// SPDX-License-Identifier: GPL-3.0-or-later
export class Pow {
+
+ /**
+ * 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 = this.SEND_THRESHOLD): Promise<string> {
return new Promise<string>(resolve => {
- this.calculate(hash, threshold, resolve)
+ this.#calculate(hash, resolve, threshold)
})
}
* Author: numtel <ben@latenightsketches.com>
* License: MIT
*/
+ // Vertext Shader
+ static vsSource = `#version 300 es
+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
+precision highp float;
+precision highp int;
+
+in vec2 uv_pos;
+out vec4 fragColor;
+
+// 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
+uniform uvec4 u_work0;
+// Last 4 bytes remain as generated externally
+uniform uvec4 u_work1;
+// Precalculated block hash components
+uniform uint blockHash[8];
+// Threshold is 0xfffffff8 for send/change blocks and 0xfffffe for all else
+uniform uint threshold;
+// Defines canvas size
+uniform float workload;
+
+// 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;
+ 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
+ m[2] = blockHash[0];
+ m[3] = blockHash[1];
+ m[4] = blockHash[2];
+ m[5] = blockHash[3];
+ m[6] = blockHash[4];
+ m[7] = blockHash[5];
+ m[8] = blockHash[6];
+ m[9] = blockHash[7];
+
+ // 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]);
+ }
+
+ // Threshold test, first 4 bytes not significant,
+ // only calculate digest of the second 4 bytes
+ if((BLAKE2B_IV32_1 ^ v[1] ^ v[17]) > threshold) {
+ // Success found, return pixel data so work value can be constructed
+ 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
+ );
+ }
+}`
static SEND_THRESHOLD = 0xFFFFFFF8
/** Used to set canvas size. Must be a multiple of 256. */
- static WORKLOAD: number = 256 * 4
- static gl = new OffscreenCanvas(this.WORKLOAD, this.WORKLOAD).getContext('webgl2') as WebGL2RenderingContext
- static program = this.gl.createProgram()
+ static WORKLOAD: number = 256 * Math.max(1, Math.floor(navigator.hardwareConcurrency / 2))
static work0 = new Uint8Array(4)
static work1 = new Uint8Array(4)
static SIGMA82: number[] = [
this.B2B_G_params.push(this.SIGMA82[i * 16 + 15])
}
}
- // Vertext Shader
- static vsSource = `#version 300 es
- 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
- precision highp float;
- precision highp int;
-
- in vec2 uv_pos;
- out vec4 fragColor;
-
- // 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
- uniform uvec4 u_work0;
- // Last 4 bytes remain as generated externally
- uniform uvec4 u_work1;
- // Precalculated block hash components
- uniform uint blockHash[8];
- // Threshold is 0xfffffff8 for send/change blocks and 0xfffffe for all else
- uniform uint threshold;
-
- // 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;
- uint uv_x = uint(uv_pos.x * ${this.WORKLOAD - 1}.);
- uint uv_y = uint(uv_pos.y * ${this.WORKLOAD - 1}.);
- 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
- m[2] = blockHash[0];
- m[3] = blockHash[1];
- m[4] = blockHash[2];
- m[5] = blockHash[3];
- m[6] = blockHash[4];
- m[7] = blockHash[5];
- m[8] = blockHash[6];
- m[9] = blockHash[7];
-
- // 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]);
- }
-
- // Threshold test, first 4 bytes not significant,
- // only calculate digest of the second 4 bytes
- if((BLAKE2B_IV32_1 ^ v[1] ^ v[17]) > threshold) {
- // Success found, return pixel data so work value can be constructed
- 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
- );
- }
- }`
static hexify (arr: number[] | Uint8Array): string {
}
/*
- for (i = 0; i<12; i++) {
- B2B_G(0, 8, 16, 24, SIGMA82[i * 16 + 0], SIGMA82[i * 16 + 1]);
- ->
- B2B_G(0, 8, 16, 24, SIGMA82[i * 16 + 0], SIGMA82[i * 16 + 1]);
+ for (i = 0; i<12; i++) {
+ B2B_G(0, 8, 16, 24, SIGMA82[i * 16 + 0], SIGMA82[i * 16 + 1]);
+ ->
+ B2B_G(0, 8, 16, 24, SIGMA82[i * 16 + 0], SIGMA82[i * 16 + 1]);
*/
+ static gl: WebGL2RenderingContext | null
+ static program: WebGLProgram | null
+ static work0Location: WebGLUniformLocation | null
+ static work1Location: WebGLUniformLocation | null
+ static blockHashLocation: WebGLUniformLocation | null
+ static thresholdLocation: WebGLUniformLocation | null
+ static workloadLocation: WebGLUniformLocation | null
+ static vertexShader: WebGLShader | null
+ static fragmentShader: WebGLShader | null
+ static positionBuffer: WebGLBuffer | null
+ static uvBuffer: WebGLBuffer | null
+ // 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 {
-
- const vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER)
- if (vertexShader == null)
- throw 'error creating vertex shader'
- this.gl.shaderSource(vertexShader, this.vsSource)
- this.gl.compileShader(vertexShader)
-
- if (!this.gl.getShaderParameter(vertexShader, this.gl.COMPILE_STATUS))
- throw this.gl.getShaderInfoLog(vertexShader)
-
- const fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER)
- if (fragmentShader == null)
- throw 'error creating fragment shader'
- this.gl.shaderSource(fragmentShader, this.fsSource)
- this.gl.compileShader(fragmentShader)
-
- if (!this.gl.getShaderParameter(fragmentShader, this.gl.COMPILE_STATUS))
- throw this.gl.getShaderInfoLog(fragmentShader)
-
- this.gl.attachShader(this.program, vertexShader)
- this.gl.attachShader(this.program, fragmentShader)
+ this.gl = new OffscreenCanvas(this.WORKLOAD, this.WORKLOAD).getContext('webgl2')
+ if (this.gl == null) throw new Error('WebGL 2 is required')
+
+ 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 this.gl.getProgramInfoLog(this.program)
-
- this.gl.useProgram(this.program)
+ 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)
- // Vertex Positions, 2 triangles
- const positions = new Float32Array([
- -1, -1, 0, -1, 1, 0, 1, 1, 0,
- 1, -1, 0, 1, 1, 0, -1, -1, 0
- ])
- const positionBuffer = this.gl.createBuffer()
- this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer)
- this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW)
+ 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)
- // Texture Positions
- const uvPosArray = new Float32Array([
- 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1
- ])
const uvBuffer = this.gl.createBuffer()
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, uvBuffer)
- this.gl.bufferData(this.gl.ARRAY_BUFFER, uvPosArray, this.gl.STATIC_DRAW)
+ 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)
- }
- static work0Location = this.gl.getUniformLocation(this.program, 'u_work0')
- static work1Location = this.gl.getUniformLocation(this.program, 'u_work1')
- static blockHashLocation = this.gl.getUniformLocation(this.program, "blockHash")
- static thresholdLocation = this.gl.getUniformLocation(this.program, "threshold")
+ this.work0Location = this.gl.getUniformLocation(this.program, 'u_work0')
+ this.work1Location = this.gl.getUniformLocation(this.program, 'u_work1')
+ this.blockHashLocation = this.gl.getUniformLocation(this.program, "blockHash")
+ this.thresholdLocation = this.gl.getUniformLocation(this.program, "threshold")
+ this.workloadLocation = this.gl.getUniformLocation(this.program, "workload")
+ }
- /**
- * self.NanoWebglPow (hashHex, threshold, callback)
- * @param {string} hashHex - Previous Block Hash as Hex String
- * @param {string} threshold - Optional difficulty threshold(default=0xFFFFFFF8 since v21)
- * @param {function} callback - Called when work value found
- * Receives single string argument, work value as hex
- */
- static calculate (hashHex: string, threshold: number = this.SEND_THRESHOLD, callback: (nonce: string | PromiseLike<string>) => any): void {
- if (typeof threshold !== 'number') throw new TypeError(`invalid_threshold ${threshold}`)
- if (!/^[A-F-a-f0-9]{64}$/.test(hashHex)) throw new Error(`invalid_hash ${hashHex}`)
- if (this.gl == null) throw new Error('webgl2_required')
+ static #calculate (hashHex: string, callback: (nonce: string | PromiseLike<string>) => any, threshold: number = this.SEND_THRESHOLD): void {
+ if (typeof threshold !== 'number') throw new TypeError(`Invalid threshold ${threshold}`)
+ if (this.gl == null) throw new Error('WebGL 2 is required')
this.gl.clearColor(0, 0, 0, 1)
const hashBytes: Uint32Array = this.processHash(hashHex)
Pow.gl.uniform4uiv(Pow.work1Location, this.work1)
Pow.gl.uniform1uiv(Pow.blockHashLocation, hashBytes)
Pow.gl.uniform1ui(Pow.thresholdLocation, threshold)
+ Pow.gl.uniform1f(Pow.workloadLocation, this.WORKLOAD - 1)
- this.gl.clear(this.gl.COLOR_BUFFER_BIT)
- this.gl.drawArrays(this.gl.TRIANGLES, 0, 6)
- const pixels = new Uint8Array(this.gl.drawingBufferWidth * this.gl.drawingBufferHeight * 4)
- this.gl.readPixels(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pixels)
+ Pow.gl.clear(Pow.gl.COLOR_BUFFER_BIT)
+ Pow.gl.drawArrays(Pow.gl.TRIANGLES, 0, 6)
+ const pixels = new Uint8Array(Pow.gl.drawingBufferWidth * Pow.gl.drawingBufferHeight * 4)
+ Pow.gl.readPixels(0, 0, Pow.gl.drawingBufferWidth, Pow.gl.drawingBufferHeight, Pow.gl.RGBA, Pow.gl.UNSIGNED_BYTE, pixels)
// Check the pixels for any success
for (let i = 0; i < pixels.length; i += 4) {
if (pixels[i] !== 0) {