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...it kind of snowballed from some needs Fixes #521 - If `tactic` is not set, check precision allowed from WebGL, and automatically change based off needs, otherwise use value from `tactic`. Fixes #535 - Internally check if texture from argument is the same as output, if so, clone this texture, and then clean it up after the kernel runs. Fixes #536 - Normalize all declarations to non-destructured, and then parse Fixes #537 - Change logic Fixes #538 - Found the GL script that would work, and reduced the methods to use it Fixes #539 - Found a better way of testing random, and this gives me an error for 1 in 10 runs, acceptable Some refactoring for less duplicate code and documentation
113 lines
3.0 KiB
JavaScript
113 lines
3.0 KiB
JavaScript
const { assert, skip, test, module: describe, only } = require('qunit');
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const sinon = require('sinon');
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const { GPU, plugins: { mathRandom } } = require('../../src');
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describe('Math.random() unique');
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function mathRandomUnique(mode) {
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const gpu = new GPU({ mode });
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const checkCount = 20;
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let seed1 = Math.random();
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let seed2 = Math.random();
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let stub = sinon.stub(mathRandom, 'onBeforeRun').callsFake((kernel) => {
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kernel.setUniform1f('randomSeed1', seed1);
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kernel.setUniform1f('randomSeed2', seed2);
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});
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try {
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gpu.addNativeFunction('getSeed', `highp float getSeed() {
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return randomSeedShift;
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}`);
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const kernel = gpu.createKernel(function () {
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const v = Math.random();
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return getSeed();
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}, {output: [1]});
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const results = [];
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for (let i = 0; i < checkCount; i++) {
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const result = kernel();
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assert.ok(results.indexOf(result[0]) === -1, `duplication at index ${results.indexOf(result[0])} from new value ${result[0]}. Values ${JSON.stringify(results)}`);
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results.push(result[0]);
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seed2 = result[0];
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assert.ok(stub.called);
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stub.restore();
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stub.callsFake((kernel) => {
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kernel.setUniform1f('randomSeed1', seed1);
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kernel.setUniform1f('randomSeed2', seed2);
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});
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}
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} finally {
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stub.restore();
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gpu.destroy();
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}
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}
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test('unique every time auto', () => {
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mathRandomUnique();
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});
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test('unique every time gpu', () => {
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mathRandomUnique('gpu');
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});
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(GPU.isWebGLSupported ? test : skip)('unique every time webgl', () => {
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mathRandomUnique('webgl');
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});
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(GPU.isWebGL2Supported ? test : skip)('unique every time webgl2', () => {
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mathRandomUnique('webgl2');
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});
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(GPU.isHeadlessGLSupported ? test : skip)('unique every time headlessgl', () => {
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mathRandomUnique('headlessgl');
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});
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describe('never above 1');
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function mathRandomNeverAboveOne(mode) {
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const gpu = new GPU({ mode });
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const checkCount = 20;
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const checkSource = [];
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for (let i = 0; i < checkCount; i++) {
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checkSource.push(`const check${ i } = Math.random();`);
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}
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for (let i = 0; i < checkCount; i++) {
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for (let j = 0; j < checkCount; j++) {
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if (i === j) continue;
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checkSource.push(`if (check${i} >= 1) return 1;`);
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}
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}
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const kernel = gpu.createKernel(`function() {
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${checkSource.join('\n')}
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return 0;
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}`, { output: [1] });
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const result = kernel();
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assert.ok(result.every(value => value === 0));
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}
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test('never above 1 every time auto', () => {
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mathRandomNeverAboveOne();
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});
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test('never above 1 every time gpu', () => {
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mathRandomNeverAboveOne('gpu');
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});
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(GPU.isWebGLSupported ? test : skip)('never above 1 every time webgl', () => {
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mathRandomNeverAboveOne('webgl');
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});
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(GPU.isWebGL2Supported ? test : skip)('never above 1 every time webgl2', () => {
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mathRandomNeverAboveOne('webgl2');
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});
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(GPU.isHeadlessGLSupported ? test : skip)('never above 1 every time headlessgl', () => {
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mathRandomNeverAboveOne('headlessgl');
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});
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test('never above 1 every time cpu', () => {
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mathRandomNeverAboveOne('cpu');
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});
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