Index: third_party/webgl/conformance-suites/1.0.0/extra/slow-shader-example.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/extra/slow-shader-example.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/extra/slow-shader-example.html (working copy) |
@@ -1,115 +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> |
-<title>WebGL Slow Shader example.</title> |
-<link rel="stylesheet" href="../resources/js-test-style.css"/> |
-<script src="../resources/js-test-pre.js"></script> |
-<script src="../conformance/resources/webgl-test-utils.js"> </script> |
-</head> |
-<body> |
-<canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;"> |
-</canvas> |
-<div id="description"></div> |
-<div id="console"></div> |
-<script id="slow" type="text/something-not-javascript"> |
-#if defined(GL_ES) |
-precision mediump float; |
-#endif |
-uniform sampler2D tex; |
-varying vec2 texCoord; |
-void main() { |
- gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy); |
-} |
-</script> |
-<script> |
-window.onload = main; |
- |
-debug("Tests drawing a very slow shader."); |
-var wtu = WebGLTestUtils; |
-var canvas = document.getElementById("example"); |
-var gl = wtu.create3DContext(canvas); |
-var texSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
-debug("Max Texture size: " + texSize); |
-var shaderSource = |
- document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); |
-var vs = wtu.setupSimpleTextureVertexShader(gl); |
-var fs = wtu.loadShader( |
- gl, |
- shaderSource, |
- gl.FRAGMENT_SHADER) |
-var program = wtu.setupProgram( |
- gl, |
- [vs, fs], |
- ['vPosition', 'texCoord0'], |
- [0, 1]); |
-wtu.setupUnitQuad(gl, 0, 1); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); |
-var tex = gl.createTexture(); |
-gl.enable(gl.BLEND); |
-gl.disable(gl.DEPTH_TEST); |
- |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
-debug("preparing..."); |
-var numBytes = texSize * texSize * 4; |
-var pixelBuf = new ArrayBuffer(numBytes); |
-var pixels = new Uint8Array(pixelBuf); |
-for (var ii = 0; ii < numBytes; ++ii) { |
- pixels[ii] = Math.random() * 255; |
-} |
-gl.bindTexture(gl.TEXTURE_2D, tex); |
-gl.texImage2D( |
- gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, |
- gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup"); |
- |
-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.REPEAT); |
-gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting"); |
- |
-var loc = gl.getUniformLocation(program, "tex"); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); |
-gl.uniform1i(loc, 0); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
- |
-var numQuads = 1000; |
-var indexBuf = new ArrayBuffer(numQuads * 6); |
-var indices = new Uint8Array(indexBuf); |
-for (var ii = 0; ii < numQuads; ++ii) { |
- var offset = ii * 6; |
- indices[offset + 0] = 0; |
- indices[offset + 1] = 1; |
- indices[offset + 2] = 2; |
- indices[offset + 3] = 3; |
- indices[offset + 4] = 4; |
- indices[offset + 5] = 5; |
-} |
-var indexBuffer = gl.createBuffer(); |
-gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
-gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
-wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
- |
-function main () { |
- if (confirm( |
- "after clicking ok your machine may be come unresponsive or crash")) { |
- gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
- wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
- } else { |
- debug("cancelled"); |
- } |
-} |
- |
-successfullyParsed = true; |
-</script> |
-</body> |
-</html> |
- |
- |