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Issue 10399113: Roll webgl conformance tests to r17874: part 2, adding r17874 (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 7 months ago
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1 <!--
2
3 /*
4 ** Copyright (c) 2012 The Khronos Group Inc.
5 **
6 ** Permission is hereby granted, free of charge, to any person obtaining a
7 ** copy of this software and/or associated documentation files (the
8 ** "Materials"), to deal in the Materials without restriction, including
9 ** without limitation the rights to use, copy, modify, merge, publish,
10 ** distribute, sublicense, and/or sell copies of the Materials, and to
11 ** permit persons to whom the Materials are furnished to do so, subject to
12 ** the following conditions:
13 **
14 ** The above copyright notice and this permission notice shall be included
15 ** in all copies or substantial portions of the Materials.
16 **
17 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
21 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
24 */
25
26 -->
27
28 <!DOCTYPE html>
29 <html>
30 <head>
31 <meta charset="utf-8">
32 <title>WebGL Big FBO Test</title>
33 <link rel="stylesheet" href="../resources/js-test-style.css"/>
34 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri pt>
35 <script src="../../debug/webgl-debug.js"></script>
36 <script src="../resources/js-test-pre.js"></script>
37 <script src="../conformance/resources/webgl-test.js"></script>
38 </head>
39 <body>
40 <div id="description"></div>
41 <div id="console"></div>
42 <script id="vshader" type="x-shader/x-vertex">
43 attribute vec4 vPosition;
44 attribute vec2 texCoord0;
45 uniform mat4 world;
46 varying vec2 texCoord;
47 void main()
48 {
49 gl_Position = vPosition * world;
50 texCoord = texCoord0;
51 }
52 </script>
53
54 <script id="fshader" type="x-shader/x-fragment">
55 precision mediump float;
56 uniform sampler2D tex;
57 varying vec2 texCoord;
58 void main()
59 {
60 gl_FragColor = texture2D(tex, texCoord);
61 }
62 </script>
63 <canvas id="canvas" width="1024" height="1024"> </canvas>
64 <script>
65 window.onload = init;
66 debug("Tests the performance of using lots of large FBOs");
67
68 function init() {
69 if (confirm(
70 "after clicking ok your machine may be come unresponsive or crash")) {
71 main();
72 } else {
73 debug("cancelled");
74 }
75 }
76
77 function main() {
78 debug("");
79 debug("Canvas.getContext");
80 var g_worldLoc;
81 var g_texLoc;
82 var g_textures = [];
83 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
84 if (!gl) {
85 testFailed("context does not exist");
86 } else {
87 testPassed("context exists");
88
89 debug("");
90 debug("Checking for out of memory handling.");
91
92 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
93 debug("max render buffer size: " + size);
94 size = size / 2;
95 debug("size used: " + size);
96
97 var allocateFramebuffers = true;
98 var intervalId = 0;
99 var count = 0;
100
101 WebGLDebugUtils.init(gl);
102
103 function createFBO() {
104 var tex = gl.createTexture();
105 gl.bindTexture(gl.TEXTURE_2D, tex);
106 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
107 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
108 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
109 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
110 gl.texImage2D(gl.TEXTURE_2D,
111 0, // level
112 gl.RGBA, // internalFormat
113 size, // width
114 size, // height
115 0, // border
116 gl.RGBA, // format
117 gl.UNSIGNED_BYTE, // type
118 null); // data
119 var fb = gl.createFramebuffer();
120 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
121 gl.framebufferTexture2D(
122 gl.FRAMEBUFFER,
123 gl.COLOR_ATTACHMENT0,
124 gl.TEXTURE_2D,
125 tex,
126 0);
127 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
128 if (status != gl.FRAMEBUFFER_COMPLETE) {
129 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glE numToString(status));
130 return;
131 }
132 var err = gl.getError();
133 if (err != gl.NO_ERROR) {
134 if (err != gl.OUT_OF_MEMORY) {
135 testFailed("gl.getError returned " + err);
136 }
137 return;
138 }
139 return { fb: fb, tex: tex };
140 }
141
142 gl.disable(gl.DEPTH_TEST);
143
144 var maxFBOs = 2;
145 for (var ii = 0; ii < maxFBOs; ++ii) {
146 createFBO();
147 var t = createFBO();
148 if (!t) {
149 break;
150 }
151 tex = t.tex;
152 fb = t.fb;
153
154 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
155 gl.scissor(0, 0, size, size);
156 gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1);
157 gl.clear(gl.COLOR_BUFFER_BIT);
158 g_textures.push(tex);
159 }
160
161 debug("fbos allocated:" + g_textures.length);
162 gl.scissor(0, 0, 1024, 1024);
163 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
164
165 var vertexObject = gl.createBuffer();
166 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
167 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
168 -1,1,0, 1,1,0, -1,-1,0,
169 -1,-1,0, 1,1,0, 1,-1,0
170 ]), gl.STATIC_DRAW);
171 gl.enableVertexAttribArray(0);
172 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
173
174 var vertexObject = gl.createBuffer();
175 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
176 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1,
177 0,1, 1,0, 1,1
178 ]), gl.STATIC_DRAW);
179 gl.enableVertexAttribArray(1);
180 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
181
182 g_texLoc = gl.getUniformLocation(gl.program, "tex");
183 gl.uniform1i(g_texLoc, 0);
184 g_worldLoc = gl.getUniformLocation(gl.program, "world");
185 gl.uniformMatrix4fv(g_worldLoc, false, [
186 0, 0, 0, 0,
187 0, 0, 0, 0,
188 0, 0, 1, 0,
189 0, 0, 0, 1]);
190
191 setInterval(render, 1000/60);
192 }
193
194 var g_angle = 0;
195 var g_texIndex = 0;
196 function render() {
197 g_angle += 0.1;
198 g_texIndex++;
199 if (g_texIndex >= g_textures.length) {
200 g_texIndex = 0;
201 }
202 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
203 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
204 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
205 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
206 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
207 gl.clearColor(1,0,0,1);
208 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
209 gl.drawArrays(gl.TRIANGLES, 0, 6);
210 }
211 }
212
213 /**
214 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
215 * @param {number} angle The angle by which to rotate (in radians).
216 * @return {!o3djs.math.Matrix4} The rotation matrix.
217 */
218 function rotationZ(angle) {
219 var c = Math.cos(angle);
220 var s = Math.sin(angle);
221
222 return [
223 c, s, 0, 0,
224 -s, c, 0, 0,
225 0, 0, 1, 0,
226 0, 0, 0, 1
227 ];
228 };
229
230 debug("");
231 successfullyParsed = true;
232 </script>
233 <script>
234 </script>
235
236 </body>
237 </html>
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