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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 FBO Lost Context 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 description("This test is to help see if an WebGL app *can* get lost context."); | |
| 45 | |
| 46 debug(""); | |
| 47 debug("Canvas.getContext"); | |
| 48 var g_worldLoc; | |
| 49 var g_texLoc; | |
| 50 var g_textures = []; | |
| 51 gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0,
0, 0, 1 ], 1); | |
| 52 if (!gl) { | |
| 53 testFailed("context does not exist"); | |
| 54 } else { | |
| 55 testPassed("context exists"); | |
| 56 | |
| 57 debug(""); | |
| 58 debug("Checking for out of memory handling."); | |
| 59 | |
| 60 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); | |
| 61 debug("max render buffer size: " + size); | |
| 62 size = size / 2; | |
| 63 debug("size used: " + size); | |
| 64 | |
| 65 var allocateFramebuffers = true; | |
| 66 var itervalId; | |
| 67 var count = 0; | |
| 68 | |
| 69 gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { | |
| 70 window.clearInterval(intervalId); | |
| 71 assertMsg(err == gl.OUT_OF_MEMORY, | |
| 72 "correctly returns gl.OUT_OF_MEMORY when out of memory"); | |
| 73 finish(); | |
| 74 }); | |
| 75 | |
| 76 function createFBO() { | |
| 77 var tex = gl.createTexture(); | |
| 78 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 79 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
| 80 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); | |
| 81 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 82 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 83 gl.texImage2D(gl.TEXTURE_2D, | |
| 84 0, // level | |
| 85 gl.RGBA, // internalFormat | |
| 86 size, // width | |
| 87 size, // height | |
| 88 0, // border | |
| 89 gl.RGBA, // format | |
| 90 gl.UNSIGNED_BYTE, // type | |
| 91 null); // data | |
| 92 var fb = gl.createFramebuffer(); | |
| 93 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
| 94 gl.framebufferTexture2D( | |
| 95 gl.FRAMEBUFFER, | |
| 96 gl.COLOR_ATTACHMENT0, | |
| 97 gl.TEXTURE_2D, | |
| 98 tex, | |
| 99 0); | |
| 100 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); | |
| 101 if (status != gl.FRAMEBUFFER_COMPLETE) { | |
| 102 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnu
mToString(status)); | |
| 103 } | |
| 104 return { fb: fb, tex: tex }; | |
| 105 } | |
| 106 | |
| 107 gl.disable(gl.DEPTH_TEST); | |
| 108 | |
| 109 var numFBOs = 32; | |
| 110 for (var ii = 0; ii < numFBOs; ++ii) { | |
| 111 createFBO(); | |
| 112 var t = createFBO(); | |
| 113 tex = t.tex; | |
| 114 fb = t.fb; | |
| 115 | |
| 116 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); | |
| 117 gl.scissor(0, 0, size, size); | |
| 118 gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1); | |
| 119 gl.clear(gl.COLOR_BUFFER_BIT); | |
| 120 g_textures.push(tex); | |
| 121 } | |
| 122 | |
| 123 gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
| 124 | |
| 125 var vertexObject = gl.createBuffer(); | |
| 126 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 127 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 128 -1,1,0, 1,1,0, -1,-1,0, | |
| 129 -1,-1,0, 1,1,0, 1,-1,0 | |
| 130 ]), gl.STATIC_DRAW); | |
| 131 gl.enableVertexAttribArray(0); | |
| 132 gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); | |
| 133 | |
| 134 var vertexObject = gl.createBuffer(); | |
| 135 gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); | |
| 136 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
| 137 0,0, 1,0, 0,1, | |
| 138 0,1, 1,0, 1,1 | |
| 139 ]), gl.STATIC_DRAW); | |
| 140 gl.enableVertexAttribArray(1); | |
| 141 gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); | |
| 142 | |
| 143 gl.bindTexture(gl.TEXTURE_2D, tex); | |
| 144 g_texLoc = gl.getUniformLocation(gl.program, "tex"); | |
| 145 gl.uniform1i(g_texLoc, 0); | |
| 146 g_worldLoc = gl.getUniformLocation(gl.program, "world"); | |
| 147 gl.uniformMatrix4fv(g_worldLoc, false, [ | |
| 148 0, 0, 0, 0, | |
| 149 0, 0, 0, 0, | |
| 150 0, 0, 1, 0, | |
| 151 0, 0, 0, 1]); | |
| 152 | |
| 153 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
| 154 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
| 155 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
| 156 | |
| 157 setInterval(render, 1000/60); | |
| 158 } | |
| 159 | |
| 160 var g_angle = 0; | |
| 161 var g_texIndex = 0; | |
| 162 function render() { | |
| 163 g_angle += 0.1; | |
| 164 g_texIndex++; | |
| 165 if (g_texIndex >= g_textures.length) { | |
| 166 g_texIndex = 0; | |
| 167 } | |
| 168 gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); | |
| 169 gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); | |
| 170 gl.clearColor(1,0,0,1); | |
| 171 gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
| 172 gl.drawArrays(gl.TRIANGLES, 0, 6); | |
| 173 } | |
| 174 | |
| 175 /** | |
| 176 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. | |
| 177 * @param {number} angle The angle by which to rotate (in radians). | |
| 178 * @return {!o3djs.math.Matrix4} The rotation matrix. | |
| 179 */ | |
| 180 function rotationZ(angle) { | |
| 181 var c = Math.cos(angle); | |
| 182 var s = Math.sin(angle); | |
| 183 | |
| 184 return [ | |
| 185 c, s, 0, 0, | |
| 186 -s, c, 0, 0, | |
| 187 0, 0, 1, 0, | |
| 188 0, 0, 0, 1 | |
| 189 ]; | |
| 190 }; | |
| 191 | |
| 192 debug(""); | |
| 193 successfullyParsed = true; | |
| 194 </script> | |
| 195 <script> | |
| 196 </script> | |
| 197 | |
| 198 </body> | |
| 199 </html> | |
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