use std::collections::HashMap;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MaterialSocket {
Color, Float, Vec2, Vec3, Mask, }
#[derive(Debug, Clone)]
pub enum MaterialOp {
InputColor,
ConstantColor { r: f32, g: f32, b: f32, a: f32 },
SampleTexture { tex_index: u32 },
PremultipliedBlend,
SDFRoundRect,
SDFEllipse,
LinearGradient { start: [f32; 4], end: [f32; 4] },
RadialGradient { start: [f32; 4], end: [f32; 4] },
NeonGlow { radius: f32, intensity: f32 },
GlassBlur,
LayerBlend { mode: BlendMode },
PBRLighting,
DropShadow,
NineSlice,
Heatmap,
Raymarch { shape: RaymarchShape },
}
#[derive(Debug, Clone, Copy)]
pub enum BlendMode {
Add,
Screen,
Multiply,
Overlay,
}
#[derive(Debug, Clone, Copy)]
pub enum RaymarchShape {
Sphere,
Box,
}
#[derive(Debug, Clone)]
pub struct MaterialEdge {
pub from_node: u32,
pub from_socket: MaterialSocket,
pub to_node: u32,
pub to_socket: MaterialSocket,
}
pub type MatNodeId = u32;
#[derive(Debug, Clone)]
pub struct MaterialGraph {
pub nodes: Vec<(MatNodeId, MaterialOp)>,
pub edges: Vec<MaterialEdge>,
pub output: Option<MatNodeId>,
}
impl MaterialGraph {
pub fn new() -> Self {
Self {
nodes: Vec::new(),
edges: Vec::new(),
output: None,
}
}
pub fn add_node(&mut self, op: MaterialOp) -> MatNodeId {
let id = self.nodes.len() as MatNodeId;
self.nodes.push((id, op));
id
}
pub fn connect(
&mut self,
from: MatNodeId,
from_socket: MaterialSocket,
to: MatNodeId,
to_socket: MaterialSocket,
) {
self.edges.push(MaterialEdge {
from_node: from,
from_socket,
to_node: to,
to_socket,
});
}
pub fn set_output(&mut self, node: MatNodeId) {
self.output = Some(node);
}
pub fn validate(&self) -> Result<(), MaterialError> {
if self.output.is_none() {
return Err(MaterialError::NoOutput);
}
let mut visited = vec![false; self.nodes.len()];
let mut in_stack = vec![false; self.nodes.len()];
for &(id, _) in &self.nodes {
if !visited[id as usize] {
self.dfs_check(id, &mut visited, &mut in_stack)?;
}
}
Ok(())
}
fn dfs_check(
&self,
node: MatNodeId,
visited: &mut [bool],
in_stack: &mut [bool],
) -> Result<(), MaterialError> {
let idx = node as usize;
if in_stack[idx] {
return Err(MaterialError::Cycle);
}
if visited[idx] {
return Ok(());
}
visited[idx] = true;
in_stack[idx] = true;
for edge in &self.edges {
if edge.to_node == node {
self.dfs_check(edge.from_node, visited, in_stack)?;
}
}
in_stack[idx] = false;
Ok(())
}
}
impl Default for MaterialGraph {
fn default() -> Self {
Self::new()
}
}
#[derive(Debug)]
pub enum MaterialError {
NoOutput,
Cycle,
DisconnectedInput { node: MatNodeId, socket: MaterialSocket },
TypeMismatch { from: MaterialSocket, to: MaterialSocket },
CompileError(String),
}
impl std::error::Error for MaterialError {}
impl std::fmt::Display for MaterialError {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::NoOutput => write!(f, "material graph has no output node"),
Self::Cycle => write!(f, "material graph contains a cycle"),
Self::DisconnectedInput { node, socket } => {
write!(f, "node {:?} missing input {:?}", node, socket)
}
Self::TypeMismatch { from, to } => {
write!(f, "type mismatch: {:?} -> {:?}", from, to)
}
Self::CompileError(msg) => write!(f, "compile error: {}", msg),
}
}
}
#[derive(Debug, Clone)]
pub struct CompiledMaterial {
pub wgsl_fn: String,
pub fn_name: String,
}
pub struct MaterialCompiler;
impl MaterialCompiler {
pub fn compile(graph: &MaterialGraph) -> Result<CompiledMaterial, MaterialError> {
graph.validate()?;
let order = Self::topo_sort(graph)?;
let mut lines: Vec<String> = Vec::new();
let mut var_names: HashMap<(MatNodeId, MaterialSocket), String> = HashMap::new();
let mut next_var = 0;
let mut mk_var = |prefix: &str| -> String {
let v = format!("{}_{}", prefix, next_var);
next_var += 1;
v
};
for &node_id in &order {
let (_, op) = &graph.nodes[node_id as usize];
let result_var = mk_var("v");
let expr = match op {
MaterialOp::InputColor => {
"col".to_string()
}
MaterialOp::ConstantColor { r, g, b, a } => {
format!("vec4<f32>({:.6}, {:.6}, {:.6}, {:.6})", r, g, b, a)
}
MaterialOp::SampleTexture { tex_index } => {
format!(
"textureSample(t_diffuse[{}u], s_diffuse, in.uv)",
tex_index
)
}
MaterialOp::PremultipliedBlend => {
let color_var = Self::find_input(&var_names, node_id, MaterialSocket::Color, graph)
.unwrap_or_else(|| "col".to_string());
let alpha_var = Self::find_input(&var_names, node_id, MaterialSocket::Float, graph)
.unwrap_or_else(|| "1.0".to_string());
format!(
"vec4<f32>(({}).rgb, ({}).a * ({}))",
color_var, color_var, alpha_var
)
}
MaterialOp::SDFRoundRect => {
let half = "in.size * 0.5";
format!(
r#"
let _d = sd_round_rect(in.logical - {0}, {0} - in.radius, in.radius);
let _aa = fwidth(_d);
vec4<f32>(col.rgb, col.a * (1.0 - smoothstep(0.0, _aa, _d)))"#,
half
).trim().to_string()
}
MaterialOp::SDFEllipse => {
let half = "in.size * 0.5";
format!(
r#"
let _sh = max({0}, vec2<f32>(0.001));
let _d = length((in.logical - {0}) / _sh) - 1.0;
let _aa = fwidth(_d);
vec4<f32>(col.rgb, col.a * (1.0 - smoothstep(0.0, _aa, _d)))"#,
half
).trim().to_string()
}
MaterialOp::LinearGradient { start, end } => {
let t_var = Self::find_input(&var_names, node_id, MaterialSocket::Float, graph)
.unwrap_or_else(|| "in.uv.x".to_string());
format!(
"mix(vec4<f32>({:.6},{:.6},{:.6},{:.6}), vec4<f32>({:.6},{:.6},{:.6},{:.6}), clamp({}, 0.0, 1.0))",
start[0], start[1], start[2], start[3],
end[0], end[1], end[2], end[3],
t_var
)
}
MaterialOp::RadialGradient { start, end } => {
format!(
r#"
let _dist = length(in.uv - 0.5) * 2.0;
mix(vec4<f32>({:.6},{:.6},{:.6},{:.6}), vec4<f32>({:.6},{:.6},{:.6},{:.6}), clamp(_dist, 0.0, 1.0))"#,
start[0], start[1], start[2], start[3],
end[0], end[1], end[2], end[3],
).trim().to_string()
}
MaterialOp::NeonGlow { radius, intensity } => {
let dist_var = Self::find_input(&var_names, node_id, MaterialSocket::Float, graph)
.unwrap_or_else(|| "length(in.logical - in.size * 0.5) / max(in.size.x, in.size.y)".to_string());
format!(
"vec4<f32>(col.rgb * exp(-{} * {:.6}), col.a)",
dist_var, intensity / radius.max(0.001)
)
}
MaterialOp::GlassBlur => {
r#"
let _uv = clamp(in.uv, vec2<f32>(0.0), vec2<f32>(1.0));
let _blur_mip = theme.glass_blur_strength;
let _env_base = textureSampleLevel(t_env, s_env, _uv, _blur_mip).rgb;
vec4<f32>(_env_base, 0.02 + pow(length(in.logical / in.size - 0.5) * 1.8, 2.5) * 0.15)"#.trim().to_string()
}
MaterialOp::LayerBlend { mode } => {
let bottom = Self::find_input(&var_names, node_id, MaterialSocket::Color, graph)
.unwrap_or_else(|| "col".to_string());
let top = Self::find_input_map(&var_names, node_id, MaterialSocket::Color, graph, 1)
.unwrap_or_else(|| "col".to_string());
let opacity = Self::find_input(&var_names, node_id, MaterialSocket::Float, graph)
.unwrap_or_else(|| "1.0".to_string());
match mode {
BlendMode::Add => {
format!("mix({}, {}, {})", bottom, top, opacity)
}
BlendMode::Screen => {
format!("mix({}, 1.0 - (1.0 - {}) * (1.0 - {}), {})", bottom, bottom, top, opacity)
}
BlendMode::Multiply => {
format!("mix({}, {} * {}, {})", bottom, bottom, top, opacity)
}
BlendMode::Overlay => {
format!("mix({}, select(2.0 * {} * {}, 1.0 - 2.0 * (1.0 - {}) * (1.0 - {}), step(vec4<f32>(0.5), {})), {})", bottom, bottom, top, bottom, top, bottom, opacity)
}
}
}
MaterialOp::PBRLighting => {
r#"
let _n = normalize(in.normal);
let _metallic = in.slice.x;
let _roughness = in.slice.y;
let _opacity = in.slice.z;
let _ld = normalize(vec3<f32>(0.5, 0.8, 0.6));
let _lc = vec3<f32>(1.0, 0.95, 0.9);
let _ndl = max(dot(_n, _ld), 0.0);
let _diffuse = _ndl * _lc;
let _vd = vec3<f32>(0.0, 0.0, 1.0);
let _hd = normalize(_ld + _vd);
let _ndh = max(dot(_n, _hd), 0.0);
let _shiny = mix(8.0, 256.0, 1.0 - _roughness);
let _spec = pow(_ndh, _shiny) * _lc;
let _f0 = mix(vec3<f32>(0.04), col.rgb, _metallic);
let _fresnel = _f0 + (vec3<f32>(1.0) - _f0) * pow(1.0 - max(dot(_n, -_vd), 0.0), 5.0);
let _amb = vec3<f32>(0.06, 0.07, 0.1);
var _lit = col.rgb * (_amb + _diffuse);
_lit += _spec * mix(vec3<f32>(1.0), col.rgb, _metallic) * _fresnel;
let _depth = in.clip_position.z;
let _fog = clamp(1.0 - _depth * 0.0005, 0.7, 1.0);
_lit *= _fog;
vec4<f32>(_lit, col.a * _opacity)"#.trim().to_string()
}
MaterialOp::DropShadow => {
r#"
let _margin = in.uv.x;
let _blur = max(in.uv.y, 1.0);
let _original_size = in.size - 2.0 * _margin;
let _half_size = _original_size * 0.5;
let _p = in.logical - _margin - _half_size;
let _d = length(max(abs(_p) - (_half_size - in.radius), vec2(0.0))) + min(max(abs(_p).x - (_half_size - in.radius).x, abs(_p).y - (_half_size - in.radius).y), 0.0) - in.radius;
vec4<f32>(col.rgb, col.a * smoothstep(_blur, 0.0, _d))"#.trim().to_string()
}
MaterialOp::NineSlice => {
"col".to_string() }
MaterialOp::Heatmap => {
let val_var = Self::find_input(&var_names, node_id, MaterialSocket::Float, graph)
.unwrap_or_else(|| "textureSample(t_diffuse[0], s_diffuse, in.uv).r".to_string());
format!("vec4<f32>(heatmap_palette({}), col.a)", val_var)
}
MaterialOp::Raymarch { shape } => {
match shape {
RaymarchShape::Box => {
r#"
let _uv = (in.uv - 0.5) * 2.0;
let _ro = vec3<f32>(0.0, 0.0, -2.5);
let _rd = normalize(vec3<f32>(_uv.x, _uv.y, 1.5));
let _m = rotX(in.slice.x) * rotY(in.slice.y) * rotZ(in.slice.z);
var _t = 0.0;
var _hit = false;
var _d = 0.0;
for (var _i = 0; _i < 40; _i++) {
let _p = _m * (_ro + _rd * _t);
_d = sd_box_3d(_p, vec3(0.5, 0.5, 0.5));
if _d < 0.001 {
_hit = true;
break;
}
_t += _d;
if _t > 5.0 { break; }
}
if _hit {
let _p2 = _m * (_ro + _rd * _t);
let _eps = vec2(0.001, 0.0);
let _n = normalize(vec3(
sd_box_3d(_p2 + _eps.xyy, vec3(0.5)) - sd_box_3d(_p2 - _eps.xyy, vec3(0.5)),
sd_box_3d(_p2 + _eps.yxy, vec3(0.5)) - sd_box_3d(_p2 - _eps.yxy, vec3(0.5)),
sd_box_3d(_p2 + _eps.yyx, vec3(0.5)) - sd_box_3d(_p2 - _eps.yyx, vec3(0.5))
));
let _ld2 = normalize(vec3(1.0, 1.0, -2.0));
let _diff2 = max(dot(_n, _ld2), 0.1);
let _rim = pow(1.0 - max(dot(_n, -_rd), 0.0), 3.0) * 0.5;
vec4<f32>(col.rgb * _diff2 + _rim, col.a)
} else {
discard;
}"#.trim().to_string()
}
RaymarchShape::Sphere => {
r#"
let _ro = vec3<f32>(in.uv * 2.0 - 1.0, -2.0);
let _rd = normalize(vec3<f32>(0.0, 0.0, 1.0));
var _t = 0.0;
var _hit = false;
for (var i = 0; i < 32; i++) {
let _p = _ro + _rd * _t;
let _d = length(_p) - 1.0;
if _d < 0.01 { _hit = true; break; }
_t += _d;
}
if _hit {
let _p = _ro + _rd * _t;
let _n = normalize(_p);
let _ld = normalize(vec3<f32>(1.0, 1.0, -1.0));
let _diff = max(dot(_n, _ld), 0.0);
vec4<f32>(col.rgb * _diff, col.a)
} else {
discard;
}"#.trim().to_string()
}
}
}
};
lines.push(format!(" var {} = {};", result_var, expr));
var_names.insert((node_id, MaterialSocket::Color), result_var);
}
let body = lines.join("\n");
let out_id = graph.output.ok_or(MaterialError::NoOutput)?;
let fn_name = format!("material_{}", out_id);
let wgsl_fn = format!(
"fn {}(in: VertexOutput, col: vec4<f32>) -> vec4<f32> {{\n{}\n return v_{};\n}}",
fn_name, body, out_id
);
Ok(CompiledMaterial { wgsl_fn, fn_name })
}
fn find_input(
names: &HashMap<(MatNodeId, MaterialSocket), String>,
node: MatNodeId,
socket: MaterialSocket,
graph: &MaterialGraph,
) -> Option<String> {
for edge in &graph.edges {
if edge.to_node == node && edge.to_socket == socket {
return names.get(&(edge.from_node, edge.from_socket)).cloned();
}
}
None
}
fn find_input_map(
names: &HashMap<(MatNodeId, MaterialSocket), String>,
node: MatNodeId,
socket: MaterialSocket,
graph: &MaterialGraph,
offset: usize,
) -> Option<String> {
let mut matches = graph.edges.iter().filter(|e| e.to_node == node && e.to_socket == socket);
let edge = matches.nth(offset)?;
names.get(&(edge.from_node, edge.from_socket)).cloned()
}
fn topo_sort(graph: &MaterialGraph) -> Result<Vec<MatNodeId>, MaterialError> {
let n = graph.nodes.len();
let mut in_degree = vec![0u32; n];
let mut adj: Vec<Vec<MatNodeId>> = vec![Vec::new(); n];
for edge in &graph.edges {
adj[edge.from_node as usize].push(edge.to_node);
in_degree[edge.to_node as usize] += 1;
}
let mut queue: std::collections::VecDeque<MatNodeId> = std::collections::VecDeque::new();
for (i, °) in in_degree.iter().enumerate() {
if deg == 0 {
queue.push_back(i as MatNodeId);
}
}
let mut order = Vec::with_capacity(n);
while let Some(node) = queue.pop_front() {
order.push(node);
for &next in &adj[node as usize] {
in_degree[next as usize] -= 1;
if in_degree[next as usize] == 0 {
queue.push_back(next);
}
}
}
if order.len() != n {
return Err(MaterialError::Cycle);
}
Ok(order)
}
}
pub mod builtins {
use super::*;
pub fn rounded_rect() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let sdf = g.add_node(MaterialOp::SDFRoundRect);
g.connect(input, MaterialSocket::Color, sdf, MaterialSocket::Color);
g.set_output(sdf);
g
}
pub fn glass() -> MaterialGraph {
let mut g = MaterialGraph::new();
let glass = g.add_node(MaterialOp::GlassBlur);
g.set_output(glass);
g
}
pub fn solid() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
g.set_output(input);
g
}
pub fn pbr() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let pbr = g.add_node(MaterialOp::PBRLighting);
g.connect(input, MaterialSocket::Color, pbr, MaterialSocket::Color);
g.set_output(pbr);
g
}
pub fn text(tex_index: u32) -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let tex = g.add_node(MaterialOp::SampleTexture { tex_index });
let blend = g.add_node(MaterialOp::PremultipliedBlend);
g.connect(input, MaterialSocket::Color, blend, MaterialSocket::Color);
g.connect(tex, MaterialSocket::Float, blend, MaterialSocket::Float);
g.set_output(blend);
g
}
pub fn textured(tex_index: u32) -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let tex = g.add_node(MaterialOp::SampleTexture { tex_index });
let blend = g.add_node(MaterialOp::LayerBlend { mode: BlendMode::Multiply });
g.connect(input, MaterialSocket::Color, blend, MaterialSocket::Color);
g.connect(tex, MaterialSocket::Color, blend, MaterialSocket::Color);
g.set_output(blend);
g
}
pub fn neon_glow(radius: f32, intensity: f32) -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let glow = g.add_node(MaterialOp::NeonGlow { radius, intensity });
g.connect(input, MaterialSocket::Color, glow, MaterialSocket::Color);
g.set_output(glow);
g
}
pub fn linear_gradient(start: [f32; 4], end: [f32; 4]) -> MaterialGraph {
let mut g = MaterialGraph::new();
let grad = g.add_node(MaterialOp::LinearGradient { start, end });
g.set_output(grad);
g
}
pub fn radial_gradient(start: [f32; 4], end: [f32; 4]) -> MaterialGraph {
let mut g = MaterialGraph::new();
let grad = g.add_node(MaterialOp::RadialGradient { start, end });
g.set_output(grad);
g
}
pub fn ellipse() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let sdf = g.add_node(MaterialOp::SDFEllipse);
g.connect(input, MaterialSocket::Color, sdf, MaterialSocket::Color);
g.set_output(sdf);
g
}
pub fn neon_line() -> MaterialGraph {
let mut g = MaterialGraph::new();
let color = g.add_node(MaterialOp::ConstantColor { r: 1.5, g: 1.5, b: 1.5, a: 1.0 });
g.set_output(color);
g
}
pub fn heatmap(tex_index: u32) -> MaterialGraph {
let mut g = MaterialGraph::new();
let tex = g.add_node(MaterialOp::SampleTexture { tex_index });
let hm = g.add_node(MaterialOp::Heatmap);
g.connect(tex, MaterialSocket::Float, hm, MaterialSocket::Float);
g.set_output(hm);
g
}
pub fn nine_slice(tex_index: u32) -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let tex = g.add_node(MaterialOp::SampleTexture { tex_index });
let blend = g.add_node(MaterialOp::LayerBlend { mode: BlendMode::Multiply });
g.connect(input, MaterialSocket::Color, blend, MaterialSocket::Color);
g.connect(tex, MaterialSocket::Color, blend, MaterialSocket::Color);
g.set_output(blend);
g
}
pub fn raymarch_cube() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let rm = g.add_node(MaterialOp::Raymarch { shape: RaymarchShape::Box });
g.connect(input, MaterialSocket::Color, rm, MaterialSocket::Color);
g.set_output(rm);
g
}
pub fn stroke() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let sdf = g.add_node(MaterialOp::SDFRoundRect);
g.connect(input, MaterialSocket::Color, sdf, MaterialSocket::Color);
g.set_output(sdf);
g
}
pub fn drop_shadow() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let shadow = g.add_node(MaterialOp::DropShadow);
g.connect(input, MaterialSocket::Color, shadow, MaterialSocket::Color);
g.set_output(shadow);
g
}
pub fn dashed_stroke() -> MaterialGraph {
let mut g = MaterialGraph::new();
let input = g.add_node(MaterialOp::InputColor);
let sdf = g.add_node(MaterialOp::SDFRoundRect);
g.connect(input, MaterialSocket::Color, sdf, MaterialSocket::Color);
g.set_output(sdf);
g
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_solid_material_compiles() {
let graph = builtins::solid();
let compiled = MaterialCompiler::compile(&graph).unwrap();
assert!(compiled.wgsl_fn.contains("fn material_"));
assert!(compiled.wgsl_fn.contains("col"));
}
#[test]
fn test_rounded_rect_compiles() {
let graph = builtins::rounded_rect();
let compiled = MaterialCompiler::compile(&graph).unwrap();
assert!(compiled.wgsl_fn.contains("sd_round_rect"));
}
#[test]
fn test_pbr_compiles() {
let graph = builtins::pbr();
let compiled = MaterialCompiler::compile(&graph).unwrap();
assert!(compiled.wgsl_fn.contains("PBRLighting") || compiled.wgsl_fn.contains("_n"));
}
#[test]
fn test_graph_validation_no_output() {
let mut g = MaterialGraph::new();
g.add_node(MaterialOp::InputColor);
assert!(g.validate().is_err());
}
#[test]
fn test_graph_validation_cycle() {
let mut g = MaterialGraph::new();
let a = g.add_node(MaterialOp::InputColor);
let b = g.add_node(MaterialOp::NeonGlow { radius: 1.0, intensity: 1.0 });
g.connect(a, MaterialSocket::Color, b, MaterialSocket::Color);
g.connect(b, MaterialSocket::Color, a, MaterialSocket::Color); g.set_output(b);
assert!(g.validate().is_err());
}
#[test]
fn test_all_builtins_compile() {
let graphs: Vec<MaterialGraph> = vec![
builtins::solid(),
builtins::rounded_rect(),
builtins::glass(),
builtins::pbr(),
builtins::text(0),
builtins::textured(0),
builtins::neon_glow(4.0, 1.5),
builtins::linear_gradient([1.0, 0.0, 0.0, 1.0], [0.0, 0.0, 1.0, 1.0]),
builtins::radial_gradient([1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 1.0]),
builtins::ellipse(),
builtins::neon_line(),
builtins::heatmap(0),
builtins::nine_slice(0),
builtins::raymarch_cube(),
builtins::stroke(),
builtins::drop_shadow(),
builtins::dashed_stroke(),
];
for (i, graph) in graphs.iter().enumerate() {
match MaterialCompiler::compile(graph) {
Ok(compiled) => {
assert!(!compiled.wgsl_fn.is_empty(), "graph {} produced empty WGSL", i);
assert!(!compiled.fn_name.is_empty(), "graph {} produced empty fn name", i);
}
Err(e) => {
panic!("graph {} failed to compile: {}", i, e);
}
}
}
}
}