| Index: third_party/webgl/sdk/tests/extra/big-fbos-example.html
|
| ===================================================================
|
| --- third_party/webgl/sdk/tests/extra/big-fbos-example.html (revision 0)
|
| +++ third_party/webgl/sdk/tests/extra/big-fbos-example.html (revision 0)
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| @@ -0,0 +1,216 @@
|
| +<!--
|
| +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;
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| +uniform sampler2D tex;
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| +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;
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| + var g_texLoc;
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| + var g_textures = [];
|
| + gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
|
| + if (!gl) {
|
| + testFailed("context does not exist");
|
| + } else {
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| + testPassed("context exists");
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| +
|
| + debug("");
|
| + debug("Checking for out of memory handling.");
|
| +
|
| + var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
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| + debug("max render buffer size: " + size);
|
| + size = size / 2;
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| + debug("size used: " + size);
|
| +
|
| + var allocateFramebuffers = true;
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| + var intervalId = 0;
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| + var count = 0;
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| +
|
| + WebGLDebugUtils.init(gl);
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| +
|
| + 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,
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| + 0, // level
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| + gl.RGBA, // internalFormat
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| + size, // width
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| + size, // height
|
| + 0, // border
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| + gl.RGBA, // format
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| + gl.UNSIGNED_BYTE, // type
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| + null); // data
|
| + var fb = gl.createFramebuffer();
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| + gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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| + gl.framebufferTexture2D(
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| + gl.FRAMEBUFFER,
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| + gl.COLOR_ATTACHMENT0,
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| + gl.TEXTURE_2D,
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| + tex,
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| + 0);
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| + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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| + if (status != gl.FRAMEBUFFER_COMPLETE) {
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| + 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();
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| + 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,
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| + -s, c, 0, 0,
|
| + 0, 0, 1, 0,
|
| + 0, 0, 0, 1
|
| + ];
|
| +};
|
| +
|
| +debug("");
|
| +successfullyParsed = true;
|
| +</script>
|
| +<script>
|
| +</script>
|
| +
|
| +</body>
|
| +</html>
|
|
|
| Property changes on: third_party/webgl/sdk/tests/extra/big-fbos-example.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
|
|
|
|
|