| OLD | NEW | 
|---|
| (Empty) |  | 
|  | 1 <!DOCTYPE HTML> | 
|  | 2 <html> | 
|  | 3 <head> | 
|  | 4 <title>GPU Memory Test: Use N MB of GPU Memory with WebGL</title> | 
|  | 5 | 
|  | 6 <script id="vertex-shader" type="x-shader/x-vertex"> | 
|  | 7 attribute vec2 a_position; | 
|  | 8 varying vec2 v_position; | 
|  | 9 void main() { | 
|  | 10     v_position = a_position; | 
|  | 11     gl_Position = vec4(a_position, 0, 1); | 
|  | 12 } | 
|  | 13 </script> | 
|  | 14 | 
|  | 15 <script id="fragment-shader" type="x-shader/x-fragment"> | 
|  | 16 precision mediump float; | 
|  | 17 uniform sampler2D u_image; | 
|  | 18 varying vec2 v_position; | 
|  | 19 void main() { | 
|  | 20     gl_FragColor = texture2D(u_image, v_position); | 
|  | 21 } | 
|  | 22 </script> | 
|  | 23 | 
|  | 24 <script> | 
|  | 25 var gl = null; | 
|  | 26 var shaderProgram = null; | 
|  | 27 var textures = []; | 
|  | 28 var fbos = []; | 
|  | 29 var t = 0.0; | 
|  | 30 var n = 1; | 
|  | 31 | 
|  | 32 // Create n textures of about 1MB each. | 
|  | 33 function useGpuMemory(mb_to_use) | 
|  | 34 { | 
|  | 35   n = mb_to_use; | 
|  | 36 | 
|  | 37   var canvas = document.getElementById("canvas_id"); | 
|  | 38   gl = canvas.getContext("experimental-webgl"); | 
|  | 39   if (!gl) { | 
|  | 40     throw "Unable to fetch WebGL rendering context for Canvas"; | 
|  | 41   } | 
|  | 42 | 
|  | 43   // Create n textures that are each about 1MB and FBOs to render to them. | 
|  | 44   for (var i = 0; i < n; ++i) { | 
|  | 45     var texture = gl.createTexture(); | 
|  | 46     var fbo = gl.createFramebuffer(); | 
|  | 47     textures.push(texture); | 
|  | 48     fbos.push(fbo); | 
|  | 49 | 
|  | 50     gl.bindTexture(gl.TEXTURE_2D, texture); | 
|  | 51     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | 
|  | 52     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | 
|  | 53     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | 
|  | 54     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | 
|  | 55     gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 512, 512, 0, | 
|  | 56                   gl.RGBA, gl.UNSIGNED_BYTE, null) | 
|  | 57 | 
|  | 58     gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); | 
|  | 59     gl.framebufferTexture2D(gl.FRAMEBUFFER, | 
|  | 60                             gl.COLOR_ATTACHMENT0, | 
|  | 61                             gl.TEXTURE_2D, | 
|  | 62                             texture, | 
|  | 63                             0); | 
|  | 64   } | 
|  | 65 | 
|  | 66   // Create a shader that samples a 2D image. | 
|  | 67   var vertexShader = gl.createShader(gl.VERTEX_SHADER); | 
|  | 68   gl.shaderSource(vertexShader, | 
|  | 69                   document.getElementById("vertex-shader").textContent); | 
|  | 70   gl.compileShader(vertexShader); | 
|  | 71 | 
|  | 72   var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); | 
|  | 73   gl.shaderSource(fragmentShader, | 
|  | 74                   document.getElementById("fragment-shader").textContent); | 
|  | 75   gl.compileShader(fragmentShader); | 
|  | 76 | 
|  | 77   shaderProgram = gl.createProgram(); | 
|  | 78   gl.attachShader(shaderProgram, vertexShader); | 
|  | 79   gl.attachShader(shaderProgram, fragmentShader); | 
|  | 80   gl.linkProgram(shaderProgram); | 
|  | 81   gl.useProgram(shaderProgram); | 
|  | 82 | 
|  | 83   // Bind a vertex buffer with a single triangle | 
|  | 84   var buffer = gl.createBuffer(); | 
|  | 85   gl.bindBuffer(gl.ARRAY_BUFFER, buffer); | 
|  | 86   var bufferData = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0,  1.0]); | 
|  | 87   gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW); | 
|  | 88   gl.enableVertexAttribArray(shaderProgram.a_position); | 
|  | 89   gl.vertexAttribPointer(shaderProgram.a_position, 2, gl.FLOAT, false, 0, 0); | 
|  | 90 | 
|  | 91   // Signal back to the test runner that we're done allocating memory. | 
|  | 92   domAutomationController.send(true); | 
|  | 93 | 
|  | 94   // Start the event loop. | 
|  | 95   tick(); | 
|  | 96 } | 
|  | 97 | 
|  | 98 function drawScene() | 
|  | 99 { | 
|  | 100   // Render a solid color to each texture. | 
|  | 101   for (var i = 0; i < n; ++i) { | 
|  | 102     gl.bindFramebuffer(gl.FRAMEBUFFER, fbos[i]); | 
|  | 103     gl.viewport(0, 0, 512, 512); | 
|  | 104     gl.clearColor(0.0, Math.sin(t/60.0)*0.25 + 0.75*(i+1.0)/n, 0.0, 1.0); | 
|  | 105     gl.clear(gl.COLOR_BUFFER_BIT); | 
|  | 106   } | 
|  | 107 | 
|  | 108   // Draw these textures to the screen, offset by 1 pixel increments | 
|  | 109   gl.bindFramebuffer(gl.FRAMEBUFFER, null); | 
|  | 110   gl.viewport(0, 0, 256, 256); | 
|  | 111   gl.clearColor(0.0, 0.0, 0.0, 1.0); | 
|  | 112   gl.clear(gl.COLOR_BUFFER_BIT); | 
|  | 113   for (var i = 0; i < n; ++i) { | 
|  | 114     gl.viewport(i, i, 256-i, 256-i); | 
|  | 115     gl.activeTexture(gl.TEXTURE0); | 
|  | 116     gl.bindTexture(gl.TEXTURE_2D, textures[i]); | 
|  | 117     gl.uniform1i(shaderProgram.u_image, 0); | 
|  | 118     gl.drawArrays(gl.TRIANGLES, 0, 3); | 
|  | 119   } | 
|  | 120 | 
|  | 121   t += 1; | 
|  | 122 } | 
|  | 123 | 
|  | 124 function tick() | 
|  | 125 { | 
|  | 126   window.webkitRequestAnimationFrame(tick); | 
|  | 127   drawScene(); | 
|  | 128 } | 
|  | 129 </script> | 
|  | 130 </head> | 
|  | 131 | 
|  | 132 <body> | 
|  | 133 <div class="test-div" style="width=100px; height=100px;"> | 
|  | 134     <canvas id="canvas_id" width=256px height=256px style="width:256px; height:2
     56px;"/> | 
|  | 135 </div> | 
|  | 136 </body> | 
|  | 137 </html> | 
|  | 138 | 
| OLD | NEW | 
|---|