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Issue 8342021: Add webgl conformance tests r15841. (Closed) Base URL: svn://chrome-svn/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 9 years, 2 months ago
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1 <!--
2 Copyright (c) 2009 The Chromium Authors. All rights reserved.
3 Use of this source code is governed by a BSD-style license that can be
4 found in the LICENSE file.
5 -->
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
7 "http://www.w3.org/TR/html4/loose.dtd">
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL Big FBO Test</title>
12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri pt>
14 <script src="../../debug/webgl-debug.js"></script>
15 <script src="../resources/js-test-pre.js"></script>
16 <script src="../conformance/resources/webgl-test.js"></script>
17 </head>
18 <body>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script id="vshader" type="x-shader/x-vertex">
22 attribute vec4 vPosition;
23 attribute vec2 texCoord0;
24 uniform mat4 world;
25 varying vec2 texCoord;
26 void main()
27 {
28 gl_Position = vPosition * world;
29 texCoord = texCoord0;
30 }
31 </script>
32
33 <script id="fshader" type="x-shader/x-fragment">
34 precision mediump float;
35 uniform sampler2D tex;
36 varying vec2 texCoord;
37 void main()
38 {
39 gl_FragColor = texture2D(tex, texCoord);
40 }
41 </script>
42 <canvas id="canvas" width="1024" height="1024"> </canvas>
43 <script>
44 window.onload = init;
45 debug("Tests the performance of using lots of large FBOs");
46
47 function init() {
48 if (confirm(
49 "after clicking ok your machine may be come unresponsive or crash")) {
50 main();
51 } else {
52 debug("cancelled");
53 }
54 }
55
56 function main() {
57 debug("");
58 debug("Canvas.getContext");
59 var g_worldLoc;
60 var g_texLoc;
61 var g_textures = [];
62 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
63 if (!gl) {
64 testFailed("context does not exist");
65 } else {
66 testPassed("context exists");
67
68 debug("");
69 debug("Checking for out of memory handling.");
70
71 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
72 debug("max render buffer size: " + size);
73 size = size / 2;
74 debug("size used: " + size);
75
76 var allocateFramebuffers = true;
77 var intervalId = 0;
78 var count = 0;
79
80 WebGLDebugUtils.init(gl);
81
82 function createFBO() {
83 var tex = gl.createTexture();
84 gl.bindTexture(gl.TEXTURE_2D, tex);
85 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
86 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
87 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
88 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
89 gl.texImage2D(gl.TEXTURE_2D,
90 0, // level
91 gl.RGBA, // internalFormat
92 size, // width
93 size, // height
94 0, // border
95 gl.RGBA, // format
96 gl.UNSIGNED_BYTE, // type
97 null); // data
98 var fb = gl.createFramebuffer();
99 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
100 gl.framebufferTexture2D(
101 gl.FRAMEBUFFER,
102 gl.COLOR_ATTACHMENT0,
103 gl.TEXTURE_2D,
104 tex,
105 0);
106 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
107 if (status != gl.FRAMEBUFFER_COMPLETE) {
108 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glE numToString(status));
109 return;
110 }
111 var err = gl.getError();
112 if (err != gl.NO_ERROR) {
113 if (err != gl.OUT_OF_MEMORY) {
114 testFailed("gl.getError returned " + err);
115 }
116 return;
117 }
118 return { fb: fb, tex: tex };
119 }
120
121 gl.disable(gl.DEPTH_TEST);
122
123 var maxFBOs = 2;
124 for (var ii = 0; ii < maxFBOs; ++ii) {
125 createFBO();
126 var t = createFBO();
127 if (!t) {
128 break;
129 }
130 tex = t.tex;
131 fb = t.fb;
132
133 gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
134 gl.scissor(0, 0, size, size);
135 gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1);
136 gl.clear(gl.COLOR_BUFFER_BIT);
137 g_textures.push(tex);
138 }
139
140 debug("fbos allocated:" + g_textures.length);
141 gl.scissor(0, 0, 1024, 1024);
142 gl.bindFramebuffer(gl.FRAMEBUFFER, null);
143
144 var vertexObject = gl.createBuffer();
145 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
146 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
147 -1,1,0, 1,1,0, -1,-1,0,
148 -1,-1,0, 1,1,0, 1,-1,0
149 ]), gl.STATIC_DRAW);
150 gl.enableVertexAttribArray(0);
151 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
152
153 var vertexObject = gl.createBuffer();
154 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
155 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1,
156 0,1, 1,0, 1,1
157 ]), gl.STATIC_DRAW);
158 gl.enableVertexAttribArray(1);
159 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
160
161 g_texLoc = gl.getUniformLocation(gl.program, "tex");
162 gl.uniform1i(g_texLoc, 0);
163 g_worldLoc = gl.getUniformLocation(gl.program, "world");
164 gl.uniformMatrix4fv(g_worldLoc, false, [
165 0, 0, 0, 0,
166 0, 0, 0, 0,
167 0, 0, 1, 0,
168 0, 0, 0, 1]);
169
170 setInterval(render, 1000/60);
171 }
172
173 var g_angle = 0;
174 var g_texIndex = 0;
175 function render() {
176 g_angle += 0.1;
177 g_texIndex++;
178 if (g_texIndex >= g_textures.length) {
179 g_texIndex = 0;
180 }
181 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
182 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
183 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
184 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
185 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
186 gl.clearColor(1,0,0,1);
187 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
188 gl.drawArrays(gl.TRIANGLES, 0, 6);
189 }
190 }
191
192 /**
193 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
194 * @param {number} angle The angle by which to rotate (in radians).
195 * @return {!o3djs.math.Matrix4} The rotation matrix.
196 */
197 function rotationZ(angle) {
198 var c = Math.cos(angle);
199 var s = Math.sin(angle);
200
201 return [
202 c, s, 0, 0,
203 -s, c, 0, 0,
204 0, 0, 1, 0,
205 0, 0, 0, 1
206 ];
207 };
208
209 debug("");
210 successfullyParsed = true;
211 </script>
212 <script>
213 </script>
214
215 </body>
216 </html>
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