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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 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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