| 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..6246d341e8dbfee45f959e971e22797f38382a58
|
| --- /dev/null
|
| +++ b/content/test/data/gpu/mem_webgl.html
|
| @@ -0,0 +1,136 @@
|
| +<!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_USE_GPU_MEMORY");
|
| +
|
| + // 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>
|
| +<canvas id="canvas_id" width=256px height=256px style="width:256px; height:256px;"/>
|
| +</body>
|
| +</html>
|
| +
|
|
|