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1 <!-- |
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2 Copyright (c) 2009 The Chromium Authors. All rights reserved. |
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3 Use of this source code is governed by a BSD-style license that can be |
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4 found in the LICENSE file. |
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5 --> |
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6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
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7 "http://www.w3.org/TR/html4/loose.dtd"> |
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8 <html> |
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9 <head> |
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10 <meta charset="utf-8"> |
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11 <title>WebGL Slow Shader example.</title> |
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12 <link rel="stylesheet" href="../resources/js-test-style.css"/> |
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13 <script src="../resources/js-test-pre.js"></script> |
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14 <script src="../conformance/resources/webgl-test-utils.js"> </script> |
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15 </head> |
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16 <body> |
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17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;"> |
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18 </canvas> |
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19 <div id="description"></div> |
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20 <div id="console"></div> |
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21 <script id="slow" type="text/something-not-javascript"> |
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22 precision mediump float; |
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23 uniform sampler2D tex; |
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24 varying vec2 texCoord; |
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25 void main() { |
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26 gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy); |
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27 } |
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28 </script> |
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29 <script> |
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30 window.onload = main; |
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31 |
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32 debug("Tests drawing a very slow shader."); |
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33 var wtu = WebGLTestUtils; |
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34 var canvas = document.getElementById("example"); |
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35 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false); |
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36 canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
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37 var gl = wtu.create3DContext(canvas); |
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38 var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
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39 var texSize = Math.min(maxTexSize, 4096); |
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40 debug("Max Texture size: " + maxTexSize); |
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41 debug("Texture size: " + texSize); |
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42 var shaderSource = |
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43 document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); |
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44 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); |
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45 var vs = wtu.setupSimpleTextureVertexShader(gl); |
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46 var fs = wtu.loadShader( |
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47 gl, |
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48 shaderSource, |
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49 gl.FRAGMENT_SHADER) |
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50 var program = wtu.setupProgram( |
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51 gl, |
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52 [vs, fs], |
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53 ['vPosition', 'texCoord0'], |
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54 [0, 1]); |
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55 wtu.setupUnitQuad(gl, 0, 1); |
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56 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); |
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57 var tex = gl.createTexture(); |
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58 gl.enable(gl.BLEND); |
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59 gl.disable(gl.DEPTH_TEST); |
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60 |
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61 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
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62 debug("preparing..."); |
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63 var numBytes = texSize * texSize * 4; |
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64 var pixelBuf = new ArrayBuffer(numBytes); |
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65 var pixels = new Uint8Array(pixelBuf); |
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66 for (var ii = 0; ii < numBytes; ++ii) { |
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67 pixels[ii] = Math.random() * 255; |
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68 } |
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69 gl.bindTexture(gl.TEXTURE_2D, tex); |
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70 gl.texImage2D( |
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71 gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, |
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72 gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
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73 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup"); |
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74 |
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75 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
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76 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
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77 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
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78 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
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79 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting"); |
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80 |
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81 var loc = gl.getUniformLocation(program, "tex"); |
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82 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); |
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83 gl.uniform1i(loc, 0); |
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84 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
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85 |
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86 var numQuads = 1000; |
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87 var indexBuf = new ArrayBuffer(numQuads * 6); |
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88 var indices = new Uint8Array(indexBuf); |
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89 for (var ii = 0; ii < numQuads; ++ii) { |
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90 var offset = ii * 6; |
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91 indices[offset + 0] = 0; |
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92 indices[offset + 1] = 1; |
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93 indices[offset + 2] = 2; |
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94 indices[offset + 3] = 3; |
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95 indices[offset + 4] = 4; |
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96 indices[offset + 5] = 5; |
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97 } |
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98 var indexBuffer = gl.createBuffer(); |
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99 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
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100 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
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101 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
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102 |
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103 function main () { |
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104 if (confirm( |
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105 "after clicking ok your machine may be come unresponsive or crash")) { |
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106 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
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107 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
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108 } else { |
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109 debug("cancelled"); |
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110 } |
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111 } |
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112 |
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113 successfullyParsed = true; |
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114 </script> |
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115 </body> |
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116 </html> |