| Index: extra/slow-shader-example.html
|
| ===================================================================
|
| --- extra/slow-shader-example.html (revision 0)
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| +++ extra/slow-shader-example.html (revision 0)
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| @@ -0,0 +1,116 @@
|
| +<!--
|
| +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 Slow Shader example.</title>
|
| +<link rel="stylesheet" href="../resources/js-test-style.css"/>
|
| +<script src="../resources/js-test-pre.js"></script>
|
| +<script src="../conformance/resources/webgl-test-utils.js"> </script>
|
| +</head>
|
| +<body>
|
| +<canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;">
|
| +</canvas>
|
| +<div id="description"></div>
|
| +<div id="console"></div>
|
| +<script id="slow" type="text/something-not-javascript">
|
| +precision mediump float;
|
| +uniform sampler2D tex;
|
| +varying vec2 texCoord;
|
| +void main() {
|
| + gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy);
|
| +}
|
| +</script>
|
| +<script>
|
| +window.onload = main;
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| +
|
| +debug("Tests drawing a very slow shader.");
|
| +var wtu = WebGLTestUtils;
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| +var canvas = document.getElementById("example");
|
| +canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
|
| +canvas.addEventListener("webglcontextrestored", function(e) { }, false);
|
| +var gl = wtu.create3DContext(canvas);
|
| +var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
|
| +var texSize = Math.min(maxTexSize, 4096);
|
| +debug("Max Texture size: " + maxTexSize);
|
| +debug("Texture size: " + texSize);
|
| +var shaderSource =
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| + document.getElementById("slow").text.replace(/\$size/g, texSize + ".0");
|
| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context");
|
| +var vs = wtu.setupSimpleTextureVertexShader(gl);
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| +var fs = wtu.loadShader(
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| + gl,
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| + shaderSource,
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| + gl.FRAGMENT_SHADER)
|
| +var program = wtu.setupProgram(
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| + gl,
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| + [vs, fs],
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| + ['vPosition', 'texCoord0'],
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| + [0, 1]);
|
| +wtu.setupUnitQuad(gl, 0, 1);
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| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
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| +var tex = gl.createTexture();
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| +gl.enable(gl.BLEND);
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| +gl.disable(gl.DEPTH_TEST);
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| +
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| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
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| +debug("preparing...");
|
| +var numBytes = texSize * texSize * 4;
|
| +var pixelBuf = new ArrayBuffer(numBytes);
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| +var pixels = new Uint8Array(pixelBuf);
|
| +for (var ii = 0; ii < numBytes; ++ii) {
|
| + pixels[ii] = Math.random() * 255;
|
| +}
|
| +gl.bindTexture(gl.TEXTURE_2D, tex);
|
| +gl.texImage2D(
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| + gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0,
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| + gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup");
|
| +
|
| +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.REPEAT);
|
| +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting");
|
| +
|
| +var loc = gl.getUniformLocation(program, "tex");
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| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location");
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| +gl.uniform1i(loc, 0);
|
| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
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| +
|
| +var numQuads = 1000;
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| +var indexBuf = new ArrayBuffer(numQuads * 6);
|
| +var indices = new Uint8Array(indexBuf);
|
| +for (var ii = 0; ii < numQuads; ++ii) {
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| + var offset = ii * 6;
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| + indices[offset + 0] = 0;
|
| + indices[offset + 1] = 1;
|
| + indices[offset + 2] = 2;
|
| + indices[offset + 3] = 3;
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| + indices[offset + 4] = 4;
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| + indices[offset + 5] = 5;
|
| +}
|
| +var indexBuffer = gl.createBuffer();
|
| +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
| +gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
| +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
|
| +
|
| +function main () {
|
| + if (confirm(
|
| + "after clicking ok your machine may be come unresponsive or crash")) {
|
| + gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
|
| + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
|
| + } else {
|
| + debug("cancelled");
|
| + }
|
| +}
|
| +
|
| +successfullyParsed = true;
|
| +</script>
|
| +</body>
|
| +</html>
|
|
|
| Property changes on: extra/slow-shader-example.html
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
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|
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|
|