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Unified Diff: content/test/data/gpu/mem_webgl.html

Issue 11826022: Revert 175753 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 7 years, 11 months ago
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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>
-
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