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1 <!-- | |
2 Copyright (c) 2009 The Chromium Authors. All rights reserved. | |
3 Use of this source code is governed by a BSD-style license that can be | |
4 found in the LICENSE file. | |
5 --> | |
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
7 "http://www.w3.org/TR/html4/loose.dtd"> | |
8 <html> | |
9 <head> | |
10 <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
11 <title>WebGL FBO Lost Context Test</title> | |
12 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> | |
14 <script src="../../debug/webgl-debug.js"></script> | |
15 <script src="../resources/js-test-pre.js"></script> | |
16 <script src="../conformance/resources/webgl-test.js"></script> | |
17 </head> | |
18 <body> | |
19 <div id="description"></div> | |
20 <div id="console"></div> | |
21 <script id="vshader" type="x-shader/x-vertex"> | |
22 attribute vec4 vPosition; | |
23 attribute vec2 texCoord0; | |
24 uniform mat4 world; | |
25 varying vec2 texCoord; | |
26 void main() | |
27 { | |
28 gl_Position = vPosition * world; | |
29 texCoord = texCoord0; | |
30 } | |
31 </script> | |
32 | |
33 <script id="fshader" type="x-shader/x-fragment"> | |
34 precision mediump float; | |
35 uniform sampler2D tex; | |
36 varying vec2 texCoord; | |
37 void main() | |
38 { | |
39 gl_FragColor = texture2D(tex, texCoord); | |
40 } | |
41 </script> | |
42 <canvas id="canvas" width="1024" height="1024"> </canvas> | |
43 <script> | |
44 description("This test is to help see if an WebGL app *can* get lost context."); | |
45 | |
46 debug(""); | |
47 debug("Canvas.getContext"); | |
48 var g_worldLoc; | |
49 var g_texLoc; | |
50 var g_textures = []; | |
51 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0,
0, 0, 1 ], 1); | |
52 if (!gl) { | |
53 testFailed("context does not exist"); | |
54 } else { | |
55 testPassed("context exists"); | |
56 | |
57 debug(""); | |
58 debug("Checking for out of memory handling."); | |
59 | |
60 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); | |
61 debug("max render buffer size: " + size); | |
62 size = size / 2; | |
63 debug("size used: " + size); | |
64 | |
65 var allocateFramebuffers = true; | |
66 var itervalId; | |
67 var count = 0; | |
68 | |
69 gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { | |
70 window.clearInterval(intervalId); | |
71 assertMsg(err == gl.OUT_OF_MEMORY, | |
72 "correctly returns gl.OUT_OF_MEMORY when out of memory"); | |
73 finish(); | |
74 }); | |
75 | |
76 function createFBO() { | |
77 var tex = gl.createTexture(); | |
78 gl.bindTexture(gl.TEXTURE_2D, tex); | |
79 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
80 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); | |
81 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
82 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
83 gl.texImage2D(gl.TEXTURE_2D, | |
84 0, // level | |
85 gl.RGBA, // internalFormat | |
86 size, // width | |
87 size, // height | |
88 0, // border | |
89 gl.RGBA, // format | |
90 gl.UNSIGNED_BYTE, // type | |
91 null); // data | |
92 var fb = gl.createFramebuffer(); | |
93 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
94 gl.framebufferTexture2D( | |
95 gl.FRAMEBUFFER, | |
96 gl.COLOR_ATTACHMENT0, | |
97 gl.TEXTURE_2D, | |
98 tex, | |
99 0); | |
100 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); | |
101 if (status != gl.FRAMEBUFFER_COMPLETE) { | |
102 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnu
mToString(status)); | |
103 } | |
104 return { fb: fb, tex: tex }; | |
105 } | |
106 | |
107 gl.disable(gl.DEPTH_TEST); | |
108 | |
109 var numFBOs = 32; | |
110 for (var ii = 0; ii < numFBOs; ++ii) { | |
111 createFBO(); | |
112 var t = createFBO(); | |
113 tex = t.tex; | |
114 fb = t.fb; | |
115 | |
116 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
117 gl.scissor(0, 0, size, size); | |
118 gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1); | |
119 gl.clear(gl.COLOR_BUFFER_BIT); | |
120 g_textures.push(tex); | |
121 } | |
122 | |
123 gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
124 | |
125 var vertexObject = gl.createBuffer(); | |
126 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
127 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
128 -1,1,0, 1,1,0, -1,-1,0, | |
129 -1,-1,0, 1,1,0, 1,-1,0 | |
130 ]), gl.STATIC_DRAW); | |
131 gl.enableVertexAttribArray(0); | |
132 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
133 | |
134 var vertexObject = gl.createBuffer(); | |
135 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
136 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
137 0,0, 1,0, 0,1, | |
138 0,1, 1,0, 1,1 | |
139 ]), gl.STATIC_DRAW); | |
140 gl.enableVertexAttribArray(1); | |
141 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
142 | |
143 gl.bindTexture(gl.TEXTURE_2D, tex); | |
144 g_texLoc = gl.getUniformLocation(gl.program, "tex"); | |
145 gl.uniform1i(g_texLoc, 0); | |
146 g_worldLoc = gl.getUniformLocation(gl.program, "world"); | |
147 gl.uniformMatrix4fv(g_worldLoc, false, [ | |
148 0, 0, 0, 0, | |
149 0, 0, 0, 0, | |
150 0, 0, 1, 0, | |
151 0, 0, 0, 1]); | |
152 | |
153 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
154 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
155 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
156 | |
157 setInterval(render, 1000/60); | |
158 } | |
159 | |
160 var g_angle = 0; | |
161 var g_texIndex = 0; | |
162 function render() { | |
163 g_angle += 0.1; | |
164 g_texIndex++; | |
165 if (g_texIndex >= g_textures.length) { | |
166 g_texIndex = 0; | |
167 } | |
168 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); | |
169 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); | |
170 gl.clearColor(1,0,0,1); | |
171 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
172 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
173 } | |
174 | |
175 /** | |
176 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. | |
177 * @param {number} angle The angle by which to rotate (in radians). | |
178 * @return {!o3djs.math.Matrix4} The rotation matrix. | |
179 */ | |
180 function rotationZ(angle) { | |
181 var c = Math.cos(angle); | |
182 var s = Math.sin(angle); | |
183 | |
184 return [ | |
185 c, s, 0, 0, | |
186 -s, c, 0, 0, | |
187 0, 0, 1, 0, | |
188 0, 0, 0, 1 | |
189 ]; | |
190 }; | |
191 | |
192 debug(""); | |
193 successfullyParsed = true; | |
194 </script> | |
195 <script> | |
196 </script> | |
197 | |
198 </body> | |
199 </html> | |
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