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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 Slow Shader 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 id="slow" type="text/something-not-javascript"> |
| 22 precision mediump float; |
| 23 uniform sampler2D tex; |
| 24 varying vec2 texCoord; |
| 25 void main() { |
| 26 gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy); |
| 27 } |
| 28 </script> |
| 29 <script> |
| 30 window.onload = main; |
| 31 |
| 32 debug("Tests drawing a very slow shader."); |
| 33 var wtu = WebGLTestUtils; |
| 34 var canvas = document.getElementById("example"); |
| 35 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); },
false); |
| 36 canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
| 37 var gl = wtu.create3DContext(canvas); |
| 38 var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
| 39 var texSize = Math.min(maxTexSize, 4096); |
| 40 debug("Max Texture size: " + maxTexSize); |
| 41 debug("Texture size: " + texSize); |
| 42 var shaderSource = |
| 43 document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); |
| 44 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); |
| 45 var vs = wtu.setupSimpleTextureVertexShader(gl); |
| 46 var fs = wtu.loadShader( |
| 47 gl, |
| 48 shaderSource, |
| 49 gl.FRAGMENT_SHADER) |
| 50 var program = wtu.setupProgram( |
| 51 gl, |
| 52 [vs, fs], |
| 53 ['vPosition', 'texCoord0'], |
| 54 [0, 1]); |
| 55 wtu.setupUnitQuad(gl, 0, 1); |
| 56 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); |
| 57 var tex = gl.createTexture(); |
| 58 gl.enable(gl.BLEND); |
| 59 gl.disable(gl.DEPTH_TEST); |
| 60 |
| 61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
| 62 debug("preparing..."); |
| 63 var numBytes = texSize * texSize * 4; |
| 64 var pixelBuf = new ArrayBuffer(numBytes); |
| 65 var pixels = new Uint8Array(pixelBuf); |
| 66 for (var ii = 0; ii < numBytes; ++ii) { |
| 67 pixels[ii] = Math.random() * 255; |
| 68 } |
| 69 gl.bindTexture(gl.TEXTURE_2D, tex); |
| 70 gl.texImage2D( |
| 71 gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, |
| 72 gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| 73 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup"); |
| 74 |
| 75 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| 76 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| 77 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
| 78 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
| 79 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting"); |
| 80 |
| 81 var loc = gl.getUniformLocation(program, "tex"); |
| 82 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); |
| 83 gl.uniform1i(loc, 0); |
| 84 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
| 85 |
| 86 var numQuads = 1000; |
| 87 var indexBuf = new ArrayBuffer(numQuads * 6); |
| 88 var indices = new Uint8Array(indexBuf); |
| 89 for (var ii = 0; ii < numQuads; ++ii) { |
| 90 var offset = ii * 6; |
| 91 indices[offset + 0] = 0; |
| 92 indices[offset + 1] = 1; |
| 93 indices[offset + 2] = 2; |
| 94 indices[offset + 3] = 3; |
| 95 indices[offset + 4] = 4; |
| 96 indices[offset + 5] = 5; |
| 97 } |
| 98 var indexBuffer = gl.createBuffer(); |
| 99 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
| 100 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| 101 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
| 102 |
| 103 function main () { |
| 104 if (confirm( |
| 105 "after clicking ok your machine may be come unresponsive or crash")) { |
| 106 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
| 107 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| 108 } else { |
| 109 debug("cancelled"); |
| 110 } |
| 111 } |
| 112 |
| 113 successfullyParsed = true; |
| 114 </script> |
| 115 </body> |
| 116 </html> |
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