fp64 distance estimate

fp64 distance estimate

거리 추정(d = ½·|z|·ln|z|/|dz|)으로 만델브로 경계를 그립니다. 정밀도는 식 중간에서 나눕니다.

// ═══ typeshade example — fp64 Mandelbrot distance estimate ═══
//
// MIXED precision on purpose: the ORBIT (z) iterates in f64 — its absolute
// position is what deep zoom destroys — while the DERIVATIVE (dz ← 2·z·dz + 1)
// iterates in plain f32 from a per-step narrowed z, because the distance
// estimate d = ½·|z|·ln|z| / |dz| only ever needs |dz| to a few digits.
// Precision goes where it pays: the classic df64 discipline (opt in per VALUE,
// not per shader). The boundary distance, normalised by the view span, shades
// glowing filaments that stay crisp at any depth on the f64 side — the f32
// left half collapses past a ~1e-7 span. Camera on a needle filament of the
// period-3 minibrot neighbourhood (CPU-verified: 8–10 distinct distance
// buckets per 40² window from 1e-5 down to 1e-12 spans).
//
// The `_fp64` guard uniform is auto-injected by the lowering; the render
// harnesses bind it to 1.0f by probing the program for the Fp64Guard block.
import {
fn,
module,
vec3,
vec4,
f32,
f64,
pow,
sqrt,
log,
exp,
min,
max,
toF32,
toF64,
f32T,
vec2fT,
vec2f64T,
If,
Loop,
Var,
Let,
u32,
uniformStruct,
} from '../src/index.js';
import { VsOut, vs } from './_fullscreen.js';
import type { ShaderExample } from './_shared.js';
// A needle filament beside the period-3 minibrot (x ≈ −1.749); y = 0 keeps
// the never-escaping real axis (and so the set's boundary) mid-frame forever.
const CENTER_X = -1.7489;
const CENTER_Y = 0;
const ITER = 160;
const ESCAPE_M2 = 1e6; // large escape radius tightens the distance estimate
const U = uniformStruct(
'Uniforms',
{ group: 0, binding: 0, as: 'u' },
{
center: vec2f64T, // one DF64Vec2 slot — host packs [hi.x, hi.y, lo.x, lo.y]
resolution: vec2fT,
zoom_exp: f32T, // view span = 10^-zoom_exp complex units
fp64: f32T, // toggle: 1 = split-screen f32 | f64 (canonical), 0 = all-f32
},
);
const fsDe = fn(
'fs_de',
{ vo: VsOut },
(p) => {
const span = Let(pow(f32(10.0), U.field.zoom_exp.neg()));
const half = Let(p.vo.uv.x.mul(2.0));
const sx = Let(half.sub(p.vo.uv.x.lt(0.5).select(0.0, 1.0)));
const dx = Let(sx.sub(0.5).mul(span));
const dy = Let(
p.vo.uv.y.sub(0.5).mul(span).mul(U.field.resolution.y.div(U.field.resolution.x).mul(2.0)),
);
const m2f = Var(f32(0)); // |z|² when the orbit stopped (≤ ESCAPE_M2 = interior)
const dm2 = Var(f32(1)); // |dz|² at that moment
If(p.vo.uv.x.lt(0.5).or(U.field.fp64.lt(0.5)), () => {
// f32 twin — orbit AND derivative in f32, center narrowed.
const cx = Let(toF32(U.field.center.x).add(dx));
const cy = Let(toF32(U.field.center.y).add(dy));
const zx = Var(f32(0));
const zy = Var(f32(0));
const ux = Var(f32(0)); // dz
const uy = Var(f32(0));
Loop(
u32(0),
(j) => j.lt(u32(ITER)),
() => {
If(zx.mul(zx).add(zy.mul(zy)).le(ESCAPE_M2), () => {
const nux = Let(zx.mul(ux).sub(zy.mul(uy)).mul(2.0).add(1.0));
uy.assign(zx.mul(uy).add(zy.mul(ux)).mul(2.0));
ux.assign(nux);
const nzx = Let(zx.mul(zx).sub(zy.mul(zy)).add(cx));
zy.assign(zx.mul(zy).mul(2.0).add(cy));
zx.assign(nzx);
});
},
);
m2f.assign(zx.mul(zx).add(zy.mul(zy)));
dm2.assign(ux.mul(ux).add(uy.mul(uy)));
}).else(() => {
// f64 orbit / f32 derivative — z narrowed once per step for the dz twin.
const cx = Let(U.field.center.x.add(toF64(dx)));
const cy = Let(U.field.center.y.add(toF64(dy)));
const zx = Var(f64(0));
const zy = Var(f64(0));
const ux = Var(f32(0));
const uy = Var(f32(0));
Loop(
u32(0),
(j) => j.lt(u32(ITER)),
() => {
If(toF32(zx.mul(zx).add(zy.mul(zy))).le(ESCAPE_M2), () => {
const zx32 = Let(toF32(zx));
const zy32 = Let(toF32(zy));
const nux = Let(zx32.mul(ux).sub(zy32.mul(uy)).mul(2.0).add(1.0));
uy.assign(zx32.mul(uy).add(zy32.mul(ux)).mul(2.0));
ux.assign(nux);
const nzx = Let(zx.mul(zx).sub(zy.mul(zy)).add(cx));
zy.assign(zx.mul(zy).mul(2.0).add(cy));
zx.assign(nzx);
});
},
);
m2f.assign(toF32(zx.mul(zx).add(zy.mul(zy))));
dm2.assign(ux.mul(ux).add(uy.mul(uy)));
});
// d = ½·|z|·ln|z| / |dz|, normalised by the span → depth-invariant shading.
const mz = Let(sqrt(max(m2f, 1.0)));
const de = Let(
mz
.mul(log(mz))
.mul(0.5)
.div(sqrt(max(dm2, 1e-30))),
);
const t = Let(min(de.div(span.mul(0.012)), 40.0));
// Interior (never escaped) → 0 glow; filaments glow where d/span → 0.
const escaped = Let(m2f.gt(ESCAPE_M2).select(1.0, 0.0));
const glow = Let(exp(t.neg().mul(1.2)).mul(escaped));
const body = Let(exp(t.neg().mul(0.25)).mul(escaped));
const rgb = vec3(0.02, 0.03, 0.08)
.add(vec3(0.12, 0.2, 0.42).mul(body))
.add(vec3(1.0, 0.85, 0.45).mul(glow));
return vec4(rgb, f32(1));
},
{ stage: 'fragment', retAttr: '@location(0)' },
);
// `_fp64` guard lands at (group 0, binding 1) automatically.
const fp64MandelbrotDeModule = module({
funcs: [vs, fsDe],
uses: [U, VsOut],
});
export const fp64MandelbrotDe: ShaderExample = {
id: 'fp64-mandelbrot-de',
title: 'fp64 distance estimate',
blurb:
'Mandelbrot boundary rendered by DISTANCE ESTIMATE (d = ½·|z|·ln|z|/|dz|) with precision split mid-formula: the orbit z iterates in emulated f64 (its absolute position is what deep zoom destroys) while the derivative dz iterates in plain f32 (the estimate needs |dz| to a few digits only). Filaments keep glowing at any depth on the right; the all-f32 left half collapses past a ~1e-7 span. Drag to pan, wheel to zoom, flip the fp64 toggle to compare.',
category: 'generic',
file: 'fp64-mandelbrot-de.ts',
module: fp64MandelbrotDeModule,
renderable: true,
splitLabels: ['f32', 'f64 orbit + f32 dz'],
controls: {
center: {
kind: 'pan2d',
value: [CENTER_X, CENTER_Y],
zoomExpField: 'zoom_exp',
unitsPerWidth: 2,
},
resolution: { kind: 'resolution' },
zoom_exp: {
kind: 'slider',
label: 'Zoom 10^-x',
min: 1,
max: 13,
step: 0.05,
value: 5,
wheel: true,
},
fp64: { kind: 'toggle', label: 'fp64 emulation', value: true },
},
};
struct Uniforms {
@align(16) center: DF64Vec2,
resolution: vec2<f32>,
zoom_exp: f32,
fp64: f32,
}
struct VsOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
}
struct DF64Vec2 {
hi: vec2<f32>,
lo: vec2<f32>,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var _fp64: texture_2d<f32>;
@vertex
fn vs(@builtin(vertex_index) vi: u32) -> VsOut {
let _cse0 = ((f32((vi & 1u)) * 4.0) - 1.0);
let _cse1 = ((f32((vi >> 1u)) * 4.0) - 1.0);
return VsOut(vec4<f32>(_cse0, _cse1, 0.0, 1.0), vec2<f32>(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5)));
}
@fragment
fn fs_de(vo: VsOut) -> @location(0) vec4<f32> {
let _fp64_g = textureLoad(_fp64, vec2<i32>(0, 0), 0).x;
let _v0 = pow(10.0, (-u.zoom_exp));
let _v1 = (vo.uv.x * 2.0);
let _cse0 = (vo.uv.x < 0.5);
let _v2 = (_v1 - select(1.0, 0.0, _cse0));
let _v3 = ((_v2 - 0.5) * _v0);
let _v4 = (((vo.uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0));
var _v5: f32 = 0.0;
var _v6: f32 = 1.0;
let _cse1 = vec2<f32>(u.center.hi.x, u.center.lo.x);
let _cse2 = vec2<f32>(u.center.hi.y, u.center.lo.y);
if ((_cse0 || (u.fp64 < 0.5))) {
let _v7 = (df64_narrow(_cse1) + _v3);
let _v8 = (df64_narrow(_cse2) + _v4);
var _v9: f32 = 0.0;
var _v10: f32 = 0.0;
var _v11: f32 = 0.0;
var _v12: f32 = 0.0;
for (var _v13: u32 = 0u; (_v13 < 160u); _v13 = (_v13 + 1u)) {
let _gv1 = (_v9 * _v9);
let _gv2 = (_v10 * _v10);
if (((_gv1 + _gv2) <= 1000000.0)) {
let _v14 = ((((_v9 * _v11) - (_v10 * _v12)) * 2.0) + 1.0);
_v12 = (((_v9 * _v12) + (_v10 * _v11)) * 2.0);
_v11 = _v14;
let _v15 = ((_gv1 - _gv2) + _v7);
_v10 = (((_v9 * _v10) * 2.0) + _v8);
_v9 = _v15;
}
}
_v5 = ((_v9 * _v9) + (_v10 * _v10));
_v6 = ((_v11 * _v11) + (_v12 * _v12));
} else {
let _v16 = df64_add(_cse1, vec2<f32>(_v3, 0.0), _fp64_g);
let _v17 = df64_add(_cse2, vec2<f32>(_v4, 0.0), _fp64_g);
let _cse3 = vec2<f32>(0.0, 0.0);
var _v18: vec2<f32> = _cse3;
var _v19: vec2<f32> = _cse3;
var _v20: f32 = 0.0;
var _v21: f32 = 0.0;
for (var _v22: u32 = 0u; (_v22 < 160u); _v22 = (_v22 + 1u)) {
let _gv3 = df64_sqr(_v18, _fp64_g);
let _gv4 = df64_sqr(_v19, _fp64_g);
if ((df64_narrow(df64_add(_gv3, _gv4, _fp64_g)) <= 1000000.0)) {
let _v23 = df64_narrow(_v18);
let _v24 = df64_narrow(_v19);
let _v25 = ((((_v23 * _v20) - (_v24 * _v21)) * 2.0) + 1.0);
_v21 = (((_v23 * _v21) + (_v24 * _v20)) * 2.0);
_v20 = _v25;
let _v26 = df64_add(df64_sub(_gv3, _gv4, _fp64_g), _v16, _fp64_g);
_v19 = df64_add((df64_mul(_v18, _v19, _fp64_g) * 2.0), _v17, _fp64_g);
_v18 = _v26;
}
}
_v5 = df64_narrow(df64_add(df64_sqr(_v18, _fp64_g), df64_sqr(_v19, _fp64_g), _fp64_g));
_v6 = ((_v20 * _v20) + (_v21 * _v21));
}
let _v27 = sqrt(max(_v5, 1.0));
let _v28 = (((_v27 * log(_v27)) * 0.5) / sqrt(max(_v6, 1e-30)));
let _v29 = min((_v28 / (_v0 * 0.012)), 40.0);
let _v30 = select(0.0, 1.0, (_v5 > 1000000.0));
let _gv0 = (-_v29);
let _v31 = (exp((_gv0 * 1.2)) * _v30);
let _v32 = (exp((_gv0 * 0.25)) * _v30);
return vec4<f32>(((vec3<f32>(0.02, 0.03, 0.08) + (vec3<f32>(0.12, 0.2, 0.42) * _v32)) + (vec3<f32>(1.0, 0.85, 0.45) * _v31)), 1.0);
}
fn df64_twoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a + b);
let _v1 = (((_v0 * _fp64_g) - a) * _fp64_g);
let _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1));
return vec2<f32>(_v0, _v2);
}
fn df64_quickTwoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = ((a + b) * _fp64_g);
let _v1 = (b - ((_v0 - a) * _fp64_g));
return vec2<f32>(_v0, _v1);
}
fn df64_split(a: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * (_fp64_g * 4097.0));
let _v1 = ((_v0 * _fp64_g) - (_v0 - a));
let _v2 = ((a * _fp64_g) - _v1);
return vec2<f32>(_v1, _v2);
}
fn df64_twoProd(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * b);
let _v1 = df64_split(a, _fp64_g);
let _v2 = df64_split(b, _fp64_g);
let _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y));
return vec2<f32>(_v0, _v3);
}
fn df64_twoSqr(a: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * a);
let _v1 = df64_split(a, _fp64_g);
let _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g));
return vec2<f32>(_v0, _v2);
}
fn df64_add(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoSum(a.x, b.x, _fp64_g);
let _v1 = df64_twoSum(a.y, b.y, _fp64_g);
_v0.y = (_v0.y + _v1.x);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + _v1.y);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
return _v0;
}
fn df64_sub(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
return df64_add(a, (-b), _fp64_g);
}
fn df64_mul(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoProd(a.x, b.x, _fp64_g);
_v0.y = (_v0.y + (a.x * b.y));
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + (a.y * b.x));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
fn df64_sqr(a: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoSqr(a.x, _fp64_g);
_v0.y = (_v0.y + ((a.x * a.y) * 2.0));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
fn df64_narrow(a: vec2<f32>) -> f32 {
return (a.x + a.y);
}
#version 300 es
precision highp float;
precision highp int;
out vec2 uv;
void main() {
uint vi = uint(gl_VertexID);
float _cse0 = ((float((vi & 1u)) * 4.0) - 1.0);
float _cse1 = ((float((vi >> 1u)) * 4.0) - 1.0);
gl_Position = vec4(_cse0, _cse1, 0.0, 1.0);
uv = vec2(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5));
}
#version 300 es
precision highp float;
precision highp int;
struct DF64Vec2 {
vec2 hi;
vec2 lo;
};
layout(std140) uniform Uniforms {
DF64Vec2 center;
vec2 resolution;
float zoom_exp;
float fp64;
} u;
uniform highp sampler2D _fp64;
vec2 df64_twoSum(float a, float b, float _fp64_g) {
float _v0 = (a + b);
float _v1 = (((_v0 * _fp64_g) - a) * _fp64_g);
float _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1));
return vec2(_v0, _v2);
}
vec2 df64_quickTwoSum(float a, float b, float _fp64_g) {
float _v0 = ((a + b) * _fp64_g);
float _v1 = (b - ((_v0 - a) * _fp64_g));
return vec2(_v0, _v1);
}
vec2 df64_split(float a, float _fp64_g) {
float _v0 = (a * (_fp64_g * 4097.0));
float _v1 = ((_v0 * _fp64_g) - (_v0 - a));
float _v2 = ((a * _fp64_g) - _v1);
return vec2(_v1, _v2);
}
vec2 df64_twoProd(float a, float b, float _fp64_g) {
float _v0 = (a * b);
vec2 _v1 = df64_split(a, _fp64_g);
vec2 _v2 = df64_split(b, _fp64_g);
float _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y));
return vec2(_v0, _v3);
}
vec2 df64_twoSqr(float a, float _fp64_g) {
float _v0 = (a * a);
vec2 _v1 = df64_split(a, _fp64_g);
float _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g));
return vec2(_v0, _v2);
}
vec2 df64_add(vec2 a, vec2 b, float _fp64_g) {
vec2 _v0 = df64_twoSum(a.x, b.x, _fp64_g);
vec2 _v1 = df64_twoSum(a.y, b.y, _fp64_g);
_v0.y = (_v0.y + _v1.x);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + _v1.y);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
return _v0;
}
vec2 df64_sub(vec2 a, vec2 b, float _fp64_g) {
return df64_add(a, (-b), _fp64_g);
}
vec2 df64_mul(vec2 a, vec2 b, float _fp64_g) {
vec2 _v0 = df64_twoProd(a.x, b.x, _fp64_g);
_v0.y = (_v0.y + (a.x * b.y));
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + (a.y * b.x));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
vec2 df64_sqr(vec2 a, float _fp64_g) {
vec2 _v0 = df64_twoSqr(a.x, _fp64_g);
_v0.y = (_v0.y + ((a.x * a.y) * 2.0));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
float df64_narrow(vec2 a) {
return (a.x + a.y);
}
in vec2 uv;
layout(location = 0) out vec4 _ret;
void main() {
float _fp64_g = texelFetch(_fp64, ivec2(0, 0), 0).x;
float _v0 = pow(10.0, (-u.zoom_exp));
float _v1 = (uv.x * 2.0);
bool _cse0 = (uv.x < 0.5);
float _v2 = (_v1 - (_cse0 ? 0.0 : 1.0));
float _v3 = ((_v2 - 0.5) * _v0);
float _v4 = (((uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0));
float _v5 = 0.0;
float _v6 = 1.0;
vec2 _cse1 = vec2(u.center.hi.x, u.center.lo.x);
vec2 _cse2 = vec2(u.center.hi.y, u.center.lo.y);
if ((_cse0 || (u.fp64 < 0.5))) {
float _v7 = (df64_narrow(_cse1) + _v3);
float _v8 = (df64_narrow(_cse2) + _v4);
float _v9 = 0.0;
float _v10 = 0.0;
float _v11 = 0.0;
float _v12 = 0.0;
for (uint _v13 = 0u; (_v13 < 160u); _v13 = (_v13 + 1u)) {
float _gv1 = (_v9 * _v9);
float _gv2 = (_v10 * _v10);
if (((_gv1 + _gv2) <= 1000000.0)) {
float _v14 = ((((_v9 * _v11) - (_v10 * _v12)) * 2.0) + 1.0);
_v12 = (((_v9 * _v12) + (_v10 * _v11)) * 2.0);
_v11 = _v14;
float _v15 = ((_gv1 - _gv2) + _v7);
_v10 = (((_v9 * _v10) * 2.0) + _v8);
_v9 = _v15;
}
}
_v5 = ((_v9 * _v9) + (_v10 * _v10));
_v6 = ((_v11 * _v11) + (_v12 * _v12));
} else {
vec2 _v16 = df64_add(_cse1, vec2(_v3, 0.0), _fp64_g);
vec2 _v17 = df64_add(_cse2, vec2(_v4, 0.0), _fp64_g);
vec2 _cse3 = vec2(0.0, 0.0);
vec2 _v18 = _cse3;
vec2 _v19 = _cse3;
float _v20 = 0.0;
float _v21 = 0.0;
for (uint _v22 = 0u; (_v22 < 160u); _v22 = (_v22 + 1u)) {
vec2 _gv3 = df64_sqr(_v18, _fp64_g);
vec2 _gv4 = df64_sqr(_v19, _fp64_g);
if ((df64_narrow(df64_add(_gv3, _gv4, _fp64_g)) <= 1000000.0)) {
float _v23 = df64_narrow(_v18);
float _v24 = df64_narrow(_v19);
float _v25 = ((((_v23 * _v20) - (_v24 * _v21)) * 2.0) + 1.0);
_v21 = (((_v23 * _v21) + (_v24 * _v20)) * 2.0);
_v20 = _v25;
vec2 _v26 = df64_add(df64_sub(_gv3, _gv4, _fp64_g), _v16, _fp64_g);
_v19 = df64_add((df64_mul(_v18, _v19, _fp64_g) * 2.0), _v17, _fp64_g);
_v18 = _v26;
}
}
_v5 = df64_narrow(df64_add(df64_sqr(_v18, _fp64_g), df64_sqr(_v19, _fp64_g), _fp64_g));
_v6 = ((_v20 * _v20) + (_v21 * _v21));
}
float _v27 = sqrt(max(_v5, 1.0));
float _v28 = (((_v27 * log(_v27)) * 0.5) / sqrt(max(_v6, 1e-30)));
float _v29 = min((_v28 / (_v0 * 0.012)), 40.0);
float _v30 = ((_v5 > 1000000.0) ? 1.0 : 0.0);
float _gv0 = (-_v29);
float _v31 = (exp((_gv0 * 1.2)) * _v30);
float _v32 = (exp((_gv0 * 0.25)) * _v30);
_ret = vec4(((vec3(0.02, 0.03, 0.08) + (vec3(0.12, 0.2, 0.42) * _v32)) + (vec3(1.0, 0.85, 0.45) * _v31)), 1.0);
}

이 예제를 움직이는 컨트롤에 페이지가 넣을 값이 없어서, 이 페이지에는 그림이 없습니다.

WGSL과 GLSL 탭은 커밋 c66579bf의 컴파일러가 직접 낸 출력입니다. 컴파일러의 출력 검사가 구워 둔 골든 파일에서 그대로 읽어 왔습니다(emit-goldens.test.ts).

이 예제는 fn() 빌더 API로 작성해서 Playground의 편집기가 받지 않습니다.

GitHub의 파일

이 페이지 편집 문제 보고