Chromium Code Reviews| Index: content/test/data/gpu/mem_webgl.html |
| diff --git a/content/test/data/gpu/mem_webgl.html b/content/test/data/gpu/mem_webgl.html |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..5a31b86b26ee3eb222dbd370b4eddcfe5a610270 |
| --- /dev/null |
| +++ b/content/test/data/gpu/mem_webgl.html |
| @@ -0,0 +1,138 @@ |
| +<!DOCTYPE HTML> |
| +<html> |
| +<head> |
| +<title>GPU Memory Test: Use N MB of GPU Memory with WebGL</title> |
| + |
| +<script id="vertex-shader" type="x-shader/x-vertex"> |
| +attribute vec2 a_position; |
| +varying vec2 v_position; |
| +void main() { |
| + v_position = a_position; |
| + gl_Position = vec4(a_position, 0, 1); |
| +} |
| +</script> |
| + |
| +<script id="fragment-shader" type="x-shader/x-fragment"> |
| +precision mediump float; |
| +uniform sampler2D u_image; |
| +varying vec2 v_position; |
| +void main() { |
| + gl_FragColor = texture2D(u_image, v_position); |
| +} |
| +</script> |
| + |
| +<script> |
| +var gl = null; |
| +var shaderProgram = null; |
| +var textures = []; |
| +var fbos = []; |
| +var t = 0.0; |
| +var n = 1; |
| + |
| +// Create n textures of about 1MB each. |
| +function useGpuMemory(mb_to_use) |
| +{ |
| + n = mb_to_use; |
| + |
| + var canvas = document.getElementById("canvas_id"); |
| + gl = canvas.getContext("experimental-webgl"); |
| + if (!gl) { |
| + throw "Unable to fetch WebGL rendering context for Canvas"; |
| + } |
| + |
| + // Create n textures that are each about 1MB and FBOs to render to them. |
| + for (var i = 0; i < n; ++i) { |
| + var texture = gl.createTexture(); |
| + var fbo = gl.createFramebuffer(); |
| + textures.push(texture); |
| + fbos.push(fbo); |
| + |
| + gl.bindTexture(gl.TEXTURE_2D, texture); |
| + 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.NEAREST); |
| + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 512, 512, 0, |
| + gl.RGBA, gl.UNSIGNED_BYTE, null) |
| + |
| + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| + gl.framebufferTexture2D(gl.FRAMEBUFFER, |
| + gl.COLOR_ATTACHMENT0, |
| + gl.TEXTURE_2D, |
| + texture, |
| + 0); |
| + } |
| + |
| + // Create a shader that samples a 2D image. |
| + var vertexShader = gl.createShader(gl.VERTEX_SHADER); |
| + gl.shaderSource(vertexShader, |
| + document.getElementById("vertex-shader").textContent); |
| + gl.compileShader(vertexShader); |
| + |
| + var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); |
| + gl.shaderSource(fragmentShader, |
| + document.getElementById("fragment-shader").textContent); |
| + gl.compileShader(fragmentShader); |
| + |
| + shaderProgram = gl.createProgram(); |
| + gl.attachShader(shaderProgram, vertexShader); |
| + gl.attachShader(shaderProgram, fragmentShader); |
| + gl.linkProgram(shaderProgram); |
| + gl.useProgram(shaderProgram); |
| + |
| + // Bind a vertex buffer with a single triangle |
| + var buffer = gl.createBuffer(); |
| + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); |
| + var bufferData = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0]); |
| + gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW); |
| + gl.enableVertexAttribArray(shaderProgram.a_position); |
| + gl.vertexAttribPointer(shaderProgram.a_position, 2, gl.FLOAT, false, 0, 0); |
| + |
| + // Signal back to the test runner that we're done allocating memory. |
| + domAutomationController.send("DONE"); |
| + |
| + // Start the event loop. |
| + tick(); |
| +} |
| + |
| +function drawScene() |
| +{ |
| + // Render a solid color to each texture. |
| + for (var i = 0; i < n; ++i) { |
| + gl.bindFramebuffer(gl.FRAMEBUFFER, fbos[i]); |
| + gl.viewport(0, 0, 512, 512); |
| + gl.clearColor(0.0, Math.sin(t/60.0)*0.25 + 0.75*(i+1.0)/n, 0.0, 1.0); |
| + gl.clear(gl.COLOR_BUFFER_BIT); |
| + } |
| + |
| + // Draw these textures to the screen, offset by 1 pixel increments |
| + gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| + gl.viewport(0, 0, 256, 256); |
| + gl.clearColor(0.0, 0.0, 0.0, 1.0); |
| + gl.clear(gl.COLOR_BUFFER_BIT); |
| + for (var i = 0; i < n; ++i) { |
| + gl.viewport(i, i, 256-i, 256-i); |
| + gl.activeTexture(gl.TEXTURE0); |
| + gl.bindTexture(gl.TEXTURE_2D, textures[i]); |
| + gl.uniform1i(shaderProgram.u_image, 0); |
| + gl.drawArrays(gl.TRIANGLES, 0, 3); |
| + } |
| + |
| + t += 1; |
| +} |
| + |
| +function tick() |
| +{ |
| + window.webkitRequestAnimationFrame(tick); |
| + drawScene(); |
| +} |
| +</script> |
| +</head> |
| + |
| +<body> |
| +<div class="test-div" style="width=100px; height=100px;"> |
|
nduca
2013/01/05 05:14:42
is the outer test-div important here?
ccameron
2013/01/07 21:36:34
Nope, annihilated.
|
| + <canvas id="canvas_id" width=256px height=256px style="width:256px; height:256px;"/> |
| +</div> |
| +</body> |
| +</html> |
| + |