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Unified Diff: extra/fbo-lost-context.html

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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Index: extra/fbo-lost-context.html
===================================================================
--- extra/fbo-lost-context.html (revision 0)
+++ extra/fbo-lost-context.html (revision 0)
@@ -0,0 +1,199 @@
+<!--
+Copyright (c) 2009 The Chromium Authors. All rights reserved.
+Use of this source code is governed by a BSD-style license that can be
+found in the LICENSE file.
+ -->
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
+ "http://www.w3.org/TR/html4/loose.dtd">
+<html>
+<head>
+<meta charset="utf-8">
+<title>WebGL FBO Lost Context Test</title>
+<link rel="stylesheet" href="../resources/js-test-style.css"/>
+<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
+<script src="../../debug/webgl-debug.js"></script>
+<script src="../resources/js-test-pre.js"></script>
+<script src="../conformance/resources/webgl-test.js"></script>
+</head>
+<body>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec4 vPosition;
+attribute vec2 texCoord0;
+uniform mat4 world;
+varying vec2 texCoord;
+void main()
+{
+ gl_Position = vPosition * world;
+ texCoord = texCoord0;
+}
+</script>
+
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+uniform sampler2D tex;
+varying vec2 texCoord;
+void main()
+{
+ gl_FragColor = texture2D(tex, texCoord);
+}
+</script>
+<canvas id="canvas" width="1024" height="1024"> </canvas>
+<script>
+description("This test is to help see if an WebGL app *can* get lost context.");
+
+debug("");
+debug("Canvas.getContext");
+var g_worldLoc;
+var g_texLoc;
+var g_textures = [];
+gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
+if (!gl) {
+ testFailed("context does not exist");
+} else {
+ testPassed("context exists");
+
+ debug("");
+ debug("Checking for out of memory handling.");
+
+ var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
+ debug("max render buffer size: " + size);
+ size = size / 2;
+ debug("size used: " + size);
+
+ var allocateFramebuffers = true;
+ var itervalId;
+ var count = 0;
+
+ gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
+ window.clearInterval(intervalId);
+ assertMsg(err == gl.OUT_OF_MEMORY,
+ "correctly returns gl.OUT_OF_MEMORY when out of memory");
+ finish();
+ });
+
+ function createFBO() {
+ var tex = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ 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.texImage2D(gl.TEXTURE_2D,
+ 0, // level
+ gl.RGBA, // internalFormat
+ size, // width
+ size, // height
+ 0, // border
+ gl.RGBA, // format
+ gl.UNSIGNED_BYTE, // type
+ null); // data
+ var fb = gl.createFramebuffer();
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.framebufferTexture2D(
+ gl.FRAMEBUFFER,
+ gl.COLOR_ATTACHMENT0,
+ gl.TEXTURE_2D,
+ tex,
+ 0);
+ var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+ if (status != gl.FRAMEBUFFER_COMPLETE) {
+ testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status));
+ }
+ return { fb: fb, tex: tex };
+ }
+
+ gl.disable(gl.DEPTH_TEST);
+
+ var numFBOs = 32;
+ for (var ii = 0; ii < numFBOs; ++ii) {
+ createFBO();
+ var t = createFBO();
+ tex = t.tex;
+ fb = t.fb;
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.scissor(0, 0, size, size);
+ gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ g_textures.push(tex);
+ }
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ -1,1,0, 1,1,0, -1,-1,0,
+ -1,-1,0, 1,1,0, 1,-1,0
+ ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(0);
+ gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
+
+ var vertexObject = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ 0,0, 1,0, 0,1,
+ 0,1, 1,0, 1,1
+ ]), gl.STATIC_DRAW);
+ gl.enableVertexAttribArray(1);
+ gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
+
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ g_texLoc = gl.getUniformLocation(gl.program, "tex");
+ gl.uniform1i(g_texLoc, 0);
+ g_worldLoc = gl.getUniformLocation(gl.program, "world");
+ gl.uniformMatrix4fv(g_worldLoc, false, [
+ 0, 0, 0, 0,
+ 0, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1]);
+
+ 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.LINEAR);
+
+ setInterval(render, 1000/60);
+}
+
+var g_angle = 0;
+var g_texIndex = 0;
+function render() {
+ g_angle += 0.1;
+ g_texIndex++;
+ if (g_texIndex >= g_textures.length) {
+ g_texIndex = 0;
+ }
+ gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
+ gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
+ gl.clearColor(1,0,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+}
+
+/**
+ * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
+ * @param {number} angle The angle by which to rotate (in radians).
+ * @return {!o3djs.math.Matrix4} The rotation matrix.
+ */
+function rotationZ(angle) {
+ var c = Math.cos(angle);
+ var s = Math.sin(angle);
+
+ return [
+ c, s, 0, 0,
+ -s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+ ];
+};
+
+debug("");
+successfullyParsed = true;
+</script>
+<script>
+</script>
+
+</body>
+</html>
Property changes on: extra/fbo-lost-context.html
___________________________________________________________________
Added: svn:eol-style
+ LF
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