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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 FBO Lost Context 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 description("This test is to help see if an WebGL app *can* get lost context.");
66
67 debug("");
68 debug("Canvas.getContext");
69 var g_worldLoc;
70 var g_texLoc;
71 var g_textures = [];
72 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
73 if (!gl) {
74 testFailed("context does not exist");
75 } else {
76 testPassed("context exists");
77
78 debug("");
79 debug("Checking for out of memory handling.");
80
81 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
82 debug("max render buffer size: " + size);
83 size = size / 2;
84 debug("size used: " + size);
85
86 var allocateFramebuffers = true;
87 var itervalId;
88 var count = 0;
89
90 gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
91 window.clearInterval(intervalId);
92 assertMsg(err == gl.OUT_OF_MEMORY,
93 "correctly returns gl.OUT_OF_MEMORY when out of memory");
94 finish();
95 });
96
97 function createFBO() {
98 var tex = gl.createTexture();
99 gl.bindTexture(gl.TEXTURE_2D, tex);
100 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
101 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
102 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
103 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
104 gl.texImage2D(gl.TEXTURE_2D,
105 0, // level
106 gl.RGBA, // internalFormat
107 size, // width
108 size, // height
109 0, // border
110 gl.RGBA, // format
111 gl.UNSIGNED_BYTE, // type
112 null); // data
113 var fb = gl.createFramebuffer();
114 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
115 gl.framebufferTexture2D(
116 gl.FRAMEBUFFER,
117 gl.COLOR_ATTACHMENT0,
118 gl.TEXTURE_2D,
119 tex,
120 0);
121 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
122 if (status != gl.FRAMEBUFFER_COMPLETE) {
123 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnu mToString(status));
124 }
125 return { fb: fb, tex: tex };
126 }
127
128 gl.disable(gl.DEPTH_TEST);
129
130 var numFBOs = 32;
131 for (var ii = 0; ii < numFBOs; ++ii) {
132 createFBO();
133 var t = createFBO();
134 tex = t.tex;
135 fb = t.fb;
136
137 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
138 gl.scissor(0, 0, size, size);
139 gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
140 gl.clear(gl.COLOR_BUFFER_BIT);
141 g_textures.push(tex);
142 }
143
144 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
145
146 var vertexObject = gl.createBuffer();
147 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
148 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
149 -1,1,0, 1,1,0, -1,-1,0,
150 -1,-1,0, 1,1,0, 1,-1,0
151 ]), gl.STATIC_DRAW);
152 gl.enableVertexAttribArray(0);
153 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
154
155 var vertexObject = gl.createBuffer();
156 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
157 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
158 0,0, 1,0, 0,1,
159 0,1, 1,0, 1,1
160 ]), gl.STATIC_DRAW);
161 gl.enableVertexAttribArray(1);
162 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
163
164 gl.bindTexture(gl.TEXTURE_2D, tex);
165 g_texLoc = gl.getUniformLocation(gl.program, "tex");
166 gl.uniform1i(g_texLoc, 0);
167 g_worldLoc = gl.getUniformLocation(gl.program, "world");
168 gl.uniformMatrix4fv(g_worldLoc, false, [
169 0, 0, 0, 0,
170 0, 0, 0, 0,
171 0, 0, 1, 0,
172 0, 0, 0, 1]);
173
174 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
175 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
176 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
177
178 setInterval(render, 1000/60);
179 }
180
181 var g_angle = 0;
182 var g_texIndex = 0;
183 function render() {
184 g_angle += 0.1;
185 g_texIndex++;
186 if (g_texIndex >= g_textures.length) {
187 g_texIndex = 0;
188 }
189 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
190 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
191 gl.clearColor(1,0,0,1);
192 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
193 gl.drawArrays(gl.TRIANGLES, 0, 6);
194 }
195
196 /**
197 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
198 * @param {number} angle The angle by which to rotate (in radians).
199 * @return {!o3djs.math.Matrix4} The rotation matrix.
200 */
201 function rotationZ(angle) {
202 var c = Math.cos(angle);
203 var s = Math.sin(angle);
204
205 return [
206 c, s, 0, 0,
207 -s, c, 0, 0,
208 0, 0, 1, 0,
209 0, 0, 0, 1
210 ];
211 };
212
213 debug("");
214 successfullyParsed = true;
215 </script>
216 <script>
217 </script>
218
219 </body>
220 </html>
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