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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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