| Index: extra/fbo-lost-context.html
|
| ===================================================================
|
| --- extra/fbo-lost-context.html (revision 106149)
|
| +++ extra/fbo-lost-context.html (working copy)
|
| @@ -1,199 +0,0 @@
|
| -<!--
|
| -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"
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| - "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>
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| -<script src="../../debug/webgl-debug.js"></script>
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| -<script src="../resources/js-test-pre.js"></script>
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| -<script src="../conformance/resources/webgl-test.js"></script>
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| -</head>
|
| -<body>
|
| -<div id="description"></div>
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| -<div id="console"></div>
|
| -<script id="vshader" type="x-shader/x-vertex">
|
| -attribute vec4 vPosition;
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| -attribute vec2 texCoord0;
|
| -uniform mat4 world;
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| -varying vec2 texCoord;
|
| -void main()
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| -{
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| - gl_Position = vPosition * world;
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| - texCoord = texCoord0;
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| -}
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| -</script>
|
| -
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| -<script id="fshader" type="x-shader/x-fragment">
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| -precision mediump float;
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| -uniform sampler2D tex;
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| -varying vec2 texCoord;
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| -void main()
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| -{
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| - gl_FragColor = texture2D(tex, texCoord);
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| -}
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| -</script>
|
| -<canvas id="canvas" width="1024" height="1024"> </canvas>
|
| -<script>
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| -description("This test is to help see if an WebGL app *can* get lost context.");
|
| -
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| -debug("");
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| -debug("Canvas.getContext");
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| -var g_worldLoc;
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| -var g_texLoc;
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| -var g_textures = [];
|
| -gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
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| -if (!gl) {
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| - testFailed("context does not exist");
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| -} else {
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| - testPassed("context exists");
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| -
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| - debug("");
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| - debug("Checking for out of memory handling.");
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| -
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| - var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
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| - debug("max render buffer size: " + size);
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| - size = size / 2;
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| - debug("size used: " + size);
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| -
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| - var allocateFramebuffers = true;
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| - var itervalId;
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| - var count = 0;
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| -
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| - gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
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| - window.clearInterval(intervalId);
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| - assertMsg(err == gl.OUT_OF_MEMORY,
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| - "correctly returns gl.OUT_OF_MEMORY when out of memory");
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| - finish();
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| - });
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| -
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| - function createFBO() {
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| - var tex = gl.createTexture();
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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| - gl.texImage2D(gl.TEXTURE_2D,
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| - 0, // level
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| - gl.RGBA, // internalFormat
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| - size, // width
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| - size, // height
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| - 0, // border
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| - gl.RGBA, // format
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| - gl.UNSIGNED_BYTE, // type
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| - null); // data
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| - var fb = gl.createFramebuffer();
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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| - gl.framebufferTexture2D(
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| - gl.FRAMEBUFFER,
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| - gl.COLOR_ATTACHMENT0,
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| - gl.TEXTURE_2D,
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| - tex,
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| - 0);
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| - var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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| - if (status != gl.FRAMEBUFFER_COMPLETE) {
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| - testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status));
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| - }
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| - return { fb: fb, tex: tex };
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| - }
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| -
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| - gl.disable(gl.DEPTH_TEST);
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| -
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| - var numFBOs = 32;
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| - for (var ii = 0; ii < numFBOs; ++ii) {
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| - createFBO();
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| - var t = createFBO();
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| - tex = t.tex;
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| - fb = t.fb;
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| -
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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| - gl.scissor(0, 0, size, size);
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| - gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
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| - gl.clear(gl.COLOR_BUFFER_BIT);
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| - g_textures.push(tex);
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| - }
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| -
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| - gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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| -
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| - var vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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| - -1,1,0, 1,1,0, -1,-1,0,
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| - -1,-1,0, 1,1,0, 1,-1,0
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| - ]), gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(0);
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| - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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| -
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| - var vertexObject = gl.createBuffer();
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| - gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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| - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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| - 0,0, 1,0, 0,1,
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| - 0,1, 1,0, 1,1
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| - ]), gl.STATIC_DRAW);
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| - gl.enableVertexAttribArray(1);
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| - gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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| -
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| - gl.bindTexture(gl.TEXTURE_2D, tex);
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| - g_texLoc = gl.getUniformLocation(gl.program, "tex");
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| - gl.uniform1i(g_texLoc, 0);
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| - g_worldLoc = gl.getUniformLocation(gl.program, "world");
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| - gl.uniformMatrix4fv(g_worldLoc, false, [
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| - 0, 0, 0, 0,
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| - 0, 0, 0, 0,
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| - 0, 0, 1, 0,
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| - 0, 0, 0, 1]);
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| -
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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| - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
| -
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| - setInterval(render, 1000/60);
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| -}
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| -
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| -var g_angle = 0;
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| -var g_texIndex = 0;
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| -function render() {
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| - g_angle += 0.1;
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| - g_texIndex++;
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| - if (g_texIndex >= g_textures.length) {
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| - g_texIndex = 0;
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| - }
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| - gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
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| - gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
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| - gl.clearColor(1,0,0,1);
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| - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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| - gl.drawArrays(gl.TRIANGLES, 0, 6);
|
| -}
|
| -
|
| -/**
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| - * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
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| - * @param {number} angle The angle by which to rotate (in radians).
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| - * @return {!o3djs.math.Matrix4} The rotation matrix.
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| - */
|
| -function rotationZ(angle) {
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| - var c = Math.cos(angle);
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| - var s = Math.sin(angle);
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| -
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| - return [
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| - c, s, 0, 0,
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| - -s, c, 0, 0,
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| - 0, 0, 1, 0,
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| - 0, 0, 0, 1
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| - ];
|
| -};
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| -
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| -debug("");
|
| -successfullyParsed = true;
|
| -</script>
|
| -<script>
|
| -</script>
|
| -
|
| -</body>
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| -</html>
|
|
|