--- /dev/null
+// SPDX-FileCopyrightText: 2024 Chris Duncan <chris@zoso.dev>
+// SPDX-License-Identifier: GPL-3.0-or-later
+// Based on nano-webgl-pow by Ben Green (numtel) <ben@latenightsketches.com>
+// https://github.com/numtel/nano-webgl-pow
+import { WorkerInterface } from '../pool.js'
+
+export class Pow extends WorkerInterface {
+ static {
+ Pow.listen()
+ }
+ /**
+ * Calculates proof-of-work as described by the Nano cryptocurrency protocol.
+ *
+ * @param {any[]} data - Array of hashes and minimum thresholds
+ * @returns Promise for proof-of-work attached to original array objects
+ */
+ static async work (data: any[]): Promise<any[]> {
+ return new Promise(async (resolve, reject): Promise<void> => {
+ for (const d of data) {
+ try {
+ d.work = await this.find(d.hash, d.threshold)
+ } catch (err) {
+ reject(err)
+ }
+ }
+ resolve(data)
+ })
+ }
+
+ /**
+ * Finds a nonce that satisfies the Nano proof-of-work requirements.
+ *
+ * @param {string} hashHex - Hexadecimal hash of previous block, or public key for new accounts
+ * @param {number} [threshold=0xfffffff8] - Difficulty of proof-of-work calculation
+ */
+ static async find (hash: string, threshold: number = 0xfffffff8): Promise<string> {
+ return new Promise<string>(resolve => {
+ this.#calculate(hash, resolve, threshold)
+ })
+ }
+
+ // Vertex Shader
+ static #vsSource = `#version 300 es
+#pragma vscode_glsllint_stage: vert
+precision highp float;
+layout (location=0) in vec4 position;
+layout (location=1) in vec2 uv;
+
+out vec2 uv_pos;
+
+void main() {
+ uv_pos = uv;
+ gl_Position = position;
+}`
+
+ // Fragment shader
+ static #fsSource = `#version 300 es
+#pragma vscode_glsllint_stage: frag
+precision highp float;
+precision highp int;
+
+in vec2 uv_pos;
+out vec4 fragColor;
+
+// blockhash - array of precalculated block hash components
+// threshold - 0xfffffff8 for send/change blocks, 0xfffffe00 for all else
+// workload - Defines canvas size
+layout(std140) uniform UBO {
+ uint blockhash[8];
+ uint threshold;
+ float workload;
+};
+
+// Random work values
+// First 2 bytes will be overwritten by texture pixel position
+// Second 2 bytes will be modified if the canvas size is greater than 256x256
+// Last 4 bytes remain as generated externally
+layout(std140) uniform WORK {
+ uvec4 work[2];
+};
+
+// Defined separately from uint v[32] below as the original value is required
+// to calculate the second uint32 of the digest for threshold comparison
+#define BLAKE2B_IV32_1 0x6A09E667u
+
+// Both buffers represent 16 uint64s as 32 uint32s
+// because that's what GLSL offers, just like Javascript
+
+// Compression buffer, intialized to 2 instances of the initialization vector
+// The following values have been modified from the BLAKE2B_IV:
+// OUTLEN is constant 8 bytes
+// v[0] ^= 0x01010000u ^ uint(OUTLEN);
+// INLEN is constant 40 bytes: work value (8) + block hash (32)
+// v[24] ^= uint(INLEN);
+// It's always the "last" compression at this INLEN
+// v[28] = ~v[28];
+// v[29] = ~v[29];
+uint v[32] = uint[32](
+ 0xF2BDC900u, 0x6A09E667u, 0x84CAA73Bu, 0xBB67AE85u,
+ 0xFE94F82Bu, 0x3C6EF372u, 0x5F1D36F1u, 0xA54FF53Au,
+ 0xADE682D1u, 0x510E527Fu, 0x2B3E6C1Fu, 0x9B05688Cu,
+ 0xFB41BD6Bu, 0x1F83D9ABu, 0x137E2179u, 0x5BE0CD19u,
+ 0xF3BCC908u, 0x6A09E667u, 0x84CAA73Bu, 0xBB67AE85u,
+ 0xFE94F82Bu, 0x3C6EF372u, 0x5F1D36F1u, 0xA54FF53Au,
+ 0xADE682F9u, 0x510E527Fu, 0x2B3E6C1Fu, 0x9B05688Cu,
+ 0x04BE4294u, 0xE07C2654u, 0x137E2179u, 0x5BE0CD19u
+);
+// Input data buffer
+uint m[32];
+
+// These are offsets into the input data buffer for each mixing step.
+// They are multiplied by 2 from the original SIGMA values in
+// the C reference implementation, which refered to uint64s.
+const int SIGMA82[192] = int[192](
+ 0,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,
+ 28,20,8,16,18,30,26,12,2,24,0,4,22,14,10,6,
+ 22,16,24,0,10,4,30,26,20,28,6,12,14,2,18,8,
+ 14,18,6,2,26,24,22,28,4,12,10,20,8,0,30,16,
+ 18,0,10,14,4,8,20,30,28,2,22,24,12,16,6,26,
+ 4,24,12,20,0,22,16,6,8,26,14,10,30,28,2,18,
+ 24,10,2,30,28,26,8,20,0,14,12,6,18,4,16,22,
+ 26,22,14,28,24,2,6,18,10,0,30,8,16,12,4,20,
+ 12,30,28,18,22,6,0,16,24,4,26,14,2,8,20,10,
+ 20,4,16,8,14,12,2,10,30,22,18,28,6,24,26,0,
+ 0,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,
+ 28,20,8,16,18,30,26,12,2,24,0,4,22,14,10,6
+);
+
+// 64-bit unsigned addition within the compression buffer
+// Sets v[a,a+1] += b
+// b0 is the low 32 bits of b, b1 represents the high 32 bits
+void add_uint64 (int a, uint b0, uint b1) {
+ uint o0 = v[a] + b0;
+ uint o1 = v[a + 1] + b1;
+ if (v[a] > 0xFFFFFFFFu - b0) { // did low 32 bits overflow?
+ o1++;
+ }
+ v[a] = o0;
+ v[a + 1] = o1;
+}
+
+// G Mixing function
+void B2B_G (int a, int b, int c, int d, int ix, int iy) {
+ add_uint64(a, v[b], v[b+1]);
+ add_uint64(a, m[ix], m[ix + 1]);
+
+ // v[d,d+1] = (v[d,d+1] xor v[a,a+1]) rotated to the right by 32 bits
+ uint xor0 = v[d] ^ v[a];
+ uint xor1 = v[d + 1] ^ v[a + 1];
+ v[d] = xor1;
+ v[d + 1] = xor0;
+
+ add_uint64(c, v[d], v[d+1]);
+
+ // v[b,b+1] = (v[b,b+1] xor v[c,c+1]) rotated right by 24 bits
+ xor0 = v[b] ^ v[c];
+ xor1 = v[b + 1] ^ v[c + 1];
+ v[b] = (xor0 >> 24) ^ (xor1 << 8);
+ v[b + 1] = (xor1 >> 24) ^ (xor0 << 8);
+
+ add_uint64(a, v[b], v[b+1]);
+ add_uint64(a, m[iy], m[iy + 1]);
+
+ // v[d,d+1] = (v[d,d+1] xor v[a,a+1]) rotated right by 16 bits
+ xor0 = v[d] ^ v[a];
+ xor1 = v[d + 1] ^ v[a + 1];
+ v[d] = (xor0 >> 16) ^ (xor1 << 16);
+ v[d + 1] = (xor1 >> 16) ^ (xor0 << 16);
+
+ add_uint64(c, v[d], v[d+1]);
+
+ // v[b,b+1] = (v[b,b+1] xor v[c,c+1]) rotated right by 63 bits
+ xor0 = v[b] ^ v[c];
+ xor1 = v[b + 1] ^ v[c + 1];
+ v[b] = (xor1 >> 31) ^ (xor0 << 1);
+ v[b + 1] = (xor0 >> 31) ^ (xor1 << 1);
+}
+
+void main() {
+ int i;
+ uvec4 u_work0 = work[0];
+ uvec4 u_work1 = work[1];
+ uint uv_x = uint(uv_pos.x * workload);
+ uint uv_y = uint(uv_pos.y * workload);
+ uint x_pos = uv_x % 256u;
+ uint y_pos = uv_y % 256u;
+ uint x_index = (uv_x - x_pos) / 256u;
+ uint y_index = (uv_y - y_pos) / 256u;
+
+ // First 2 work bytes are the x,y pos within the 256x256 area, the next
+ // two bytes are modified from the random generated value, XOR'd with
+ // the x,y area index of where this pixel is located
+ m[0] = (x_pos ^ (y_pos << 8) ^ ((u_work0.b ^ x_index) << 16) ^ ((u_work0.a ^ y_index) << 24));
+
+ // Remaining bytes are un-modified from the random generated value
+ m[1] = (u_work1.r ^ (u_work1.g << 8) ^ (u_work1.b << 16) ^ (u_work1.a << 24));
+
+ // Block hash
+ for (i=0;i<8;i++) {
+ m[i+2] = blockhash[i];
+ }
+
+ // twelve rounds of mixing
+ for(i=0;i<12;i++) {
+ B2B_G(0, 8, 16, 24, SIGMA82[i * 16 + 0], SIGMA82[i * 16 + 1]);
+ B2B_G(2, 10, 18, 26, SIGMA82[i * 16 + 2], SIGMA82[i * 16 + 3]);
+ B2B_G(4, 12, 20, 28, SIGMA82[i * 16 + 4], SIGMA82[i * 16 + 5]);
+ B2B_G(6, 14, 22, 30, SIGMA82[i * 16 + 6], SIGMA82[i * 16 + 7]);
+ B2B_G(0, 10, 20, 30, SIGMA82[i * 16 + 8], SIGMA82[i * 16 + 9]);
+ B2B_G(2, 12, 22, 24, SIGMA82[i * 16 + 10], SIGMA82[i * 16 + 11]);
+ B2B_G(4, 14, 16, 26, SIGMA82[i * 16 + 12], SIGMA82[i * 16 + 13]);
+ B2B_G(6, 8, 18, 28, SIGMA82[i * 16 + 14], SIGMA82[i * 16 + 15]);
+ }
+
+ // Pixel data is multipled by threshold test result (0 or 1)
+ // First 4 bytes insignificant, only calculate digest of second 4 bytes
+ if ((BLAKE2B_IV32_1 ^ v[1] ^ v[17]) > threshold) {
+ fragColor = vec4(
+ float(x_index + 1u)/255., // +1 to distinguish from 0 (unsuccessful) pixels
+ float(y_index + 1u)/255., // Same as previous
+ float(x_pos)/255., // Return the 2 custom bytes used in work value
+ float(y_pos)/255. // Second custom byte
+ );
+ } else {
+ discard;
+ }
+}`
+
+ /** Used to set canvas size. Must be a multiple of 256. */
+ static #WORKLOAD: number = 256 * Math.max(1, Math.floor(navigator.hardwareConcurrency))
+
+ static #hexify (arr: number[] | Uint8Array): string {
+ let out = ''
+ for (let i = arr.length - 1; i >= 0; i--) {
+ out += arr[i].toString(16).padStart(2, '0')
+ }
+ return out
+ }
+
+ static #gl: WebGL2RenderingContext | null
+ static #program: WebGLProgram | null
+ static #vertexShader: WebGLShader | null
+ static #fragmentShader: WebGLShader | null
+ static #positionBuffer: WebGLBuffer | null
+ static #uvBuffer: WebGLBuffer | null
+ static #uboBuffer: WebGLBuffer | null
+ static #workBuffer: WebGLBuffer | null
+ static #query: WebGLQuery | null
+ static #pixels: Uint8Array
+ // Vertex Positions, 2 triangles
+ static #positions = new Float32Array([
+ -1, -1, 0, -1, 1, 0, 1, 1, 0,
+ 1, -1, 0, 1, 1, 0, -1, -1, 0
+ ])
+ // Texture Positions
+ static #uvPosArray = new Float32Array([
+ 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1
+ ])
+
+ // Compile
+ static {
+ this.#gl = new OffscreenCanvas(this.#WORKLOAD, this.#WORKLOAD).getContext('webgl2')
+ if (this.#gl == null) throw new Error('WebGL 2 is required')
+ this.#gl.clearColor(0, 0, 0, 1)
+
+ this.#program = this.#gl.createProgram()
+ if (this.#program == null) throw new Error('Failed to create shader program')
+
+ this.#vertexShader = this.#gl.createShader(this.#gl.VERTEX_SHADER)
+ if (this.#vertexShader == null) throw new Error('Failed to create vertex shader')
+ this.#gl.shaderSource(this.#vertexShader, this.#vsSource)
+ this.#gl.compileShader(this.#vertexShader)
+ if (!this.#gl.getShaderParameter(this.#vertexShader, this.#gl.COMPILE_STATUS))
+ throw new Error(this.#gl.getShaderInfoLog(this.#vertexShader) ?? `Failed to compile vertex shader`)
+
+ this.#fragmentShader = this.#gl.createShader(this.#gl.FRAGMENT_SHADER)
+ if (this.#fragmentShader == null) throw new Error('Failed to create fragment shader')
+ this.#gl.shaderSource(this.#fragmentShader, this.#fsSource)
+ this.#gl.compileShader(this.#fragmentShader)
+ if (!this.#gl.getShaderParameter(this.#fragmentShader, this.#gl.COMPILE_STATUS))
+ throw new Error(this.#gl.getShaderInfoLog(this.#fragmentShader) ?? `Failed to compile fragment shader`)
+
+ this.#gl.attachShader(this.#program, this.#vertexShader)
+ this.#gl.attachShader(this.#program, this.#fragmentShader)
+ this.#gl.linkProgram(this.#program)
+ if (!this.#gl.getProgramParameter(this.#program, this.#gl.LINK_STATUS))
+ throw new Error(this.#gl.getProgramInfoLog(this.#program) ?? `Failed to link program`)
+
+ // Construct simple 2D geometry
+ this.#gl.useProgram(this.#program)
+ const triangleArray = this.#gl.createVertexArray()
+ this.#gl.bindVertexArray(triangleArray)
+
+ this.#positionBuffer = this.#gl.createBuffer()
+ this.#gl.bindBuffer(this.#gl.ARRAY_BUFFER, this.#positionBuffer)
+ this.#gl.bufferData(this.#gl.ARRAY_BUFFER, this.#positions, this.#gl.STATIC_DRAW)
+ this.#gl.vertexAttribPointer(0, 3, this.#gl.FLOAT, false, 0, 0)
+ this.#gl.enableVertexAttribArray(0)
+
+ this.#uvBuffer = this.#gl.createBuffer()
+ this.#gl.bindBuffer(this.#gl.ARRAY_BUFFER, this.#uvBuffer)
+ this.#gl.bufferData(this.#gl.ARRAY_BUFFER, this.#uvPosArray, this.#gl.STATIC_DRAW)
+ this.#gl.vertexAttribPointer(1, 2, this.#gl.FLOAT, false, 0, 0)
+ this.#gl.enableVertexAttribArray(1)
+
+ this.#uboBuffer = this.#gl.createBuffer()
+ this.#gl.bindBuffer(this.#gl.UNIFORM_BUFFER, this.#uboBuffer)
+ this.#gl.bufferData(this.#gl.UNIFORM_BUFFER, 144, this.#gl.DYNAMIC_DRAW)
+ this.#gl.bindBuffer(this.#gl.UNIFORM_BUFFER, null)
+ this.#gl.bindBufferBase(this.#gl.UNIFORM_BUFFER, 0, this.#uboBuffer)
+ this.#gl.uniformBlockBinding(this.#program, this.#gl.getUniformBlockIndex(this.#program, 'UBO'), 0)
+
+ this.#workBuffer = this.#gl.createBuffer()
+ this.#gl.bindBuffer(this.#gl.UNIFORM_BUFFER, this.#workBuffer)
+ this.#gl.bufferData(this.#gl.UNIFORM_BUFFER, 32, this.#gl.STREAM_DRAW)
+ this.#gl.bindBuffer(this.#gl.UNIFORM_BUFFER, null)
+ this.#gl.bindBufferBase(this.#gl.UNIFORM_BUFFER, 1, this.#workBuffer)
+ this.#gl.uniformBlockBinding(this.#program, this.#gl.getUniformBlockIndex(this.#program, 'WORK'), 1)
+
+ this.#pixels = new Uint8Array(this.#gl.drawingBufferWidth * this.#gl.drawingBufferHeight * 4)
+ this.#query = this.#gl.createQuery()
+ }
+
+ static #calculate (hashHex: string, callback: (nonce: string | PromiseLike<string>) => any, threshold: number): void {
+ if (Pow.#gl == null) throw new Error('WebGL 2 is required')
+ if (!/^[A-F-a-f0-9]{64}$/.test(hashHex)) throw new Error(`invalid_hash ${hashHex}`)
+ if (typeof threshold !== 'number') throw new TypeError(`Invalid threshold ${threshold}`)
+ if (this.#gl == null) throw new Error('WebGL 2 is required')
+
+ // Set up uniform buffer object
+ const uboView = new DataView(new ArrayBuffer(144))
+ for (let i = 0; i < 64; i += 8) {
+ const uint32 = hashHex.slice(i, i + 8)
+ uboView.setUint32(i * 2, parseInt(uint32, 16))
+ }
+ uboView.setUint32(128, threshold, true)
+ uboView.setFloat32(132, Pow.#WORKLOAD - 1, true)
+ Pow.#gl.bindBuffer(Pow.#gl.UNIFORM_BUFFER, Pow.#uboBuffer)
+ Pow.#gl.bufferSubData(Pow.#gl.UNIFORM_BUFFER, 0, uboView)
+ Pow.#gl.bindBuffer(Pow.#gl.UNIFORM_BUFFER, null)
+
+ // Draw output until success or progressCallback says to stop
+ const work = new Uint8Array(8)
+ const draw = (): void => {
+ if (Pow.#gl == null) throw new Error('WebGL 2 is required')
+ if (Pow.#query == null) throw new Error('WebGL 2 is required to run queries')
+ Pow.#gl.clear(Pow.#gl.COLOR_BUFFER_BIT)
+
+ // Upload work buffer
+ crypto.getRandomValues(work)
+ Pow.#gl.bindBuffer(Pow.#gl.UNIFORM_BUFFER, Pow.#workBuffer)
+ Pow.#gl.bufferSubData(Pow.#gl.UNIFORM_BUFFER, 0, Uint32Array.from(work))
+ Pow.#gl.bindBuffer(Pow.#gl.UNIFORM_BUFFER, null)
+
+ Pow.#gl.beginQuery(Pow.#gl.ANY_SAMPLES_PASSED_CONSERVATIVE, Pow.#query)
+ Pow.#gl.drawArrays(Pow.#gl.TRIANGLES, 0, 6)
+ Pow.#gl.endQuery(Pow.#gl.ANY_SAMPLES_PASSED_CONSERVATIVE)
+
+ requestAnimationFrame(checkQueryResult)
+ }
+
+ function checkQueryResult () {
+ if (Pow.#gl == null) throw new Error('WebGL 2 is required to check query results')
+ if (Pow.#query == null) throw new Error('Query not found')
+ if (Pow.#gl.getQueryParameter(Pow.#query, Pow.#gl.QUERY_RESULT_AVAILABLE)) {
+ const anySamplesPassed = Pow.#gl.getQueryParameter(Pow.#query, Pow.#gl.QUERY_RESULT)
+ if (anySamplesPassed) {
+ // A valid nonce was found
+ readBackResult()
+ } else {
+ // No valid nonce found, start the next draw call
+ requestAnimationFrame(draw)
+ }
+ } else {
+ // Query result not yet available, check again in the next frame
+ requestAnimationFrame(checkQueryResult)
+ }
+ }
+ function readBackResult () {
+ if (Pow.#gl == null) throw new Error('WebGL 2 is required to check read results')
+ Pow.#gl.readPixels(0, 0, Pow.#gl.drawingBufferWidth, Pow.#gl.drawingBufferHeight, Pow.#gl.RGBA, Pow.#gl.UNSIGNED_BYTE, Pow.#pixels)
+ // Check the pixels for any success
+ for (let i = 0; i < Pow.#pixels.length; i += 4) {
+ if (Pow.#pixels[i] !== 0) {
+ const hex = Pow.#hexify(work.subarray(4, 8)) + Pow.#hexify([
+ Pow.#pixels[i + 2],
+ Pow.#pixels[i + 3],
+ work[2] ^ (Pow.#pixels[i] - 1),
+ work[3] ^ (Pow.#pixels[i + 1] - 1)
+ ])
+ // Return the work value with the custom bits
+ typeof callback === 'function' && callback(hex)
+ return
+ }
+ }
+ }
+ draw()
+ }
+}
+
+export default `
+ const WorkerInterface = ${WorkerInterface}
+ const Pow = ${Pow}
+`