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GitHub Repository Guide: Developer Resources and Documentation

GitHub Repository Guide: Developer Resources and Documentation

Navigate the open-source benchmarking ecosystem, contribute to development, and leverage GPU testing tools for your projects.

CZNull Team
Sep 3
9 min read

Contributing to Open Source Benchmarking

This developer guide covers everything you need to contribute to browser-based GPU benchmarking projects. Whether you're fixing bugs, adding features, or creating new tests, this guide provides the technical foundation for meaningful contributions.

Development Environment Setup

Prerequisites

Required Software:
- Node.js 18+ and npm 9+
- Git 2.30+
- Modern IDE (VS Code recommended)
- GPU with WebGL 2.0 support

Recommended Tools:
- Chrome DevTools or Firefox Developer Tools
- WebGL Inspector extension
- Spector.js (WebGL debugging)
- GPU monitoring (MSI Afterburner, nvidia-smi)

Repository Setup

# Fork and clone repository
git clone https://github.com/YOUR_USERNAME/gpu-benchmark
cd gpu-benchmark

# Install dependencies
npm install

# Start development server
npm run dev

# Server should start at http://localhost:3000
# Hot reload enabled for instant feedback

Project Architecture

GitHub Repository Guide: Developer Resources and Documentation - Illustration 2

Directory Structure

gpu-benchmark/
├── src/
│   ├── benchmarks/         # Individual benchmark tests
│   │   ├── rendering/      # Graphics rendering tests
│   │   ├── compute/        # Compute shader tests
│   │   ├── memory/         # Memory bandwidth tests
│   │   └── stress/         # Sustained load tests
│   ├── core/               # Core engine
│   │   ├── webgl/          # WebGL abstraction
│   │   ├── metrics/        # Performance measurement
│   │   ├── scoring/        # Score calculation
│   │   └── analytics/      # Result aggregation
│   ├── ui/                 # User interface
│   │   ├── components/     # React components
│   │   └── styles/         # CSS/styling
│   └── utils/              # Utility functions
├── tests/                  # Unit and integration tests
├── docs/                   # Documentation
└── public/                 # Static assets

Core Technologies

Technology Purpose Version
TypeScript Type-safe development 5.0+
React UI framework 18.0+
WebGL 2.0 GPU access OpenGL ES 3.0
Jest Testing framework 29.0+
Webpack Build tooling 5.0+

Creating a New Benchmark Test

Benchmark Class Template

// src/benchmarks/custom-test.ts
import { BaseBenchmark } from '../core/base-benchmark';
import type { BenchmarkConfig, PerformanceMetrics } from '../types';

export class CustomBenchmark extends BaseBenchmark {
  name = 'Custom Rendering Test';
  description = 'Tests specific GPU capability';
  category = 'rendering'; // or 'compute', 'memory', 'stress'

  // Shader source code
  private vertexShaderSource = `
    #version 300 es
    in vec4 aPosition;
    in vec2 aTexCoord;

    out vec2 vTexCoord;

    void main() {
      gl_Position = aPosition;
      vTexCoord = aTexCoord;
    }
  `;

  private fragmentShaderSource = `
    #version 300 es
    precision highp float;

    in vec2 vTexCoord;
    out vec4 fragColor;

    uniform float uTime;

    void main() {
      // Custom shader logic
      vec3 color = vec3(
        sin(vTexCoord.x * 10.0 + uTime),
        cos(vTexCoord.y * 10.0 + uTime),
        sin(uTime)
      ) * 0.5 + 0.5;

      fragColor = vec4(color, 1.0);
    }
  `;

  async setup(gl: WebGL2RenderingContext): Promise {
    // Compile shaders
    this.program = this.createShaderProgram(
      gl,
      this.vertexShaderSource,
      this.fragmentShaderSource
    );

    // Create geometry
    this.createGeometry(gl);

    // Set up uniforms
    this.setupUniforms(gl);
  }

  render(gl: WebGL2RenderingContext, frameNumber: number): void {
    const time = frameNumber / 60.0; // Assuming 60 FPS target

    // Clear framebuffer
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Use shader program
    gl.useProgram(this.program);

    // Update uniforms
    const timeLocation = gl.getUniformLocation(this.program, 'uTime');
    gl.uniform1f(timeLocation, time);

    // Draw geometry
    gl.bindVertexArray(this.vao);
    gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
  }

  calculateScore(metrics: PerformanceMetrics): number {
    // Custom scoring logic
    const { avgFPS, minFPS, percentile99 } = metrics;

    // Weighted score calculation
    const baseScore = avgFPS * 100;
    const consistencyBonus = (1 - (avgFPS - minFPS) / avgFPS) * 500;
    const percentilePenalty = (avgFPS - percentile99) * 10;

    return Math.round(baseScore + consistencyBonus - percentilePenalty);
  }

  cleanup(gl: WebGL2RenderingContext): void {
    // Free GPU resources
    gl.deleteProgram(this.program);
    gl.deleteVertexArray(this.vao);
    gl.deleteBuffer(this.vertexBuffer);
  }
}

Registering Your Benchmark

// src/benchmarks/index.ts
import { CustomBenchmark } from './custom-test';

export const benchmarkRegistry = [
  // Existing benchmarks
  new VolumeShaderBenchmark(),
  new ComputeShaderBenchmark(),

  // Your new benchmark
  new CustomBenchmark(),
];

Testing Your Contribution

GitHub Repository Guide: Developer Resources and Documentation - Illustration 3

Unit Tests

// tests/benchmarks/custom-test.spec.ts
import { CustomBenchmark } from '../../src/benchmarks/custom-test';
import { createMockWebGL2Context } from '../helpers/webgl-mock';

describe('CustomBenchmark', () => {
  let benchmark: CustomBenchmark;
  let gl: WebGL2RenderingContext;

  beforeEach(() => {
    benchmark = new CustomBenchmark();
    gl = createMockWebGL2Context();
  });

  test('should initialize without errors', async () => {
    await expect(benchmark.setup(gl)).resolves.not.toThrow();
  });

  test('should render frames correctly', () => {
    benchmark.setup(gl);
    expect(() => benchmark.render(gl, 0)).not.toThrow();
    expect(() => benchmark.render(gl, 100)).not.toThrow();
  });

  test('should calculate score correctly', () => {
    const metrics = {
      avgFPS: 60,
      minFPS: 55,
      maxFPS: 65,
      percentile99: 58,
      frameCount: 1000,
      duration: 16666,
    };

    const score = benchmark.calculateScore(metrics);
    expect(score).toBeGreaterThan(0);
    expect(score).toBeLessThan(10000);
  });

  test('should clean up resources', () => {
    benchmark.setup(gl);
    expect(() => benchmark.cleanup(gl)).not.toThrow();
  });
});

Running Tests

# Run all tests
npm test

# Run tests in watch mode
npm run test:watch

# Run tests with coverage
npm run test:coverage

# Run specific test file
npm test -- custom-test.spec.ts

Performance Best Practices

Optimization Guidelines

Technique Impact When to Use
Vertex Array Objects (VAO) High Always for geometry
Uniform Buffer Objects (UBO) Medium Many shared uniforms
Instanced Rendering Very High Many identical objects
Texture Atlasing Medium Many small textures
Depth Pre-pass Medium Complex pixel shaders

Common Pitfalls to Avoid

// ❌ BAD: Creating shaders every frame
render(gl, frame) {
  const program = createProgram(gl, vs, fs); // SLOW!
  gl.useProgram(program);
  gl.drawArrays(...);
}

// ✓ GOOD: Create shaders once in setup
setup(gl) {
  this.program = createProgram(gl, vs, fs);
}
render(gl, frame) {
  gl.useProgram(this.program);
  gl.drawArrays(...);
}

// ❌ BAD: Reading back from GPU every frame
render(gl, frame) {
  gl.readPixels(...); // Causes GPU stall!
}

// ✓ GOOD: Only read when necessary
finish() {
  gl.readPixels(...); // Only at end of test
}

// ❌ BAD: Synchronous resource loading
setup(gl) {
  const texture = loadTexture('image.png'); // Blocks!
  return texture;
}

// ✓ GOOD: Async loading with Promise
async setup(gl) {
  this.texture = await loadTextureAsync('image.png');
}

Submitting Pull Requests

GitHub Repository Guide: Developer Resources and Documentation - Illustration 4

PR Checklist

Before Submitting:
☑ Code follows project style guide (ESLint passing)
☑ All tests pass (npm test)
☑ New features have tests
☑ Documentation updated
☑ No console.log() or debug code
☑ Git commit messages are descriptive
☑ Branch is up to date with main

PR Template:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
## Description
Brief description of changes

## Type of Change
- [ ] Bug fix
- [ ] New feature
- [ ] Performance improvement
- [ ] Documentation update

## Testing
How has this been tested?
- [ ] Unit tests added/updated
- [ ] Manual testing on:
  - [ ] Chrome
  - [ ] Firefox
  - [ ] Safari

## Screenshots
(if applicable)

## Checklist
- [ ] Code follows style guidelines
- [ ] Tests pass
- [ ] Documentation updated
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Community and Resources

Contributing to open source benchmarking projects helps the entire community:

  • Start small: Fix typos, improve documentation
  • Ask questions: Use GitHub Discussions or Discord
  • Follow conventions: Match existing code style
  • Test thoroughly: On multiple browsers and GPUs
  • Be patient: Code review takes time

Learning Resources:

  1. WebGL Fundamentals - webglfundamentals.org
  2. GPU Gems (free online) - developer.nvidia.com/gpugems
  3. Khronos WebGL Reference - khronos.org/webgl
  4. OpenGL ES 3.0 Specification - official reference for WebGL 2.0
  5. Project Discord/Slack - for real-time help

Every contribution, from fixing a typo to implementing a major feature, makes browser-based benchmarking better for everyone. Welcome to the community!

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