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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 Big FBO Test</title> | |
| 12 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
| 13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> | |
| 14 <script src="../../debug/webgl-debug.js"></script> | |
| 15 <script src="../resources/js-test-pre.js"></script> | |
| 16 <script src="../conformance/resources/webgl-test.js"></script> | |
| 17 </head> | |
| 18 <body> | |
| 19 <div id="description"></div> | |
| 20 <div id="console"></div> | |
| 21 <script id="vshader" type="x-shader/x-vertex"> | |
| 22 attribute vec4 vPosition; | |
| 23 attribute vec2 texCoord0; | |
| 24 uniform mat4 world; | |
| 25 varying vec2 texCoord; | |
| 26 void main() | |
| 27 { | |
| 28 gl_Position = vPosition * world; | |
| 29 texCoord = texCoord0; | |
| 30 } | |
| 31 </script> | |
| 32 | |
| 33 <script id="fshader" type="x-shader/x-fragment"> | |
| 34 precision mediump float; | |
| 35 uniform sampler2D tex; | |
| 36 varying vec2 texCoord; | |
| 37 void main() | |
| 38 { | |
| 39 gl_FragColor = texture2D(tex, texCoord); | |
| 40 } | |
| 41 </script> | |
| 42 <canvas id="canvas" width="1024" height="1024"> </canvas> | |
| 43 <script> | |
| 44 window.onload = init; | |
| 45 debug("Tests the performance of using lots of large FBOs"); | |
| 46 | |
| 47 function init() { | |
| 48 if (confirm( | |
| 49 "after clicking ok your machine may be come unresponsive or crash")) { | |
| 50 main(); | |
| 51 } else { | |
| 52 debug("cancelled"); | |
| 53 } | |
| 54 } | |
| 55 | |
| 56 function main() { | |
| 57 debug(""); | |
| 58 debug("Canvas.getContext"); | |
| 59 var g_worldLoc; | |
| 60 var g_texLoc; | |
| 61 var g_textures = []; | |
| 62 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [
0, 0, 0, 1 ], 1); | |
| 63 if (!gl) { | |
| 64 testFailed("context does not exist"); | |
| 65 } else { | |
| 66 testPassed("context exists"); | |
| 67 | |
| 68 debug(""); | |
| 69 debug("Checking for out of memory handling."); | |
| 70 | |
| 71 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); | |
| 72 debug("max render buffer size: " + size); | |
| 73 size = size / 2; | |
| 74 debug("size used: " + size); | |
| 75 | |
| 76 var allocateFramebuffers = true; | |
| 77 var intervalId = 0; | |
| 78 var count = 0; | |
| 79 | |
| 80 WebGLDebugUtils.init(gl); | |
| 81 | |
| 82 function createFBO() { | |
| 83 var tex = gl.createTexture(); | |
| 84 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 85 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
| 86 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
| 87 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 88 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 89 gl.texImage2D(gl.TEXTURE_2D, | |
| 90 0, // level | |
| 91 gl.RGBA, // internalFormat | |
| 92 size, // width | |
| 93 size, // height | |
| 94 0, // border | |
| 95 gl.RGBA, // format | |
| 96 gl.UNSIGNED_BYTE, // type | |
| 97 null); // data | |
| 98 var fb = gl.createFramebuffer(); | |
| 99 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
| 100 gl.framebufferTexture2D( | |
| 101 gl.FRAMEBUFFER, | |
| 102 gl.COLOR_ATTACHMENT0, | |
| 103 gl.TEXTURE_2D, | |
| 104 tex, | |
| 105 0); | |
| 106 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); | |
| 107 if (status != gl.FRAMEBUFFER_COMPLETE) { | |
| 108 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glE
numToString(status)); | |
| 109 return; | |
| 110 } | |
| 111 var err = gl.getError(); | |
| 112 if (err != gl.NO_ERROR) { | |
| 113 if (err != gl.OUT_OF_MEMORY) { | |
| 114 testFailed("gl.getError returned " + err); | |
| 115 } | |
| 116 return; | |
| 117 } | |
| 118 return { fb: fb, tex: tex }; | |
| 119 } | |
| 120 | |
| 121 gl.disable(gl.DEPTH_TEST); | |
| 122 | |
| 123 var maxFBOs = 2; | |
| 124 for (var ii = 0; ii < maxFBOs; ++ii) { | |
| 125 createFBO(); | |
| 126 var t = createFBO(); | |
| 127 if (!t) { | |
| 128 break; | |
| 129 } | |
| 130 tex = t.tex; | |
| 131 fb = t.fb; | |
| 132 | |
| 133 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
| 134 gl.scissor(0, 0, size, size); | |
| 135 gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1); | |
| 136 gl.clear(gl.COLOR_BUFFER_BIT); | |
| 137 g_textures.push(tex); | |
| 138 } | |
| 139 | |
| 140 debug("fbos allocated:" + g_textures.length); | |
| 141 gl.scissor(0, 0, 1024, 1024); | |
| 142 gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
| 143 | |
| 144 var vertexObject = gl.createBuffer(); | |
| 145 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 146 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 147 -1,1,0, 1,1,0, -1,-1,0, | |
| 148 -1,-1,0, 1,1,0, 1,-1,0 | |
| 149 ]), gl.STATIC_DRAW); | |
| 150 gl.enableVertexAttribArray(0); | |
| 151 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
| 152 | |
| 153 var vertexObject = gl.createBuffer(); | |
| 154 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 155 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, | |
| 156 0,1, 1,0, 1,1 | |
| 157 ]), gl.STATIC_DRAW); | |
| 158 gl.enableVertexAttribArray(1); | |
| 159 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
| 160 | |
| 161 g_texLoc = gl.getUniformLocation(gl.program, "tex"); | |
| 162 gl.uniform1i(g_texLoc, 0); | |
| 163 g_worldLoc = gl.getUniformLocation(gl.program, "world"); | |
| 164 gl.uniformMatrix4fv(g_worldLoc, false, [ | |
| 165 0, 0, 0, 0, | |
| 166 0, 0, 0, 0, | |
| 167 0, 0, 1, 0, | |
| 168 0, 0, 0, 1]); | |
| 169 | |
| 170 setInterval(render, 1000/60); | |
| 171 } | |
| 172 | |
| 173 var g_angle = 0; | |
| 174 var g_texIndex = 0; | |
| 175 function render() { | |
| 176 g_angle += 0.1; | |
| 177 g_texIndex++; | |
| 178 if (g_texIndex >= g_textures.length) { | |
| 179 g_texIndex = 0; | |
| 180 } | |
| 181 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); | |
| 182 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 183 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 184 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
| 185 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); | |
| 186 gl.clearColor(1,0,0,1); | |
| 187 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 188 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 189 } | |
| 190 } | |
| 191 | |
| 192 /** | |
| 193 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. | |
| 194 * @param {number} angle The angle by which to rotate (in radians). | |
| 195 * @return {!o3djs.math.Matrix4} The rotation matrix. | |
| 196 */ | |
| 197 function rotationZ(angle) { | |
| 198 var c = Math.cos(angle); | |
| 199 var s = Math.sin(angle); | |
| 200 | |
| 201 return [ | |
| 202 c, s, 0, 0, | |
| 203 -s, c, 0, 0, | |
| 204 0, 0, 1, 0, | |
| 205 0, 0, 0, 1 | |
| 206 ]; | |
| 207 }; | |
| 208 | |
| 209 debug(""); | |
| 210 successfullyParsed = true; | |
| 211 </script> | |
| 212 <script> | |
| 213 </script> | |
| 214 | |
| 215 </body> | |
| 216 </html> | |
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