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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 Slow Shader example.</title>
33 <link rel="stylesheet" href="../resources/js-test-style.css"/>
34 <script src="../resources/js-test-pre.js"></script>
35 <script src="../conformance/resources/webgl-test-utils.js"> </script>
36 </head>
37 <body>
38 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px ;">
39 </canvas>
40 <div id="description"></div>
41 <div id="console"></div>
42 <script id="slow" type="text/something-not-javascript">
43 precision mediump float;
44 uniform sampler2D tex;
45 varying vec2 texCoord;
46 void main() {
47 gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy);
48 }
49 </script>
50 <script>
51 window.onload = main;
52
53 debug("Tests drawing a very slow shader.");
54 var wtu = WebGLTestUtils;
55 var canvas = document.getElementById("example");
56 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
57 canvas.addEventListener("webglcontextrestored", function(e) { }, false);
58 var gl = wtu.create3DContext(canvas);
59 var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
60 var texSize = Math.min(maxTexSize, 4096);
61 debug("Max Texture size: " + maxTexSize);
62 debug("Texture size: " + texSize);
63 var shaderSource =
64 document.getElementById("slow").text.replace(/\$size/g, texSize + ".0");
65 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context");
66 var vs = wtu.setupSimpleTextureVertexShader(gl);
67 var fs = wtu.loadShader(
68 gl,
69 shaderSource,
70 gl.FRAGMENT_SHADER)
71 var program = wtu.setupProgram(
72 gl,
73 [vs, fs],
74 ['vPosition', 'texCoord0'],
75 [0, 1]);
76 wtu.setupUnitQuad(gl, 0, 1);
77 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
78 var tex = gl.createTexture();
79 gl.enable(gl.BLEND);
80 gl.disable(gl.DEPTH_TEST);
81
82 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
83 debug("preparing...");
84 var numBytes = texSize * texSize * 4;
85 var pixelBuf = new ArrayBuffer(numBytes);
86 var pixels = new Uint8Array(pixelBuf);
87 for (var ii = 0; ii < numBytes; ++ii) {
88 pixels[ii] = Math.random() * 255;
89 }
90 gl.bindTexture(gl.TEXTURE_2D, tex);
91 gl.texImage2D(
92 gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0,
93 gl.RGBA, gl.UNSIGNED_BYTE, pixels);
94 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup");
95
96 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
97 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
98 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
99 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
100 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting");
101
102 var loc = gl.getUniformLocation(program, "tex");
103 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location");
104 gl.uniform1i(loc, 0);
105 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
106
107 var numQuads = 1000;
108 var indexBuf = new ArrayBuffer(numQuads * 6);
109 var indices = new Uint8Array(indexBuf);
110 for (var ii = 0; ii < numQuads; ++ii) {
111 var offset = ii * 6;
112 indices[offset + 0] = 0;
113 indices[offset + 1] = 1;
114 indices[offset + 2] = 2;
115 indices[offset + 3] = 3;
116 indices[offset + 4] = 4;
117 indices[offset + 5] = 5;
118 }
119 var indexBuffer = gl.createBuffer();
120 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
121 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
122 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
123
124 function main () {
125 if (confirm(
126 "after clicking ok your machine may be come unresponsive or crash")) {
127 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
128 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
129 } else {
130 debug("cancelled");
131 }
132 }
133
134 successfullyParsed = true;
135 </script>
136 </body>
137 </html>
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