| Index: chrome/test/data/gpu/mem_webgl.html | 
| diff --git a/chrome/test/data/gpu/mem_webgl.html b/chrome/test/data/gpu/mem_webgl.html | 
| new file mode 100644 | 
| index 0000000000000000000000000000000000000000..555c2d3c0f6538a22b390aeccbe9c9641ac9f085 | 
| --- /dev/null | 
| +++ b/chrome/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(true); | 
| + | 
| +  // 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;"> | 
| +    <canvas id="canvas_id" width=256px height=256px style="width:256px; height:256px;"/> | 
| +</div> | 
| +</body> | 
| +</html> | 
| + | 
|  |