Index: extra/slow-shader-example.html |
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--- extra/slow-shader-example.html (revision 0) |
+++ extra/slow-shader-example.html (revision 0) |
@@ -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; |
+ |
+debug("Tests drawing a very slow shader."); |
+var wtu = WebGLTestUtils; |
+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 = |
+ document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); |
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); |
+var vs = wtu.setupSimpleTextureVertexShader(gl); |
+var fs = wtu.loadShader( |
+ gl, |
+ shaderSource, |
+ gl.FRAGMENT_SHADER) |
+var program = wtu.setupProgram( |
+ gl, |
+ [vs, fs], |
+ ['vPosition', 'texCoord0'], |
+ [0, 1]); |
+wtu.setupUnitQuad(gl, 0, 1); |
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); |
+var tex = gl.createTexture(); |
+gl.enable(gl.BLEND); |
+gl.disable(gl.DEPTH_TEST); |
+ |
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
+debug("preparing..."); |
+var numBytes = texSize * texSize * 4; |
+var pixelBuf = new ArrayBuffer(numBytes); |
+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( |
+ gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, |
+ 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"); |
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); |
+gl.uniform1i(loc, 0); |
+wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
+ |
+var numQuads = 1000; |
+var indexBuf = new ArrayBuffer(numQuads * 6); |
+var indices = new Uint8Array(indexBuf); |
+for (var ii = 0; ii < numQuads; ++ii) { |
+ var offset = ii * 6; |
+ indices[offset + 0] = 0; |
+ indices[offset + 1] = 1; |
+ indices[offset + 2] = 2; |
+ indices[offset + 3] = 3; |
+ indices[offset + 4] = 4; |
+ 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 |
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Added: svn:eol-style |
+ LF |