| Index: content/test/data/gpu/mem_webgl.html
|
| ===================================================================
|
| --- content/test/data/gpu/mem_webgl.html (revision 175756)
|
| +++ content/test/data/gpu/mem_webgl.html (working copy)
|
| @@ -1,136 +0,0 @@
|
| -<!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>
|
| -
|
|
|