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Unified Diff: third_party/webgl/sdk/tests/extra/slow-shader-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/slow-shader-example.html
===================================================================
--- third_party/webgl/sdk/tests/extra/slow-shader-example.html (revision 121077)
+++ third_party/webgl/sdk/tests/extra/slow-shader-example.html (working copy)
@@ -1,116 +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 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">
-precision mediump float;
-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");
-canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
-canvas.addEventListener("webglcontextrestored", function(e) { }, false);
-var gl = wtu.create3DContext(canvas);
-var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
-var texSize = Math.min(maxTexSize, 4096);
-debug("Max Texture size: " + maxTexSize);
-debug("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>
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