pgo: el control que faltaba — el arranque eran 16 s y diluía todos los porcentajes
El banco medía el ciclo COMPLETO del proceso (arrancar → renderizar → capturar → salir) y nunca se midió cuánto de eso era arranque. Con una página vacía como control, y las 4 cargas × 2 variantes en UNA sola sesión intercalada (restar entre corridas de días distintos no vale: la misma variante deriva ~1%): maquetación trabajo 7281 → 4744 ms -34,8% (publicado: -10,9%) carga ajena trabajo 4550 → 4634 ms +1,8% = cero, y es buena señal SunSpider trabajo -34 → -6 ms bajo el ruido Dos correcciones al documento: 1. El -10,9% es correcto para el ciclo completo pero se leía como 'firefox 11% más rápido'. Sobre el trabajo de la página el PGO rinde -34,8%: tres veces más. El error subestimaba el propio resultado. 2. La explicación que di del SunSpider era aire. Su trabajo mide -34 ms, NEGATIVO: la página con el benchmark tardó menos que la vacía. No había nada que medir, y yo le colgué encima una teoría sobre el JIT. La teoría puede ser cierta; esta medición nunca la probó. Las tablas viejas se dejan sin retocar, con un aviso arriba: el error de método enseña más que el número corregido. Todo el rigor estadístico estaba puesto sobre una cantidad que no era la que yo creía medir, y ninguna repetición lo habría revelado — sólo un control, que costó siete corridas de una página vacía. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014QPJteswQvP1L7zSBrQQe2
This commit is contained in:
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@@ -0,0 +1,45 @@
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#!/bin/bash
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# Banco DEFINITIVO: las cuatro cargas y las dos variantes en UNA SOLA sesión intercalada, para que
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# la resta «total − arranque» sea válida. Las restas entre corridas de días distintos no lo son:
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# el arranque medido hoy no es necesariamente el de ayer.
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# vacia → ARRANQUE PURO. Sin este control todos los porcentajes están diluidos por
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# una constante que resultó ser ~16 s, o sea la mayor parte de la medición.
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# fuera-del-corpus → DOM/layout: parentesco con lo que entrena el corpus
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# del-corpus → SunSpider 3d-raytrace: JIT-bound
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# ajena → imágenes, canvas, JSON, DOM por API: SIN parentesco
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set -u
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RAIZ=/mnt/vvv/hammer; R=$RAIZ/store/.rootfs/sway-v2
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AQUI=$(cd "$(dirname "$0")" && pwd) # las 4 páginas viven junto a este script
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SAL=$(mktemp -d)
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A=$(ls -d $RAIZ/store/8116bdec*-firefox|head -1); B=$(ls -d $RAIZ/store/3d199174*-firefox|head -1)
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N=${N:-7}
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corre(){ local ini fin
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ini=$(date +%s%N)
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timeout 300 bwrap --ro-bind "$R" / --ro-bind /usr/lib/musl/lib/libc.so /lib/ld-musl-x86_64.so.1 \
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--ro-bind "$1/usr/lib/firefox" /usr/lib/firefox --dev /dev --proc /proc --tmpfs /run --tmpfs /tmp \
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--unshare-pid --ro-bind "$AQUI" /bench --bind "$SAL" /salida --unshare-user --uid 0 --gid 0 \
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--setenv PATH /usr/bin:/bin \
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/bin/sh -c 'export HOME=/tmp/h MOZ_HEADLESS=1 MOZ_DISABLE_CONTENT_SANDBOX=1 LIBGL_ALWAYS_SOFTWARE=1 LANG=C.UTF-8; mkdir -p $HOME
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LD_LIBRARY_PATH=/usr/lib/firefox /usr/lib/firefox/firefox --headless --screenshot /salida/b.png file:///bench/'"$2" \
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>/dev/null 2>&1
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fin=$(date +%s%N); echo $(( (fin-ini)/1000000 )); }
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med(){ printf '%s\n' "$@"|sort -n|awk '{v[NR]=$1}END{print (NR%2)?v[(NR+1)/2]:int((v[NR/2]+v[NR/2+1])/2)}'; }
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declare -A MA MB
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for p in vacia.html fuera-del-corpus.html del-corpus.html ajena.html; do
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corre "$A" "$p" >/dev/null; corre "$B" "$p" >/dev/null
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sa=(); sb=()
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for i in $(seq 1 $N); do sa+=( "$(corre "$A" "$p")" ); sb+=( "$(corre "$B" "$p")" ); done
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MA[$p]=$(med "${sa[@]}"); MB[$p]=$(med "${sb[@]}")
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echo "== $p"; echo " sin: ${sa[*]}"; echo " pgo: ${sb[*]}"
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echo " medianas sin=${MA[$p]} pgo=${MB[$p]} ($(awk -v a=${MA[$p]} -v b=${MB[$p]} 'BEGIN{printf "%+.1f%%",(b-a)*100.0/a}'))"
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done
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echo ""
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echo "== TRABAJO REAL (total − arranque), que es lo comparable entre cargas"
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ba=${MA[vacia.html]}; bb=${MB[vacia.html]}
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printf " %-22s %-22s %s\n" "carga" "trabajo sin / con pgo" "mejora del trabajo"
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for p in fuera-del-corpus.html del-corpus.html ajena.html; do
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awk -v p="$p" -v a=${MA[$p]} -v b=${MB[$p]} -v ba=$ba -v bb=$bb 'BEGIN{
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ta=a-ba; tb=b-bb;
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if (ta<=50) printf " %-22s %-22s %s\n", p, ta" / "tb" ms", "(trabajo ~0: bajo el ruido)";
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else printf " %-22s %-22s %+.1f%%\n", p, ta" / "tb" ms", (tb-ta)*100.0/ta }'
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done
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@@ -0,0 +1,490 @@
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<!DOCTYPE html>
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<head>
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<!--
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Copyright (C) 2007 Apple Inc. All rights reserved.
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|
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Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
|
||||
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-->
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<title>SunSpider 3d-raytrace</title>
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</head>
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<body>
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<h3>3d-raytrace</h3>
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<div id="console">
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||||
</div>
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||||
<script>
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||||
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var _sunSpiderStartDate = new Date();
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||||
|
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/*
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* Copyright (C) 2007 Apple Inc. All rights reserved.
|
||||
*
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||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions
|
||||
* are met:
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*/
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||||
|
||||
function createVector(x,y,z) {
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||||
return new Array(x,y,z);
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||||
}
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||||
|
||||
function sqrLengthVector(self) {
|
||||
return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
|
||||
}
|
||||
|
||||
function lengthVector(self) {
|
||||
return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
|
||||
}
|
||||
|
||||
function addVector(self, v) {
|
||||
self[0] += v[0];
|
||||
self[1] += v[1];
|
||||
self[2] += v[2];
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||||
return self;
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||||
}
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||||
|
||||
function subVector(self, v) {
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||||
self[0] -= v[0];
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||||
self[1] -= v[1];
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||||
self[2] -= v[2];
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||||
return self;
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||||
}
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||||
|
||||
function scaleVector(self, scale) {
|
||||
self[0] *= scale;
|
||||
self[1] *= scale;
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||||
self[2] *= scale;
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||||
return self;
|
||||
}
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||||
|
||||
function normaliseVector(self) {
|
||||
var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
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||||
self[0] /= len;
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||||
self[1] /= len;
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||||
self[2] /= len;
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||||
return self;
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||||
}
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||||
|
||||
function add(v1, v2) {
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||||
return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
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||||
}
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||||
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function sub(v1, v2) {
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return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
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||||
}
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||||
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function scalev(v1, v2) {
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return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
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||||
}
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||||
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function dot(v1, v2) {
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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||||
}
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||||
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||||
function scale(v, scale) {
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return [v[0] * scale, v[1] * scale, v[2] * scale];
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}
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||||
|
||||
function cross(v1, v2) {
|
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return [v1[1] * v2[2] - v1[2] * v2[1],
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v1[2] * v2[0] - v1[0] * v2[2],
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v1[0] * v2[1] - v1[1] * v2[0]];
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||||
}
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function normalise(v) {
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var len = lengthVector(v);
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return [v[0] / len, v[1] / len, v[2] / len];
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}
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||||
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function transformMatrix(self, v) {
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var vals = self;
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var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
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var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
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var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
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return [x, y, z];
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}
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|
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function invertMatrix(self) {
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var temp = new Array(16);
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var tx = -self[3];
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var ty = -self[7];
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var tz = -self[11];
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for (h = 0; h < 3; h++)
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for (v = 0; v < 3; v++)
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temp[h + v * 4] = self[v + h * 4];
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for (i = 0; i < 11; i++)
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self[i] = temp[i];
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self[3] = tx * self[0] + ty * self[1] + tz * self[2];
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self[7] = tx * self[4] + ty * self[5] + tz * self[6];
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self[11] = tx * self[8] + ty * self[9] + tz * self[10];
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return self;
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||||
}
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||||
|
||||
|
||||
// Triangle intersection using barycentric coord method
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function Triangle(p1, p2, p3) {
|
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var edge1 = sub(p3, p1);
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var edge2 = sub(p2, p1);
|
||||
var normal = cross(edge1, edge2);
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if (Math.abs(normal[0]) > Math.abs(normal[1]))
|
||||
if (Math.abs(normal[0]) > Math.abs(normal[2]))
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this.axis = 0;
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else
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this.axis = 2;
|
||||
else
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||||
if (Math.abs(normal[1]) > Math.abs(normal[2]))
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this.axis = 1;
|
||||
else
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||||
this.axis = 2;
|
||||
var u = (this.axis + 1) % 3;
|
||||
var v = (this.axis + 2) % 3;
|
||||
var u1 = edge1[u];
|
||||
var v1 = edge1[v];
|
||||
|
||||
var u2 = edge2[u];
|
||||
var v2 = edge2[v];
|
||||
this.normal = normalise(normal);
|
||||
this.nu = normal[u] / normal[this.axis];
|
||||
this.nv = normal[v] / normal[this.axis];
|
||||
this.nd = dot(normal, p1) / normal[this.axis];
|
||||
var det = u1 * v2 - v1 * u2;
|
||||
this.eu = p1[u];
|
||||
this.ev = p1[v];
|
||||
this.nu1 = u1 / det;
|
||||
this.nv1 = -v1 / det;
|
||||
this.nu2 = v2 / det;
|
||||
this.nv2 = -u2 / det;
|
||||
this.material = [0.7, 0.7, 0.7];
|
||||
}
|
||||
|
||||
Triangle.prototype.intersect = function(orig, dir, near, far) {
|
||||
var u = (this.axis + 1) % 3;
|
||||
var v = (this.axis + 2) % 3;
|
||||
var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
|
||||
var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
|
||||
if (t < near || t > far)
|
||||
return null;
|
||||
var Pu = orig[u] + t * dir[u] - this.eu;
|
||||
var Pv = orig[v] + t * dir[v] - this.ev;
|
||||
var a2 = Pv * this.nu1 + Pu * this.nv1;
|
||||
if (a2 < 0)
|
||||
return null;
|
||||
var a3 = Pu * this.nu2 + Pv * this.nv2;
|
||||
if (a3 < 0)
|
||||
return null;
|
||||
|
||||
if ((a2 + a3) > 1)
|
||||
return null;
|
||||
return t;
|
||||
}
|
||||
|
||||
function Scene(a_triangles) {
|
||||
this.triangles = a_triangles;
|
||||
this.lights = [];
|
||||
this.ambient = [0,0,0];
|
||||
this.background = [0.8,0.8,1];
|
||||
}
|
||||
var zero = new Array(0,0,0);
|
||||
|
||||
Scene.prototype.intersect = function(origin, dir, near, far) {
|
||||
var closest = null;
|
||||
for (i = 0; i < this.triangles.length; i++) {
|
||||
var triangle = this.triangles[i];
|
||||
var d = triangle.intersect(origin, dir, near, far);
|
||||
if (d == null || d > far || d < near)
|
||||
continue;
|
||||
far = d;
|
||||
closest = triangle;
|
||||
}
|
||||
|
||||
if (!closest)
|
||||
return [this.background[0],this.background[1],this.background[2]];
|
||||
|
||||
var normal = closest.normal;
|
||||
var hit = add(origin, scale(dir, far));
|
||||
if (dot(dir, normal) > 0)
|
||||
normal = [-normal[0], -normal[1], -normal[2]];
|
||||
|
||||
var colour = null;
|
||||
if (closest.shader) {
|
||||
colour = closest.shader(closest, hit, dir);
|
||||
} else {
|
||||
colour = closest.material;
|
||||
}
|
||||
|
||||
// do reflection
|
||||
var reflected = null;
|
||||
if (colour.reflection > 0.001) {
|
||||
var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
|
||||
reflected = this.intersect(hit, reflection, 0.0001, 1000000);
|
||||
if (colour.reflection >= 0.999999)
|
||||
return reflected;
|
||||
}
|
||||
|
||||
var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
|
||||
for (var i = 0; i < this.lights.length; i++) {
|
||||
var light = this.lights[i];
|
||||
var toLight = sub(light, hit);
|
||||
var distance = lengthVector(toLight);
|
||||
scaleVector(toLight, 1.0/distance);
|
||||
distance -= 0.0001;
|
||||
if (this.blocked(hit, toLight, distance))
|
||||
continue;
|
||||
var nl = dot(normal, toLight);
|
||||
if (nl > 0)
|
||||
addVector(l, scale(light.colour, nl));
|
||||
}
|
||||
l = scalev(l, colour);
|
||||
if (reflected) {
|
||||
l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
|
||||
}
|
||||
return l;
|
||||
}
|
||||
|
||||
Scene.prototype.blocked = function(O, D, far) {
|
||||
var near = 0.0001;
|
||||
var closest = null;
|
||||
for (i = 0; i < this.triangles.length; i++) {
|
||||
var triangle = this.triangles[i];
|
||||
var d = triangle.intersect(O, D, near, far);
|
||||
if (d == null || d > far || d < near)
|
||||
continue;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
|
||||
// that somewhere is
|
||||
function Camera(origin, lookat, up) {
|
||||
var zaxis = normaliseVector(subVector(lookat, origin));
|
||||
var xaxis = normaliseVector(cross(up, zaxis));
|
||||
var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
|
||||
var m = new Array(16);
|
||||
m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
|
||||
m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
|
||||
m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
|
||||
invertMatrix(m);
|
||||
m[3] = 0; m[7] = 0; m[11] = 0;
|
||||
this.origin = origin;
|
||||
this.directions = new Array(4);
|
||||
this.directions[0] = normalise([-0.7, 0.7, 1]);
|
||||
this.directions[1] = normalise([ 0.7, 0.7, 1]);
|
||||
this.directions[2] = normalise([ 0.7, -0.7, 1]);
|
||||
this.directions[3] = normalise([-0.7, -0.7, 1]);
|
||||
this.directions[0] = transformMatrix(m, this.directions[0]);
|
||||
this.directions[1] = transformMatrix(m, this.directions[1]);
|
||||
this.directions[2] = transformMatrix(m, this.directions[2]);
|
||||
this.directions[3] = transformMatrix(m, this.directions[3]);
|
||||
}
|
||||
|
||||
Camera.prototype.generateRayPair = function(y) {
|
||||
rays = new Array(new Object(), new Object());
|
||||
rays[0].origin = this.origin;
|
||||
rays[1].origin = this.origin;
|
||||
rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
|
||||
rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
|
||||
return rays;
|
||||
}
|
||||
|
||||
function renderRows(camera, scene, pixels, width, height, starty, stopy) {
|
||||
for (var y = starty; y < stopy; y++) {
|
||||
var rays = camera.generateRayPair(y / height);
|
||||
for (var x = 0; x < width; x++) {
|
||||
var xp = x / width;
|
||||
var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
|
||||
var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
|
||||
var l = scene.intersect(origin, dir);
|
||||
pixels[y][x] = l;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Camera.prototype.render = function(scene, pixels, width, height) {
|
||||
var cam = this;
|
||||
var row = 0;
|
||||
renderRows(cam, scene, pixels, width, height, 0, height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
function raytraceScene()
|
||||
{
|
||||
var startDate = new Date().getTime();
|
||||
var numTriangles = 2 * 6;
|
||||
var triangles = new Array();//numTriangles);
|
||||
var tfl = createVector(-10, 10, -10);
|
||||
var tfr = createVector( 10, 10, -10);
|
||||
var tbl = createVector(-10, 10, 10);
|
||||
var tbr = createVector( 10, 10, 10);
|
||||
var bfl = createVector(-10, -10, -10);
|
||||
var bfr = createVector( 10, -10, -10);
|
||||
var bbl = createVector(-10, -10, 10);
|
||||
var bbr = createVector( 10, -10, 10);
|
||||
|
||||
// cube!!!
|
||||
// front
|
||||
var i = 0;
|
||||
|
||||
triangles[i++] = new Triangle(tfl, tfr, bfr);
|
||||
triangles[i++] = new Triangle(tfl, bfr, bfl);
|
||||
// back
|
||||
triangles[i++] = new Triangle(tbl, tbr, bbr);
|
||||
triangles[i++] = new Triangle(tbl, bbr, bbl);
|
||||
// triangles[i-1].material = [0.7,0.2,0.2];
|
||||
// triangles[i-1].material.reflection = 0.8;
|
||||
// left
|
||||
triangles[i++] = new Triangle(tbl, tfl, bbl);
|
||||
// triangles[i-1].reflection = 0.6;
|
||||
triangles[i++] = new Triangle(tfl, bfl, bbl);
|
||||
// triangles[i-1].reflection = 0.6;
|
||||
// right
|
||||
triangles[i++] = new Triangle(tbr, tfr, bbr);
|
||||
triangles[i++] = new Triangle(tfr, bfr, bbr);
|
||||
// top
|
||||
triangles[i++] = new Triangle(tbl, tbr, tfr);
|
||||
triangles[i++] = new Triangle(tbl, tfr, tfl);
|
||||
// bottom
|
||||
triangles[i++] = new Triangle(bbl, bbr, bfr);
|
||||
triangles[i++] = new Triangle(bbl, bfr, bfl);
|
||||
|
||||
//Floor!!!!
|
||||
var green = createVector(0.0, 0.4, 0.0);
|
||||
var grey = createVector(0.4, 0.4, 0.4);
|
||||
grey.reflection = 1.0;
|
||||
var floorShader = function(tri, pos, view) {
|
||||
var x = ((pos[0]/32) % 2 + 2) % 2;
|
||||
var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
|
||||
if (x < 1 != z < 1) {
|
||||
//in the real world we use the fresnel term...
|
||||
// var angle = 1-dot(view, tri.normal);
|
||||
// angle *= angle;
|
||||
// angle *= angle;
|
||||
// angle *= angle;
|
||||
//grey.reflection = angle;
|
||||
return grey;
|
||||
} else
|
||||
return green;
|
||||
}
|
||||
var ffl = createVector(-1000, -30, -1000);
|
||||
var ffr = createVector( 1000, -30, -1000);
|
||||
var fbl = createVector(-1000, -30, 1000);
|
||||
var fbr = createVector( 1000, -30, 1000);
|
||||
triangles[i++] = new Triangle(fbl, fbr, ffr);
|
||||
triangles[i-1].shader = floorShader;
|
||||
triangles[i++] = new Triangle(fbl, ffr, ffl);
|
||||
triangles[i-1].shader = floorShader;
|
||||
|
||||
var _scene = new Scene(triangles);
|
||||
_scene.lights[0] = createVector(20, 38, -22);
|
||||
_scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
|
||||
_scene.lights[1] = createVector(-23, 40, 17);
|
||||
_scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
|
||||
_scene.lights[2] = createVector(23, 20, 17);
|
||||
_scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
|
||||
_scene.ambient = createVector(0.1, 0.1, 0.1);
|
||||
// _scene.background = createVector(0.7, 0.7, 1.0);
|
||||
|
||||
var size = 30;
|
||||
var pixels = new Array();
|
||||
for (var y = 0; y < size; y++) {
|
||||
pixels[y] = new Array();
|
||||
for (var x = 0; x < size; x++) {
|
||||
pixels[y][x] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
|
||||
_camera.render(_scene, pixels, size, size);
|
||||
|
||||
return pixels;
|
||||
}
|
||||
|
||||
function arrayToCanvasCommands(pixels)
|
||||
{
|
||||
var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
|
||||
var size = 30;
|
||||
for (var y = 0; y < size; y++) {
|
||||
s += "[";
|
||||
for (var x = 0; x < size; x++) {
|
||||
s += "[" + pixels[y][x] + "],";
|
||||
}
|
||||
s+= "],";
|
||||
}
|
||||
s += '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
|
||||
\n\
|
||||
\n\
|
||||
var size = 30;\n\
|
||||
canvas.fillStyle = "red";\n\
|
||||
canvas.fillRect(0, 0, size, size);\n\
|
||||
canvas.scale(1, -1);\n\
|
||||
canvas.translate(0, -size);\n\
|
||||
\n\
|
||||
if (!canvas.setFillColor)\n\
|
||||
canvas.setFillColor = function(r, g, b, a) {\n\
|
||||
this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
|
||||
}\n\
|
||||
\n\
|
||||
for (var y = 0; y < size; y++) {\n\
|
||||
for (var x = 0; x < size; x++) {\n\
|
||||
var l = pixels[y][x];\n\
|
||||
canvas.setFillColor(l[0], l[1], l[2], 1);\n\
|
||||
canvas.fillRect(x, y, 1, 1);\n\
|
||||
}\n\
|
||||
}</scr' + 'ipt>';
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
testOutput = arrayToCanvasCommands(raytraceScene());
|
||||
|
||||
|
||||
var _sunSpiderInterval = new Date() - _sunSpiderStartDate;
|
||||
|
||||
document.getElementById("console").innerHTML = _sunSpiderInterval;
|
||||
</script>
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,20 @@
|
||||
<!doctype html><meta charset="utf-8"><title>bench</title>
|
||||
<style>td{border:1px solid #ccc;padding:2px}.h{background:#eef}</style>
|
||||
<div id="out"></div>
|
||||
<script>
|
||||
// Determinista a propósito: sin Math.random ni Date, para que dos corridas hagan LO MISMO.
|
||||
// Mezcla DOM + layout + string + sort, que es lo que hace una página real y NO es lo que
|
||||
// entrena SunSpider (aritmética pura en bucles).
|
||||
function lcg(s){return function(){s=(s*1103515245+12345)&0x7fffffff;return s/0x7fffffff}}
|
||||
var r=lcg(42), filas=[], N=1200;
|
||||
for(var i=0;i<N;i++) filas.push({a:(r()*1e6)|0, b:"fila-"+i+"-"+((r()*1e9)|0).toString(36), c:r()});
|
||||
filas.sort(function(x,y){return x.b<y.b?-1:x.b>y.b?1:0});
|
||||
var h=["<table>"];
|
||||
for(var i=0;i<N;i++){var f=filas[i];
|
||||
h.push("<tr class='"+(i%2?"h":"")+"'><td>"+f.a+"</td><td>"+f.b+"</td><td>"+f.c.toFixed(6)+"</td></tr>");}
|
||||
h.push("</table>");
|
||||
document.getElementById("out").innerHTML=h.join("");
|
||||
// fuerza layout de verdad, no sólo parse
|
||||
var t=0; for(var i=0;i<200;i++){ t+=document.body.getBoundingClientRect().height; document.body.style.zoom=(1+i%3*0.0001); }
|
||||
document.title="listo-"+(t|0);
|
||||
</script>
|
||||
@@ -0,0 +1 @@
|
||||
<!doctype html><meta charset=utf-8><title>vacia</title><p>nada</p>
|
||||
Reference in New Issue
Block a user