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Nagami[n]

Naga + Minify, shrinks your WGSL shaders - not by squishing text, but by understanding them.

Nagami lowers WGSL into Naga IR, optimizes the IR in multiple passes, and emits the smallest valid WGSL it can.

What it does that grep-and-replace can't:

  • Dead code elimination - unused declarations and parameters vanish
  • Constant folding - 1.0 + 2.0 -> 3.0, x * 1 -> x
  • Function inlining - small helpers absorbed into callers
  • CSE - duplicate pure expressions share one evaluation
  • Load dedup & dead stores - redundant reads merge, var x = a; x = b -> var x = b
  • Variable coalescing - non-overlapping locals share one slot
  • Struct construction - t.a = x; t.b = y; return t -> return T(x, y)
  • Vector-constant hoisting - a vector literal repeated across functions -> one shared const
  • Literal extraction - a repeated scalar constant -> one shared const
  • For-loop reconstruction - loop/break/continuing -> for
  • Branch flipping - if c {} else { x; } -> if !c { x; }
  • Short-circuit re-sugaring - Naga's lowered if/else chains fold back into &&/||
  • Else block elision - if c { return; } else { x; } -> if c { return; } x;
  • Dead code after terminators - unreachable past return/break/discard stripped
  • Empty construct removal - vacuous if and degenerate switch vanish
  • Compound assignment - x = x + 1 -> x += 1
  • Splat elision - vec3(x) * v -> x * v
  • Swizzle coalescing - vec3(v.x, v.y, v.z) -> v.xyz
  • Identity-swizzle elision - v.xy on a vec2 -> v
  • Zero-value construction - vec3f(0, 0, 0) -> vec3f()
  • Sub-vector splatting - vec4f(0, 0, 0, 2) -> vec4f(vec3f(), 2)
  • Matrix flattening - mat2x2f(vec2f(a, b), vec2f(c, d)) -> mat2x2f(a, b, c, d)
  • Precedence-aware parens - only necessary parentheses survive
  • Identifier mangling - myLongVariableName -> a
  • Type aliasing - vec3f used five times -> alias T = vec3f;
  • Type elision - redundant var/const type annotations stripped
  • Shortest literal form - 1048576f -> 0x1p20f
  • Float precision trimming - cap decimal places or significant figures, per type (lossy, opt-in)
  • Preamble support - external declarations excluded from output
  • Library modules - shader fragments without entry points preserved

Runs passes in fixed-point sweeps until the output stops shrinking. Typically converges in 3 sweeps.

CLI

Install with cargo:

cargo install nagami --features cli

Example usage:

nagami shader.wgsl -o shader.min.wgsl               # minify (max profile by default)
nagami shader.wgsl --in-place --stats               # in-place, print savings
nagami shader.wgsl -o out.wgsl -p baseline          # lighter touch, no mangle
cat shader.wgsl | nagami - > out.wgsl               # stdin -> stdout
nagami shader.wgsl --check                          # exit 1 if not minified
nagami shader.wgsl --preamble env.wgsl -o out.wgsl  # external declarations
nagami shader.wgsl --decimal-places 6 -o out.wgsl   # lossy: cap fractional digits
nagami shader.wgsl --sig-figs 4 -o out.wgsl         # lossy: cap significant figures

Profiles

Three optimization profiles control which IR passes run. Generator-level optimizations (for-loop reconstruction, swizzle coalescing, identity-swizzle elision, splat elision, zero-value construction, matrix flattening, sub-vector splatting, array-type elision, compound assignment, type elision, branch flipping, precedence-aware parens, shortest literal form, cost-aware let binding, type aliasing, literal extraction) are always applied regardless of profile.

Optimization baseline aggressive max
Dead code elimination
Constant folding
Dead parameter elimination
Emit merge
Rename (preserve names)
Function inlining - ✓ (24 nodes / 3 call sites) ✓ (48 nodes / 6 call sites)
Load dedup + dead stores -
Variable coalescing -
Struct-build coalescing -
Vector-constant hoisting -
Common subexpression elim - -
Identifier mangling - -

Passes run in fixed-point sweeps (up to 16) until the output stops shrinking. baseline is fast and safe; aggressive adds the full IR pipeline without mangling; max enables CSE and raises inlining limits for maximum compression.

Preamble

Some shader playgrounds (Shadertoy-style) inject uniform bindings and structs at runtime. Your shader code references them but doesn't define them. Pass these external declarations as a preamble - Nagami will prepend them for parsing and optimization, then strip them from the final output.

// preamble.wgsl
struct Inputs { time: f32, size: vec2f, mouse: vec4f, }
@group(0) @binding(0) var<uniform> inputs: Inputs;
nagami shader.wgsl --preamble preamble.wgsl -o out.wgsl

Preamble names are automatically preserved from renaming so that member access expressions (e.g. inputs.time) remain valid.

Use in Rust

Install with cargo:

cargo add nagami

Run with default config:

let output = nagami::run(src, &nagami::config::Config::default())?;
println!("{}", output.source); // smol shader

With a preamble (external declarations excluded from output):

let config = nagami::config::Config {
    preamble: Some(preamble_src.to_string()),
    ..Default::default()
};
let output = nagami::run(src, &config)?;

Use in JavaScript / TypeScript

Install with npm:

npm install nagami-rs

Browser / bundler:

import init, { run } from 'nagami-rs';
await init(); // load the WASM module once
const { source, report } = run(shader);
console.log(source); // minified WGSL
console.log(report); // optimization report

With config (all fields optional):

const { source, report } = run(shader, {
  profile: 'max',             // "baseline" | "aggressive" | "max" (default)
  mangle: true,               // rename identifiers (default: on for "max")
  preserveSymbols: ['main'],  // names to keep untouched
  beautify: false,            // compact output (default: false)
  indent: 2,                  // spaces per level when beautify is true
  floatPrecision: 6,          // shorthand: N decimal places, all float kinds (lossy, opt-in)
                              // also accepts { decimalPlaces: 6 }, { significantFigures: 4 },
                              // or per-type: { f32: 6, f64: { significantFigures: 12 } }
  maxInlineNodeCount: 48,     // inlining budget per function
  maxInlineCallSites: 6,      // inlining budget per call site
  preamble: preambleSrc,      // external decls prepended for parsing, stripped from output
  validateEachPass: false,    // re-validate WGSL after every pass
});

Node.js (synchronous init):

import { readFileSync } from 'node:fs';
import { initSync, run } from 'nagami-rs';
const wasm = readFileSync(new URL('nagami_bg.wasm', import.meta.resolve('nagami-rs')));
initSync({ module: wasm });
const { source, report } = run(shader); // or with config as above

License

MIT License - Copyright (c) 2026 ekarad1ium

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Shrinks WGSL shaders via Naga IR optimization passes.

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