition migration swap target with a test
* Add the Box Corners value type in place of the rectangle corner radius list
* Split Text to Vector's per-glyph mode into a Text to Vector Glyphs node
* Rank the Combine Channels node's channel connectors to Item
* Make Map Points an element-wise node
* Delete the deprecated Upload Texture node
* Update the implementation roadmap to reflect the landed stages
* Let monitor introspection read rank-0 wires, locking in the layer coercion promotion path
* Prefer the rank-0 default when disconnecting a rank-capable input
* Make Path Modify an element-wise node
* Wrap node paths in a NodeIdPath newtype so they flow as a single Item
* Give Item<Raster<CPU>> a default so an unconnected Brush background resolves
* Stop the Brush node from setting layer attributes its paint operation doesn't produce
* Present-gate Flatten Path's adopted layer path like its fill and stroke
* Gate carried layer attributes on static column presence, not runtime values
* Give the remaining graphic Item<T> types a default so unconnected primaries resolve
* Dispatch a ranked param's Properties widget from its rank-0 element type
* Make Extract Transform an element-wise node, restoring the Origins to Polyline body
* Rename Flatten Path to Combine Paths
* Stamp Legacy Layer Extend's adopted layer path as a readable NodeIdPath
* Drop the dead List<u8> and List<NodeId> wire rows
* Rank Flatten Graphic's Fully Flatten toggle to Item
* Update the implementation roadmap with the endgame scope
* Make Combine Paths a reducer that collapses the whole frame into one path
* Stop type-converter nodes from carrying the source's unrelated attributes
* Format the Origins to Polyline regression test
* Wrap the Brush node's trace in a BrushTrace newtype so it flows as one value
* Make Switch a framed element-wise select, bundling whole collections
* Widen and align element-type coverage across the list and graphic nodes
* Register the compiler's cache chain pair for every ranked enum and newtype wire
* Fix wire colors for Passthrough outputs, bundled lists, and bools, and widen list wires
* Represent List wire types structurally with Type::List, replacing name-parsed rank promotion
* Treat scope and data fields as environment, rank scope wires as Item, and feed the render boundary through a context vararg
* Delete the vestigial Clone debug node
* Reinstate Upload Texture as an element-wise node and fix the GPU variants' scope executor and rank adapters
* Rename Combine Paths back to Flatten Path, deferring that rename to its own PR
* Deduplicate the promotion adapter registrations into the field adapter macro
* Rank Write Attribute's value connector to Item<AttributeValueDyn>, retiring the UnwrapItem bridge
* Vertical wire styling
* Store the editor layer path attribute as a bare NodeIdPath, not an Item<NodeIdPath>
* Rank Context Modification's features connector to Item<ContextFeatures>, dropping the dead memoize row
* Rank Path Modify's modification parameter to Item<Box<VectorModification>>
* Rename the field adapter node family to input adapter
* Drop the dead bare scalar rows from Context Modification's implementations list
* Move the dynamic executor's test module into its own file
* Drop the registry's unreachable bare rows for Memoize, the cache chain, and ConvertNode
* Materialize stored TaggedValues as ranked Item wires at the source
* Remove the bare-wire promotion and adapter machinery made dead by ranked value materialization
* Plant the input adapter for List-only inputs, composing position conversion from standard rows
* Consolidate Into/Convert conversions into the input adapter umbrella and rename the rank adapter identifiers
* Fix grouped layers gaining a phantom None stack element from the FillChoice default hijacking every List<Graphic> disconnect
* Enforce ranked node inputs in the macro, rejecting bare wire declarations
* Remove the unit Context => () machinery rows, leaving () purely as the no-primary sentinel
* Add a --signatures rank-audit mode to node-docs for the ranked-wire migration
* Remove the node-docs --signatures rank-audit mode now that ranked wires are enforced
* Migrate legacy no-color values on the Black & White, Color Overlay, and Empty Image color inputs
* Rewrite the element-wise accessor wire type at the primary input, not raw index 0
* Register the cache chain for Resource wires, replacing the lone hand-written Monitor row
* Gate the remaining Raster<GPU> registry rows behind the gpu feature
* Let List<DVec2> wires erase to ListDyn for the attribute reader and element counter
* Rename Extract Element to Item at Index, Count Elements to List Length, and Omit Element to Remove at Index
* Store paint picks as plain color/gradient values, removing the FillChoice value type
* Code review restructuring
* Sort by the consumed sort_key attribute or natural element order, adding the Sort Key node
* Remove the new list-combinator and reducer nodes to defer them to a follow-up PR
* Parse Fill and Stroke color defaults through the paint wire's Graphic element
* Emit ranked implementation-row default types structurally so their element TypeIds survive to default-literal parsing
* Exempt the deliberate no-paint choice from the stale List-form TypeDefault migration
* Migrate the legacy 4-input Fill directly to the split has-transform shape
* Upgrade the demo artwork
* Fix the valid AI review findings: Item eq/hash contract, table-era no-paint migration, quantize List rows, and other smaller issues
* Remove the rank polymorphism working documents
* Hash Item attribute values directly instead of debug-formatting them, speeding up cached evaluation
* Replace the data panel's dead bare-wire downcast arms with full coverage of the ranked monitor row types
* Derive PartialEq for Item now that attributes participate in equality
* Extend the data panel's attribute dispatchers with the newly supported scalar and choice enum types
* Add List monitor rows for the framed numeric conversion outputs so inspecting them resolves, with matching data panel arms
11 KiB
Summary
Add a new compilation pass to "nullify" parts of the dynamic Context based on the usage within the graph to avoid unnecessary cache invalidations.
Motivation
Caching of node outputs can only be done if the input (Context) the node was evaluated with has not changed between subsequent evaluations. This can lead to "false invalidation" which is when the cache is invalidated even though the node did not even depend on value that changed and still returns the same result.
// This node does not use any time information so we don't need to rerun it if the time has changed.
#[node_macro]
fn use_footprint(ctx: impl Ctx + ExtractFootprint, a: u32) -> {...}
To mitigate this, we introduced a relatively fine grained Extract* API for interacting with the context. We can use the trait annotations produced by this system to infer which parts of the context are used on which graph evaluation paths during graph compile time.
Guide-level explanation
Our current implementation of the OwnedContextImpl struct contains many values which can be used to pass data to nodes. But most of the time, the majority of these fields will be unused by the nodes, but when considering the equality of two OwnedContextImpl instances, they have to be considered.
pub struct OwnedContextImpl {
footprint: Option<crate::transform::Footprint>,
varargs: Option<Arc<[DynBox]>>,
parent: Option<Arc<dyn ExtractVarArgs + Sync + Send>>,
index: Option<usize>,
real_time: Option<f64>,
animation_time: Option<f64>,
}
Why is Context equality important?
In Graphene, every node has to be idempotent that means that when we provide it with the same input, it will return the same output. This is a really useful property for caching because we can effectively only do the computation once and then reuse the result which could be significantly cheaper.
What is the input then?
The input to all of nodes is of type Context which in of itself is just defined as:
pub type Context = Option<Arc<OwnedContextImpl>>;
We use this unified dynamic context type because this means we only have to compile one version of a node and all nodes are compatible with each other but this is not a formal limitation (and should never be considered to be a given).
The different parts of the context (e.g. Footprint, index, ...) are called features.
It thus makes sense that we have to check the equality of Context objects to test if we can reuse a cached value or not. If as in the example above a node only relies on one part of the Context we don't really care if some other part has changed and the contexts can be considered equal for use in this node.
Cache nodes compare the equality of inputs based on the hash code. To stay compatible with the existing API, we can "zero out" parts of the OwnedContextImpl by setting unused variants to None. This is done by a context modification node which is placed into the graph by the compiler.
The ExtractAll trait can be used to create a new Context based on the previous one which can be utilized by nodes which need to modify the context for their child nodes but don't depend on the data themselves.
#[node_macro::node(category(""))]
async fn transform(ctx: impl Ctx + ExtractAll, ...) {...}
Context Feature Injection
Some nodes need to provide context features for their downstream dependencies (in the function call stack building phase). This is accomplished through Inject* traits that complement the Extract* traits:
// A node that injects index information for downstream map operations
#[node_macro::node(category("Iteration"))]
fn map_with_index<T>(
ctx: impl Ctx + InjectIndex,
collection: Vec<T>,
mapper: impl Node<T, Output = U>,
) -> Vec<U> {
collection.iter().enumerate().map(|(index, item)| {
// This node injects the current index into the context
// for the mapper node to extract via ExtractIndex
let ctx_with_index = ctx.with_injected_index(index);
mapper.eval_with_context(ctx_with_index, item)
}).collect()
}
// Downstream nodes can extract the injected index
#[node_macro::node(category("Utility"))]
fn use_index(ctx: impl Ctx + ExtractIndex, value: f64) -> f64 {
let index = ctx.index().unwrap_or(0);
value * (index as f64)
}
Injection Hierarchy and Precedence
When a node both extracts and injects the same feature:
- Extract-then-Inject: Node extracts from upstream, processes, then injects modified version downstream
- Inject-Override: Injected features take precedence over upstream extracted features
- Injection Scope: Injected features are only available to immediate downstream nodes in the evaluation chain
Reference-level explanation
The different Extract* and Inject* traits are exported by the node macro and are included as part of the document node definition to inform the compiler about features extracted and injected by every node. Note that the ExtractAll will be ignored in this analysis.
Context Nullification Analysis
The compiler determines where to insert context nullification nodes through branch analysis:
- Extract Requirement Tracking: For each branch in the graph, track the extract requirements all the way back to their corresponding inject nodes. Every extracted feature must have a corresponding inject node somewhere upstream, otherwise this is a compile error.
- Branch Convergence Analysis: When two branches with different extract requirements meet (at a node that takes multiple inputs), one or both branches can have their context nullified to remove features only needed in the other branch.
- Post-Injection Nullification: After an inject node, the extract needs of downstream nodes are satisfied for that inject type. At this point we can check if all the features that the inject node provides are actually used downstream, and if not, nullify them immediately.
- Injection Scope Optimization: After every inject node, analyze whether all injected features are actually consumed by downstream nodes. Unused injected features can be nullified right at the injection point.
Inject* Trait System
The injection system provides these complementary marker traits to Extract*:
pub trait InjectFootprint {}
pub trait InjectRealTime {}
pub trait InjectIndex {}
pub trait InjectVarArgs {}
Context Feature Modification Traits
The modification system provides marker traits for nodes that transform context features without necessarily depending on them:
pub trait ModifyFootprint: ExtractFootprint + InjectFootprint {}
pub trait ModifyRealTime: ExtractRealTime + InjectRealTime {}
pub trait ModifyIndex: ExtractIndex + InjectIndex {}
pub trait ModifyVarArgs: ExtractVarArgs + InjectVarArgs {}
Authoring rule: forward with Modify*, consume with Extract*
Declare a feature via Modify* when the node only reads it to compute a new value it injects for its children (a "forward"), and via Extract* only when the node genuinely consumes the value for its own output (a "sink").
The analysis skips Modify* bounds but treats every Extract* bound as an unconditional requirement. Because Modify* is a supertrait of Extract*, a Modify* bound already grants the read capability (e.g. modify_footprint, which is where Self: ExtractFootprint), so it is a mistake to list both. Writing impl Ctx + ExtractFootprint + ModifyFootprint on a forwarding node re-introduces the feature as a hard dependency at every such node, which propagates up the whole tree and pins upstream memos to a value the node never actually consumes (e.g. a viewport pan invalidating a render cache that renders in local space). Use impl Ctx + ModifyFootprint alone.
Conditional Context Dependencies
Modify* traits represent a special case in context analysis:
// Transform node example - modifies footprint but doesn't need it unless downstream requires it
#[node_macro::node(category("Transform"))]
fn transform(
ctx: impl Ctx + ModifyFootprint,
input: Vector,
transform: Transform2D,
) -> Vector {
// This node can extract the footprint, modify it, and inject the result
// But if no downstream node needs the footprint, this node doesn't need it either
let modified_footprint = ctx.footprint().transform(transform);
// ... transform logic ...
}
Optimization Implications for Modify* Traits
- Conditional Requirements: Modify* nodes only require their features if downstream nodes extract them
- Pass-through Optimization: If no downstream extraction occurs, the Modify* node can be treated as if it has no context requirements
- Transform Chains: Multiple Modify* nodes can be chained together, with requirements only propagating if there's a final Extract* consumer
Example optimization:
[Node A] -> [ModifyFootprint] -> [ModifyFootprint] -> [ExtractRealTime]
↑ ↑ ↑
No footprint needed No footprint needed Only real time needed
[Node A] -> [ModifyFootprint] -> [ModifyFootprint] -> [ExtractFootprint]
↑ ↑ ↑
Footprint needed Footprint needed Footprint needed
This allows transform chains to be optimized when their modifications aren't actually consumed downstream.
Note that "downstream" in this context refers to nodes that are called later in the function call stack building phase, which is inverted compared to the usual data flow direction.
This can be implemented as a compiler pass similar to the compose node insertion.
Error Handling
- Compile-time validation: Every Extract* must have corresponding Inject* upstream
Drawbacks
Having an extra compiler pass will impact the performance slightly although the impact is expected to be small because we already have a backlink structure and a topological sort of proto nodes which we can repurpose.
Rationale and alternatives
Moving this fine grained cache invalidation to a compiler pass allows us to implement this with a minimal impact on the graph runtime. Other options would consist of tracking the usage of features at graph runtime inducing overheads.
This is expected to have the biggest impact on real time applications such as animation or when working with non-footprint aware nodes which would also benefit from this optimization.
Unresolved questions
How do we communicate to the context modification nodes which parts of the context should be "zeroed"?How does this interact with "smart caching" (nodes which use e.g. the Footprint to approximate the result through upscaling)?
Future possibilities
AddingInject*annotation to complement theExtract*ones to provide even more fine grained control over caching.