content/canvas/test/webgl-conformance/extra/slow-shader-example.html

Thu, 22 Jan 2015 13:21:57 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 22 Jan 2015 13:21:57 +0100
branch
TOR_BUG_9701
changeset 15
b8a032363ba2
permissions
-rw-r--r--

Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6

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 Slow Shader example.</title>
michael@0 12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
michael@0 13 <script src="../resources/js-test-pre.js"></script>
michael@0 14 <script src="../conformance/resources/webgl-test-utils.js"> </script>
michael@0 15 </head>
michael@0 16 <body>
michael@0 17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;">
michael@0 18 </canvas>
michael@0 19 <div id="description"></div>
michael@0 20 <div id="console"></div>
michael@0 21 <script id="slow" type="text/something-not-javascript">
michael@0 22 precision mediump float;
michael@0 23 uniform sampler2D tex;
michael@0 24 varying vec2 texCoord;
michael@0 25 void main() {
michael@0 26 gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy);
michael@0 27 }
michael@0 28 </script>
michael@0 29 <script>
michael@0 30 window.onload = main;
michael@0 31
michael@0 32 debug("Tests drawing a very slow shader.");
michael@0 33 var wtu = WebGLTestUtils;
michael@0 34 var canvas = document.getElementById("example");
michael@0 35 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
michael@0 36 canvas.addEventListener("webglcontextrestored", function(e) { }, false);
michael@0 37 var gl = wtu.create3DContext(canvas);
michael@0 38 var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
michael@0 39 var texSize = Math.min(maxTexSize, 4096);
michael@0 40 debug("Max Texture size: " + maxTexSize);
michael@0 41 debug("Texture size: " + texSize);
michael@0 42 var shaderSource =
michael@0 43 document.getElementById("slow").text.replace(/\$size/g, texSize + ".0");
michael@0 44 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context");
michael@0 45 var vs = wtu.setupSimpleTextureVertexShader(gl);
michael@0 46 var fs = wtu.loadShader(
michael@0 47 gl,
michael@0 48 shaderSource,
michael@0 49 gl.FRAGMENT_SHADER)
michael@0 50 var program = wtu.setupProgram(
michael@0 51 gl,
michael@0 52 [vs, fs],
michael@0 53 ['vPosition', 'texCoord0'],
michael@0 54 [0, 1]);
michael@0 55 wtu.setupUnitQuad(gl, 0, 1);
michael@0 56 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
michael@0 57 var tex = gl.createTexture();
michael@0 58 gl.enable(gl.BLEND);
michael@0 59 gl.disable(gl.DEPTH_TEST);
michael@0 60
michael@0 61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
michael@0 62 debug("preparing...");
michael@0 63 var numBytes = texSize * texSize * 4;
michael@0 64 var pixelBuf = new ArrayBuffer(numBytes);
michael@0 65 var pixels = new Uint8Array(pixelBuf);
michael@0 66 for (var ii = 0; ii < numBytes; ++ii) {
michael@0 67 pixels[ii] = Math.random() * 255;
michael@0 68 }
michael@0 69 gl.bindTexture(gl.TEXTURE_2D, tex);
michael@0 70 gl.texImage2D(
michael@0 71 gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0,
michael@0 72 gl.RGBA, gl.UNSIGNED_BYTE, pixels);
michael@0 73 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup");
michael@0 74
michael@0 75 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
michael@0 76 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
michael@0 77 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
michael@0 78 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
michael@0 79 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting");
michael@0 80
michael@0 81 var loc = gl.getUniformLocation(program, "tex");
michael@0 82 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location");
michael@0 83 gl.uniform1i(loc, 0);
michael@0 84 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
michael@0 85
michael@0 86 var numQuads = 1000;
michael@0 87 var indexBuf = new ArrayBuffer(numQuads * 6);
michael@0 88 var indices = new Uint8Array(indexBuf);
michael@0 89 for (var ii = 0; ii < numQuads; ++ii) {
michael@0 90 var offset = ii * 6;
michael@0 91 indices[offset + 0] = 0;
michael@0 92 indices[offset + 1] = 1;
michael@0 93 indices[offset + 2] = 2;
michael@0 94 indices[offset + 3] = 3;
michael@0 95 indices[offset + 4] = 4;
michael@0 96 indices[offset + 5] = 5;
michael@0 97 }
michael@0 98 var indexBuffer = gl.createBuffer();
michael@0 99 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
michael@0 100 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
michael@0 101 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
michael@0 102
michael@0 103 function main () {
michael@0 104 if (confirm(
michael@0 105 "after clicking ok your machine may be come unresponsive or crash")) {
michael@0 106 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
michael@0 107 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
michael@0 108 } else {
michael@0 109 debug("cancelled");
michael@0 110 }
michael@0 111 }
michael@0 112
michael@0 113 successfullyParsed = true;
michael@0 114 </script>
michael@0 115 </body>
michael@0 116 </html>

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