Add Nebula Browser app, UI and assets
Add initial Nebula Browser project skeleton: CMakeLists to configure and link CEF (including post-build steps to copy runtime and UI files), a Windows CEF-based entry (app/main.cpp) that initializes CEF and loads the bundled UI, and a full ui/ and assets/ tree (HTML, CSS, JS, fonts, icons, and branding images). Update .gitignore to ignore build/out, thirdparty/cef, IDE and common OS artifacts.
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<!DOCTYPE html>
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<html>
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<head>
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<title>GPU Diagnostics - Nebula Browser</title>
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<style>
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body {
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font-family: Arial, sans-serif;
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margin: 20px;
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background: #f5f5f5;
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}
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.container {
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max-width: 800px;
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margin: 0 auto;
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background: white;
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padding: 20px;
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border-radius: 8px;
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box-shadow: 0 2px 4px rgba(0,0,0,0.1);
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}
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.status {
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padding: 10px;
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margin: 10px 0;
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border-radius: 4px;
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}
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.status.good { background: #d4edda; color: #155724; }
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.status.warning { background: #fff3cd; color: #856404; }
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.status.error { background: #f8d7da; color: #721c24; }
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button {
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background: #007bff;
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color: white;
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border: none;
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padding: 8px 16px;
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border-radius: 4px;
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cursor: pointer;
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margin: 5px;
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}
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button:hover { background: #0056b3; }
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pre {
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background: #f8f9fa;
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padding: 10px;
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border-radius: 4px;
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overflow-x: auto;
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font-size: 12px;
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}
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.canvas-test {
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border: 1px solid #ccc;
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margin: 10px 0;
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}
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</style>
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</head>
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<body>
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<div class="container">
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<h1>GPU Diagnostics</h1>
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<div id="gpu-status" class="status">
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<h3>GPU Status</h3>
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<p>Loading GPU information...</p>
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</div>
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<div class="status">
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<h3>WebGL Test</h3>
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<canvas id="webgl-canvas" class="canvas-test" width="300" height="150"></canvas>
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<p id="webgl-status">Testing WebGL...</p>
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</div>
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<div class="status">
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<h3>Canvas 2D Acceleration Test</h3>
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<canvas id="canvas2d" class="canvas-test" width="300" height="150"></canvas>
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<p id="canvas2d-status">Testing Canvas 2D...</p>
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</div>
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<div>
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<h3>Actions</h3>
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<button onclick="refreshGPUInfo()">Refresh GPU Info</button>
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<button onclick="forceGC()">Force Garbage Collection</button>
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<button onclick="applyFallback(1)">Apply GPU Fallback Level 1</button>
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<button onclick="applyFallback(2)">Apply GPU Fallback Level 2</button>
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</div>
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<div>
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<h3>Detailed GPU Information</h3>
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<pre id="gpu-details">Loading...</pre>
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</div>
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</div>
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<script>
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async function refreshGPUInfo() {
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try {
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if (!window.electronAPI?.invoke) {
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const statusDiv = document.getElementById('gpu-status');
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const detailsDiv = document.getElementById('gpu-details');
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statusDiv.className = 'status warning';
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statusDiv.innerHTML = '<h3>GPU Status</h3><p>Native GPU diagnostics are not exposed to this CEF page.</p>';
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detailsDiv.textContent = navigator.userAgent;
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return;
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}
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const gpuInfo = await window.electronAPI.invoke('get-gpu-info');
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const statusDiv = document.getElementById('gpu-status');
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const detailsDiv = document.getElementById('gpu-details');
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if (gpuInfo.error) {
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statusDiv.className = 'status error';
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statusDiv.innerHTML = `<h3>GPU Status</h3><p>Error: ${gpuInfo.error}</p>`;
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} else {
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const isGPUWorking = checkGPUFeatures(gpuInfo.featureStatus);
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statusDiv.className = `status ${isGPUWorking ? 'good' : 'warning'}`;
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statusDiv.innerHTML = `
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<h3>GPU Status</h3>
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<p><strong>Hardware Acceleration:</strong> ${isGPUWorking ? 'Enabled' : 'Disabled/Limited'}</p>
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<p><strong>Fallback Level:</strong> ${gpuInfo.fallbackStatus?.fallbackLevel || 0}</p>
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<p><strong>GPU Enabled:</strong> ${gpuInfo.fallbackStatus?.gpuEnabled ? 'Yes' : 'No'}</p>
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`;
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}
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detailsDiv.textContent = JSON.stringify(gpuInfo, null, 2);
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} catch (err) {
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console.error('Failed to get GPU info:', err);
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document.getElementById('gpu-status').innerHTML = `<h3>GPU Status</h3><p>Error: ${err.message}</p>`;
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}
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}
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function checkGPUFeatures(features) {
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const criticalFeatures = ['gpu_compositing', 'webgl', 'webgl2'];
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return criticalFeatures.some(feature =>
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features[feature] && !features[feature].includes('disabled')
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);
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}
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async function forceGC() {
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try {
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if (!window.electronAPI?.invoke) {
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alert('Garbage collection is managed by CEF in this build.');
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return;
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}
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await window.electronAPI.invoke('force-gc');
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alert('Garbage collection completed');
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} catch (err) {
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alert('Failed to force GC: ' + err.message);
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}
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}
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async function applyFallback(level) {
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try {
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if (!window.electronAPI?.invoke) {
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alert('GPU fallback settings are managed by the native CEF app.');
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return;
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}
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const result = await window.electronAPI.invoke('apply-gpu-fallback', level);
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if (result.success) {
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alert(`Applied GPU fallback level ${level}. App restart may be required.`);
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} else {
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alert('Failed to apply fallback: ' + result.error);
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}
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} catch (err) {
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alert('Failed to apply fallback: ' + err.message);
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}
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}
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// Test WebGL
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function testWebGL() {
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const canvas = document.getElementById('webgl-canvas');
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const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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const status = document.getElementById('webgl-status');
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if (gl) {
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// Draw a simple triangle
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, `
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`);
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gl.compileShader(vertexShader);
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, `
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precision mediump float;
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void main() {
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gl_Color = vec4(0.0, 1.0, 0.0, 1.0);
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}
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`);
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gl.compileShader(fragmentShader);
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status.textContent = 'WebGL: Available ✓';
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status.parentElement.className = 'status good';
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// Clear with green color to show it's working
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gl.clearColor(0.0, 0.8, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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} else {
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status.textContent = 'WebGL: Not Available ✗';
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status.parentElement.className = 'status error';
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}
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}
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// Test Canvas 2D
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function testCanvas2D() {
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const canvas = document.getElementById('canvas2d');
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const ctx = canvas.getContext('2d');
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const status = document.getElementById('canvas2d-status');
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try {
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// Draw some graphics to test acceleration
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const gradient = ctx.createLinearGradient(0, 0, 300, 0);
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gradient.addColorStop(0, '#ff0000');
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gradient.addColorStop(1, '#0000ff');
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ctx.fillStyle = gradient;
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ctx.fillRect(0, 0, 300, 150);
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ctx.fillStyle = 'white';
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ctx.font = '20px Arial';
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ctx.fillText('Canvas 2D Working!', 50, 80);
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status.textContent = 'Canvas 2D: Working ✓';
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status.parentElement.className = 'status good';
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} catch (err) {
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status.textContent = 'Canvas 2D: Error - ' + err.message;
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status.parentElement.className = 'status error';
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}
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}
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// Initialize tests
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window.addEventListener('DOMContentLoaded', () => {
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refreshGPUInfo();
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testWebGL();
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testCanvas2D();
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});
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</script>
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</body>
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</html>
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