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Unified Diff: third_party/webgl/sdk/tests/extra/big-fbos-example.html

Issue 9360034: Remove everthing except conformance tests in the deps/third_party/webgl (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/
Patch Set: Created 8 years, 10 months ago
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Index: third_party/webgl/sdk/tests/extra/big-fbos-example.html
===================================================================
--- third_party/webgl/sdk/tests/extra/big-fbos-example.html (revision 121077)
+++ third_party/webgl/sdk/tests/extra/big-fbos-example.html (working copy)
@@ -1,216 +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 charset="utf-8">
-<title>WebGL Big FBO 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>
-window.onload = init;
-debug("Tests the performance of using lots of large FBOs");
-
-function init() {
- if (confirm(
- "after clicking ok your machine may be come unresponsive or crash")) {
- main();
- } else {
- debug("cancelled");
- }
-}
-
-function main() {
- 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 intervalId = 0;
- var count = 0;
-
- WebGLDebugUtils.init(gl);
-
- function createFBO() {
- var tex = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, tex);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
- 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;
- }
- var err = gl.getError();
- if (err != gl.NO_ERROR) {
- if (err != gl.OUT_OF_MEMORY) {
- testFailed("gl.getError returned " + err);
- }
- return;
- }
- return { fb: fb, tex: tex };
- }
-
- gl.disable(gl.DEPTH_TEST);
-
- var maxFBOs = 2;
- for (var ii = 0; ii < maxFBOs; ++ii) {
- createFBO();
- var t = createFBO();
- if (!t) {
- break;
- }
- tex = t.tex;
- fb = t.fb;
-
- gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
- gl.scissor(0, 0, size, size);
- gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1);
- gl.clear(gl.COLOR_BUFFER_BIT);
- g_textures.push(tex);
- }
-
- debug("fbos allocated:" + g_textures.length);
- gl.scissor(0, 0, 1024, 1024);
- 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);
-
- 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]);
-
- 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.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);
- 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>

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