Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2009 The Chromium Authors. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
michael@0 | 7 | "http://www.w3.org/TR/html4/loose.dtd"> |
michael@0 | 8 | <html> |
michael@0 | 9 | <head> |
michael@0 | 10 | <meta charset="utf-8"> |
michael@0 | 11 | <title>WebGL Big FBO Test</title> |
michael@0 | 12 | <link rel="stylesheet" href="../resources/js-test-style.css"/> |
michael@0 | 13 | <script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
michael@0 | 14 | <script src="../../debug/webgl-debug.js"></script> |
michael@0 | 15 | <script src="../resources/js-test-pre.js"></script> |
michael@0 | 16 | <script src="../conformance/resources/webgl-test.js"></script> |
michael@0 | 17 | </head> |
michael@0 | 18 | <body> |
michael@0 | 19 | <div id="description"></div> |
michael@0 | 20 | <div id="console"></div> |
michael@0 | 21 | <script id="vshader" type="x-shader/x-vertex"> |
michael@0 | 22 | attribute vec4 vPosition; |
michael@0 | 23 | attribute vec2 texCoord0; |
michael@0 | 24 | uniform mat4 world; |
michael@0 | 25 | varying vec2 texCoord; |
michael@0 | 26 | void main() |
michael@0 | 27 | { |
michael@0 | 28 | gl_Position = vPosition * world; |
michael@0 | 29 | texCoord = texCoord0; |
michael@0 | 30 | } |
michael@0 | 31 | </script> |
michael@0 | 32 | |
michael@0 | 33 | <script id="fshader" type="x-shader/x-fragment"> |
michael@0 | 34 | precision mediump float; |
michael@0 | 35 | uniform sampler2D tex; |
michael@0 | 36 | varying vec2 texCoord; |
michael@0 | 37 | void main() |
michael@0 | 38 | { |
michael@0 | 39 | gl_FragColor = texture2D(tex, texCoord); |
michael@0 | 40 | } |
michael@0 | 41 | </script> |
michael@0 | 42 | <canvas id="canvas" width="1024" height="1024"> </canvas> |
michael@0 | 43 | <script> |
michael@0 | 44 | window.onload = init; |
michael@0 | 45 | debug("Tests the performance of using lots of large FBOs"); |
michael@0 | 46 | |
michael@0 | 47 | function init() { |
michael@0 | 48 | if (confirm( |
michael@0 | 49 | "after clicking ok your machine may be come unresponsive or crash")) { |
michael@0 | 50 | main(); |
michael@0 | 51 | } else { |
michael@0 | 52 | debug("cancelled"); |
michael@0 | 53 | } |
michael@0 | 54 | } |
michael@0 | 55 | |
michael@0 | 56 | function main() { |
michael@0 | 57 | debug(""); |
michael@0 | 58 | debug("Canvas.getContext"); |
michael@0 | 59 | var g_worldLoc; |
michael@0 | 60 | var g_texLoc; |
michael@0 | 61 | var g_textures = []; |
michael@0 | 62 | gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1); |
michael@0 | 63 | if (!gl) { |
michael@0 | 64 | testFailed("context does not exist"); |
michael@0 | 65 | } else { |
michael@0 | 66 | testPassed("context exists"); |
michael@0 | 67 | |
michael@0 | 68 | debug(""); |
michael@0 | 69 | debug("Checking for out of memory handling."); |
michael@0 | 70 | |
michael@0 | 71 | var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
michael@0 | 72 | debug("max render buffer size: " + size); |
michael@0 | 73 | size = size / 2; |
michael@0 | 74 | debug("size used: " + size); |
michael@0 | 75 | |
michael@0 | 76 | var allocateFramebuffers = true; |
michael@0 | 77 | var intervalId = 0; |
michael@0 | 78 | var count = 0; |
michael@0 | 79 | |
michael@0 | 80 | WebGLDebugUtils.init(gl); |
michael@0 | 81 | |
michael@0 | 82 | function createFBO() { |
michael@0 | 83 | var tex = gl.createTexture(); |
michael@0 | 84 | gl.bindTexture(gl.TEXTURE_2D, tex); |
michael@0 | 85 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
michael@0 | 86 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
michael@0 | 87 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
michael@0 | 88 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
michael@0 | 89 | gl.texImage2D(gl.TEXTURE_2D, |
michael@0 | 90 | 0, // level |
michael@0 | 91 | gl.RGBA, // internalFormat |
michael@0 | 92 | size, // width |
michael@0 | 93 | size, // height |
michael@0 | 94 | 0, // border |
michael@0 | 95 | gl.RGBA, // format |
michael@0 | 96 | gl.UNSIGNED_BYTE, // type |
michael@0 | 97 | null); // data |
michael@0 | 98 | var fb = gl.createFramebuffer(); |
michael@0 | 99 | gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
michael@0 | 100 | gl.framebufferTexture2D( |
michael@0 | 101 | gl.FRAMEBUFFER, |
michael@0 | 102 | gl.COLOR_ATTACHMENT0, |
michael@0 | 103 | gl.TEXTURE_2D, |
michael@0 | 104 | tex, |
michael@0 | 105 | 0); |
michael@0 | 106 | var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
michael@0 | 107 | if (status != gl.FRAMEBUFFER_COMPLETE) { |
michael@0 | 108 | testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
michael@0 | 109 | return; |
michael@0 | 110 | } |
michael@0 | 111 | var err = gl.getError(); |
michael@0 | 112 | if (err != gl.NO_ERROR) { |
michael@0 | 113 | if (err != gl.OUT_OF_MEMORY) { |
michael@0 | 114 | testFailed("gl.getError returned " + err); |
michael@0 | 115 | } |
michael@0 | 116 | return; |
michael@0 | 117 | } |
michael@0 | 118 | return { fb: fb, tex: tex }; |
michael@0 | 119 | } |
michael@0 | 120 | |
michael@0 | 121 | gl.disable(gl.DEPTH_TEST); |
michael@0 | 122 | |
michael@0 | 123 | var maxFBOs = 2; |
michael@0 | 124 | for (var ii = 0; ii < maxFBOs; ++ii) { |
michael@0 | 125 | createFBO(); |
michael@0 | 126 | var t = createFBO(); |
michael@0 | 127 | if (!t) { |
michael@0 | 128 | break; |
michael@0 | 129 | } |
michael@0 | 130 | tex = t.tex; |
michael@0 | 131 | fb = t.fb; |
michael@0 | 132 | |
michael@0 | 133 | gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
michael@0 | 134 | gl.scissor(0, 0, size, size); |
michael@0 | 135 | gl.clearColor(0, ii / maxFBOs, 1 - ii / maxFBOs, 1); |
michael@0 | 136 | gl.clear(gl.COLOR_BUFFER_BIT); |
michael@0 | 137 | g_textures.push(tex); |
michael@0 | 138 | } |
michael@0 | 139 | |
michael@0 | 140 | debug("fbos allocated:" + g_textures.length); |
michael@0 | 141 | gl.scissor(0, 0, 1024, 1024); |
michael@0 | 142 | gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
michael@0 | 143 | |
michael@0 | 144 | var vertexObject = gl.createBuffer(); |
michael@0 | 145 | gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
michael@0 | 146 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
michael@0 | 147 | -1,1,0, 1,1,0, -1,-1,0, |
michael@0 | 148 | -1,-1,0, 1,1,0, 1,-1,0 |
michael@0 | 149 | ]), gl.STATIC_DRAW); |
michael@0 | 150 | gl.enableVertexAttribArray(0); |
michael@0 | 151 | gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
michael@0 | 152 | |
michael@0 | 153 | var vertexObject = gl.createBuffer(); |
michael@0 | 154 | gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
michael@0 | 155 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, |
michael@0 | 156 | 0,1, 1,0, 1,1 |
michael@0 | 157 | ]), gl.STATIC_DRAW); |
michael@0 | 158 | gl.enableVertexAttribArray(1); |
michael@0 | 159 | gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
michael@0 | 160 | |
michael@0 | 161 | g_texLoc = gl.getUniformLocation(gl.program, "tex"); |
michael@0 | 162 | gl.uniform1i(g_texLoc, 0); |
michael@0 | 163 | g_worldLoc = gl.getUniformLocation(gl.program, "world"); |
michael@0 | 164 | gl.uniformMatrix4fv(g_worldLoc, false, [ |
michael@0 | 165 | 0, 0, 0, 0, |
michael@0 | 166 | 0, 0, 0, 0, |
michael@0 | 167 | 0, 0, 1, 0, |
michael@0 | 168 | 0, 0, 0, 1]); |
michael@0 | 169 | |
michael@0 | 170 | setInterval(render, 1000/60); |
michael@0 | 171 | } |
michael@0 | 172 | |
michael@0 | 173 | var g_angle = 0; |
michael@0 | 174 | var g_texIndex = 0; |
michael@0 | 175 | function render() { |
michael@0 | 176 | g_angle += 0.1; |
michael@0 | 177 | g_texIndex++; |
michael@0 | 178 | if (g_texIndex >= g_textures.length) { |
michael@0 | 179 | g_texIndex = 0; |
michael@0 | 180 | } |
michael@0 | 181 | gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); |
michael@0 | 182 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
michael@0 | 183 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
michael@0 | 184 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
michael@0 | 185 | gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); |
michael@0 | 186 | gl.clearColor(1,0,0,1); |
michael@0 | 187 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
michael@0 | 188 | gl.drawArrays(gl.TRIANGLES, 0, 6); |
michael@0 | 189 | } |
michael@0 | 190 | } |
michael@0 | 191 | |
michael@0 | 192 | /** |
michael@0 | 193 | * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. |
michael@0 | 194 | * @param {number} angle The angle by which to rotate (in radians). |
michael@0 | 195 | * @return {!o3djs.math.Matrix4} The rotation matrix. |
michael@0 | 196 | */ |
michael@0 | 197 | function rotationZ(angle) { |
michael@0 | 198 | var c = Math.cos(angle); |
michael@0 | 199 | var s = Math.sin(angle); |
michael@0 | 200 | |
michael@0 | 201 | return [ |
michael@0 | 202 | c, s, 0, 0, |
michael@0 | 203 | -s, c, 0, 0, |
michael@0 | 204 | 0, 0, 1, 0, |
michael@0 | 205 | 0, 0, 0, 1 |
michael@0 | 206 | ]; |
michael@0 | 207 | }; |
michael@0 | 208 | |
michael@0 | 209 | debug(""); |
michael@0 | 210 | successfullyParsed = true; |
michael@0 | 211 | </script> |
michael@0 | 212 | <script> |
michael@0 | 213 | </script> |
michael@0 | 214 | |
michael@0 | 215 | </body> |
michael@0 | 216 | </html> |