Index: third_party/webgl/conformance-suites/1.0.0/extra/fbo-lost-context.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/extra/fbo-lost-context.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/extra/fbo-lost-context.html (working copy) |
@@ -1,199 +0,0 @@ |
-<!-- |
-Copyright (c) 2009 The Chromium Authors. All rights reserved. |
-Use of this source code is governed by a BSD-style license that can be |
-found in the LICENSE file. |
- --> |
-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
- "http://www.w3.org/TR/html4/loose.dtd"> |
-<html> |
-<head> |
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> |
-<title>WebGL FBO Lost Context Test</title> |
-<link rel="stylesheet" href="../resources/js-test-style.css"/> |
-<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
-<script src="../../debug/webgl-debug.js"></script> |
-<script src="../resources/js-test-pre.js"></script> |
-<script src="../conformance/resources/webgl-test.js"></script> |
-</head> |
-<body> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script id="vshader" type="x-shader/x-vertex"> |
-attribute vec4 vPosition; |
-attribute vec2 texCoord0; |
-uniform mat4 world; |
-varying vec2 texCoord; |
-void main() |
-{ |
- gl_Position = vPosition * world; |
- texCoord = texCoord0; |
-} |
-</script> |
- |
-<script id="fshader" type="x-shader/x-fragment"> |
-precision mediump float; |
-uniform sampler2D tex; |
-varying vec2 texCoord; |
-void main() |
-{ |
- gl_FragColor = texture2D(tex, texCoord); |
-} |
-</script> |
-<canvas id="canvas" width="1024" height="1024"> </canvas> |
-<script> |
-description("This test is to help see if an WebGL app *can* get lost context."); |
- |
-debug(""); |
-debug("Canvas.getContext"); |
-var g_worldLoc; |
-var g_texLoc; |
-var g_textures = []; |
-gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1); |
-if (!gl) { |
- testFailed("context does not exist"); |
-} else { |
- testPassed("context exists"); |
- |
- debug(""); |
- debug("Checking for out of memory handling."); |
- |
- var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
- debug("max render buffer size: " + size); |
- size = size / 2; |
- debug("size used: " + size); |
- |
- var allocateFramebuffers = true; |
- var itervalId; |
- var count = 0; |
- |
- gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { |
- window.clearInterval(intervalId); |
- assertMsg(err == gl.OUT_OF_MEMORY, |
- "correctly returns gl.OUT_OF_MEMORY when out of memory"); |
- finish(); |
- }); |
- |
- function createFBO() { |
- var tex = gl.createTexture(); |
- gl.bindTexture(gl.TEXTURE_2D, tex); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
- gl.texImage2D(gl.TEXTURE_2D, |
- 0, // level |
- gl.RGBA, // internalFormat |
- size, // width |
- size, // height |
- 0, // border |
- gl.RGBA, // format |
- gl.UNSIGNED_BYTE, // type |
- null); // data |
- var fb = gl.createFramebuffer(); |
- gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
- gl.framebufferTexture2D( |
- gl.FRAMEBUFFER, |
- gl.COLOR_ATTACHMENT0, |
- gl.TEXTURE_2D, |
- tex, |
- 0); |
- var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
- if (status != gl.FRAMEBUFFER_COMPLETE) { |
- testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
- } |
- return { fb: fb, tex: tex }; |
- } |
- |
- gl.disable(gl.DEPTH_TEST); |
- |
- var numFBOs = 32; |
- for (var ii = 0; ii < numFBOs; ++ii) { |
- createFBO(); |
- var t = createFBO(); |
- tex = t.tex; |
- fb = t.fb; |
- |
- gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
- gl.scissor(0, 0, size, size); |
- gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1); |
- gl.clear(gl.COLOR_BUFFER_BIT); |
- g_textures.push(tex); |
- } |
- |
- gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
- -1,1,0, 1,1,0, -1,-1,0, |
- -1,-1,0, 1,1,0, 1,-1,0 |
- ]), gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(0); |
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
- |
- var vertexObject = gl.createBuffer(); |
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
- 0,0, 1,0, 0,1, |
- 0,1, 1,0, 1,1 |
- ]), gl.STATIC_DRAW); |
- gl.enableVertexAttribArray(1); |
- gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
- |
- gl.bindTexture(gl.TEXTURE_2D, tex); |
- g_texLoc = gl.getUniformLocation(gl.program, "tex"); |
- gl.uniform1i(g_texLoc, 0); |
- g_worldLoc = gl.getUniformLocation(gl.program, "world"); |
- gl.uniformMatrix4fv(g_worldLoc, false, [ |
- 0, 0, 0, 0, |
- 0, 0, 0, 0, |
- 0, 0, 1, 0, |
- 0, 0, 0, 1]); |
- |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
- |
- setInterval(render, 1000/60); |
-} |
- |
-var g_angle = 0; |
-var g_texIndex = 0; |
-function render() { |
- g_angle += 0.1; |
- g_texIndex++; |
- if (g_texIndex >= g_textures.length) { |
- g_texIndex = 0; |
- } |
- gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); |
- gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); |
- gl.clearColor(1,0,0,1); |
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
- gl.drawArrays(gl.TRIANGLES, 0, 6); |
-} |
- |
-/** |
- * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. |
- * @param {number} angle The angle by which to rotate (in radians). |
- * @return {!o3djs.math.Matrix4} The rotation matrix. |
- */ |
-function rotationZ(angle) { |
- var c = Math.cos(angle); |
- var s = Math.sin(angle); |
- |
- return [ |
- c, s, 0, 0, |
- -s, c, 0, 0, |
- 0, 0, 1, 0, |
- 0, 0, 0, 1 |
- ]; |
-}; |
- |
-debug(""); |
-successfullyParsed = true; |
-</script> |
-<script> |
-</script> |
- |
-</body> |
-</html> |