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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 Lots of polygons example.</title>
12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
13 <script src="../resources/js-test-pre.js"></script>
14 <script src="../conformance/resources/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px ;">
18 </canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script>
22 window.onload = init;
23 debug("Tests a WebGL program that draws a bunch of large polygons");
24
25 function init() {
26 if (confirm(
27 "after clicking ok your machine may be come unresponsive or crash")) {
28 main();
29 } else {
30 debug("cancelled");
31 }
32 }
33
34 function main() {
35 var wtu = WebGLTestUtils;
36 var canvas = document.getElementById("example");
37 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
38 canvas.addEventListener("webglcontextrestored", function(e) { }, false);
39
40 var gl = wtu.create3DContext(canvas);
41 var program = wtu.setupTexturedQuad(gl);
42
43 assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup.");
44
45 var tex = gl.createTexture();
46 gl.enable(gl.BLEND);
47 gl.disable(gl.DEPTH_TEST);
48
49 wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0);
50 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
51
52 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
55 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
56 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params");
57
58 var loc = gl.getUniformLocation(program, "tex");
59 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations");
60 gl.uniform1i(loc, 0);
61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
62
63 var numQuads = 100000;
64 var indexBuf = new ArrayBuffer(numQuads * 6);
65 var indices = new Uint8Array(indexBuf);
66 for (var ii = 0; ii < numQuads; ++ii) {
67 var offset = ii * 6;
68 indices[offset + 0] = 0;
69 indices[offset + 1] = 1;
70 indices[offset + 2] = 2;
71 indices[offset + 3] = 3;
72 indices[offset + 4] = 4;
73 indices[offset + 5] = 5;
74 }
75 var indexBuffer = gl.createBuffer();
76 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
77 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
78 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating index buffer");
79 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
80 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
81
82 successfullyParsed = true;
83 }
84 </script>
85 </body>
86 </html>
87
88
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