2026-06-29 12:14:27 +10:00
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import { test, expect } from '@playwright/test';
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2026-06-29 17:44:02 +10:00
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import { fileURLToPath } from 'node:url';
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import { dirname, resolve } from 'node:path';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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2026-06-29 12:14:27 +10:00
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// End-to-end smoke test for the WebGPU build. Every bug from the bring-up
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// of camera input + file loading was exactly this shape — the page would
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// load but render blank, spam uncaptured WebGPU errors, or swallow mouse
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// input behind an overlay. This test would have caught all of them.
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// Capture the composited canvas pixels as a PNG buffer. We use
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// Playwright's element screenshot rather than an in-page drawImage/
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// toDataURL: reading a WebGPU canvas back through a 2D context returns
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// blank (the swap-chain texture isn't persisted for 2D copy), whereas
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// the browser's own capture path includes GPU layers.
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async function shot(page) {
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return page.locator('#viewer-canvas').screenshot();
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}
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test('renders the sample and orbits without WebGPU errors', async ({ page }) => {
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const gpuErrors = [];
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page.on('console', (msg) => {
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const t = msg.text();
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if (/Uncaptured WebGPU error|is invalid|Not enough memory left/i.test(t)) {
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gpuErrors.push(t);
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}
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});
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page.on('pageerror', (e) => gpuErrors.push('pageerror: ' + e.message));
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await page.goto('/IfcViewerWeb.html');
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// Init is complete once C publishes the app pointer (set in the wgpu
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// device callback). If WebGPU is missing or the device promise stalls,
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// this times out — a real failure, not a flake.
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await page.waitForFunction(
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() => !!(window.Module && window.Module._app_ptr),
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null,
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{ timeout: 30_000 },
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);
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// Let a few frames render the embedded sample.
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await page.waitForTimeout(1000);
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// Drag across the canvas centre to orbit. The composited canvas must
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// change — a single assertion that simultaneously proves the scene
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// rendered (a blank canvas dragged stays blank), input is wired, and
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// the log overlay isn't intercepting mouse events over the viewport.
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const box = await page.locator('#viewer-canvas').boundingBox();
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const cx = box.x + box.width / 2;
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const cy = box.y + box.height / 2;
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const before = await shot(page);
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await page.mouse.move(cx, cy);
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await page.mouse.down();
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await page.mouse.move(cx + 140, cy + 50, { steps: 10 });
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await page.mouse.up();
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await page.waitForTimeout(500);
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const after = await shot(page);
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expect(
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Buffer.compare(before, after),
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'orbit drag did not change the canvas — blank render or dead input',
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).not.toBe(0);
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// No WebGPU validation/OOM noise at any point.
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expect(gpuErrors, gpuErrors.join('\n')).toEqual([]);
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});
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2026-06-29 17:44:02 +10:00
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test('loads a user-picked sidecar through the Blob.slice byte-range path', async ({ page }) => {
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// Exercises #88: the picked File is read via Blob.slice (metadata head/tail
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// + per-chunk byte ranges) WITHOUT copying the whole file into the wasm
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// heap. Distinct code path from the embedded MEMFS sample above, so it
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// needs its own coverage — a broken blob read renders blank.
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const gpuErrors = [];
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page.on('console', (msg) => {
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const t = msg.text();
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if (/Uncaptured WebGPU error|is invalid|Not enough memory left/i.test(t)) {
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gpuErrors.push(t);
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}
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});
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page.on('pageerror', (e) => gpuErrors.push('pageerror: ' + e.message));
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await page.goto('/IfcViewerWeb.html');
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await page.waitForFunction(
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() => !!(window.Module && window.Module._app_ptr),
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null,
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{ timeout: 30_000 },
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);
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// Pick the sample sidecar through the hidden file input. setInputFiles
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// hands the page a real File, so the browser's Blob.slice reads it exactly
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// as it would a user's 200-500 MB sidecar — just smaller. Wait for the C
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// side to confirm the blob load landed (logged to stderr → console).
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const samplePath = resolve(__dirname, '..', 'sample.ifcview');
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const loaded = page.waitForEvent('console', {
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predicate: (m) => /loaded blob sidecar/.test(m.text()),
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timeout: 15_000,
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});
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await page.locator('#file-input').setInputFiles(samplePath);
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await loaded;
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await page.waitForTimeout(800); // let the chunk stream + a few frames draw
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// Orbit: the composited canvas must change, proving the blob-streamed
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// geometry rendered and input still drives it.
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const box = await page.locator('#viewer-canvas').boundingBox();
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const cx = box.x + box.width / 2;
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const cy = box.y + box.height / 2;
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const before = await shot(page);
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await page.mouse.move(cx, cy);
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await page.mouse.down();
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await page.mouse.move(cx + 140, cy + 50, { steps: 10 });
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await page.mouse.up();
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await page.waitForTimeout(500);
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const after = await shot(page);
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expect(
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Buffer.compare(before, after),
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'orbit after blob load did not change the canvas — blob read or stream failed',
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).not.toBe(0);
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expect(gpuErrors, gpuErrors.join('\n')).toEqual([]);
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});
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2026-06-30 09:06:28 +10:00
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test('click selects an object and the highlight renders (async pick)', async ({ page }) => {
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// Exercises the async object-pick readback: a click maps the pick staging
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// buffer via a spontaneous callback (no blocking spin, which would hang the
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// page), routes object_id through selection, and the next render flushes the
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// highlight. A broken async pick either hangs init/never selects (canvas
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// unchanged) or spams WebGPU errors.
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const gpuErrors = [];
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page.on('console', (msg) => {
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const t = msg.text();
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if (/Uncaptured WebGPU error|is invalid|Not enough memory left/i.test(t)) {
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gpuErrors.push(t);
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}
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});
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page.on('pageerror', (e) => gpuErrors.push('pageerror: ' + e.message));
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await page.goto('/IfcViewerWeb.html');
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await page.waitForFunction(
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() => !!(window.Module && window.Module._app_ptr),
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null,
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{ timeout: 30_000 },
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);
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await page.waitForTimeout(1000); // sample framed + a few frames drawn
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// Click dead-centre, where the framed sample geometry sits. A plain
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// down+up at one point is a pick (no drag), so it must change the canvas
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// (selection highlight). If centre happens to miss, the assertion guards it.
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const box = await page.locator('#viewer-canvas').boundingBox();
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const cx = box.x + box.width / 2;
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const cy = box.y + box.height / 2;
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const before = await shot(page);
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await page.mouse.click(cx, cy);
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await page.waitForTimeout(600); // async pick result + flush + render
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const after = await shot(page);
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expect(
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Buffer.compare(before, after),
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'click did not change the canvas — async pick failed or hit empty space',
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).not.toBe(0);
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expect(gpuErrors, gpuErrors.join('\n')).toEqual([]);
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});
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