content/canvas/test/webgl-conformance/extra/fbo-lost-context.html

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/test/webgl-conformance/extra/fbo-lost-context.html	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,199 @@
     1.4 +<!--
     1.5 +Copyright (c) 2009 The Chromium Authors. All rights reserved.
     1.6 +Use of this source code is governed by a BSD-style license that can be
     1.7 +found in the LICENSE file.
     1.8 + -->
     1.9 +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
    1.10 +  "http://www.w3.org/TR/html4/loose.dtd">
    1.11 +<html>
    1.12 +<head>
    1.13 +<meta charset="utf-8">
    1.14 +<title>WebGL FBO Lost Context Test</title>
    1.15 +<link rel="stylesheet" href="../resources/js-test-style.css"/>
    1.16 +<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
    1.17 +<script src="../../debug/webgl-debug.js"></script>
    1.18 +<script src="../resources/js-test-pre.js"></script>
    1.19 +<script src="../conformance/resources/webgl-test.js"></script>
    1.20 +</head>
    1.21 +<body>
    1.22 +<div id="description"></div>
    1.23 +<div id="console"></div>
    1.24 +<script id="vshader" type="x-shader/x-vertex">
    1.25 +attribute vec4 vPosition;
    1.26 +attribute vec2 texCoord0;
    1.27 +uniform mat4 world;
    1.28 +varying vec2 texCoord;
    1.29 +void main()
    1.30 +{
    1.31 +    gl_Position = vPosition * world;
    1.32 +    texCoord = texCoord0;
    1.33 +}
    1.34 +</script>
    1.35 +
    1.36 +<script id="fshader" type="x-shader/x-fragment">
    1.37 +precision mediump float;
    1.38 +uniform sampler2D tex;
    1.39 +varying vec2 texCoord;
    1.40 +void main()
    1.41 +{
    1.42 +    gl_FragColor = texture2D(tex, texCoord);
    1.43 +}
    1.44 +</script>
    1.45 +<canvas id="canvas" width="1024" height="1024"> </canvas>
    1.46 +<script>
    1.47 +description("This test is to help see if an WebGL app *can* get lost context.");
    1.48 +
    1.49 +debug("");
    1.50 +debug("Canvas.getContext");
    1.51 +var g_worldLoc;
    1.52 +var g_texLoc;
    1.53 +var g_textures = [];
    1.54 +gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
    1.55 +if (!gl) {
    1.56 +  testFailed("context does not exist");
    1.57 +} else {
    1.58 +  testPassed("context exists");
    1.59 +
    1.60 +  debug("");
    1.61 +  debug("Checking for out of memory handling.");
    1.62 +
    1.63 +  var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
    1.64 +  debug("max render buffer size: " + size);
    1.65 +  size = size / 2;
    1.66 +  debug("size used: " + size);
    1.67 +
    1.68 +  var allocateFramebuffers = true;
    1.69 +  var itervalId;
    1.70 +  var count = 0;
    1.71 +
    1.72 +  gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
    1.73 +        window.clearInterval(intervalId);
    1.74 +        assertMsg(err == gl.OUT_OF_MEMORY,
    1.75 +                  "correctly returns gl.OUT_OF_MEMORY when out of memory");
    1.76 +        finish();
    1.77 +      });
    1.78 +
    1.79 +  function createFBO() {
    1.80 +    var tex = gl.createTexture();
    1.81 +    gl.bindTexture(gl.TEXTURE_2D, tex);
    1.82 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    1.83 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    1.84 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    1.85 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    1.86 +    gl.texImage2D(gl.TEXTURE_2D,
    1.87 +                  0,                 // level
    1.88 +                  gl.RGBA,           // internalFormat
    1.89 +                  size,              // width
    1.90 +                  size,              // height
    1.91 +                  0,                 // border
    1.92 +                  gl.RGBA,           // format
    1.93 +                  gl.UNSIGNED_BYTE,  // type
    1.94 +                  null);             // data
    1.95 +    var fb = gl.createFramebuffer();
    1.96 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    1.97 +    gl.framebufferTexture2D(
    1.98 +        gl.FRAMEBUFFER,
    1.99 +        gl.COLOR_ATTACHMENT0,
   1.100 +        gl.TEXTURE_2D,
   1.101 +        tex,
   1.102 +        0);
   1.103 +    var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
   1.104 +    if (status != gl.FRAMEBUFFER_COMPLETE) {
   1.105 +      testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status));
   1.106 +    }
   1.107 +    return { fb: fb, tex: tex };
   1.108 +  }
   1.109 +
   1.110 +  gl.disable(gl.DEPTH_TEST);
   1.111 +
   1.112 +  var numFBOs = 32;
   1.113 +  for (var ii = 0; ii < numFBOs; ++ii) {
   1.114 +    createFBO();
   1.115 +    var t = createFBO();
   1.116 +    tex = t.tex;
   1.117 +    fb = t.fb;
   1.118 +
   1.119 +    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
   1.120 +    gl.scissor(0, 0, size, size);
   1.121 +    gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
   1.122 +    gl.clear(gl.COLOR_BUFFER_BIT);
   1.123 +    g_textures.push(tex);
   1.124 +  }
   1.125 +
   1.126 +  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
   1.127 +
   1.128 +  var vertexObject = gl.createBuffer();
   1.129 +  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
   1.130 +  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
   1.131 +     -1,1,0, 1,1,0, -1,-1,0,
   1.132 +     -1,-1,0, 1,1,0, 1,-1,0
   1.133 +   ]), gl.STATIC_DRAW);
   1.134 +  gl.enableVertexAttribArray(0);
   1.135 +  gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
   1.136 +
   1.137 +  var vertexObject = gl.createBuffer();
   1.138 +  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
   1.139 +  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
   1.140 +     0,0, 1,0, 0,1,
   1.141 +     0,1, 1,0, 1,1
   1.142 +   ]), gl.STATIC_DRAW);
   1.143 +  gl.enableVertexAttribArray(1);
   1.144 +  gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
   1.145 +
   1.146 +  gl.bindTexture(gl.TEXTURE_2D, tex);
   1.147 +  g_texLoc = gl.getUniformLocation(gl.program, "tex");
   1.148 +  gl.uniform1i(g_texLoc, 0);
   1.149 +  g_worldLoc = gl.getUniformLocation(gl.program, "world");
   1.150 +  gl.uniformMatrix4fv(g_worldLoc, false, [
   1.151 +     0, 0, 0, 0,
   1.152 +     0, 0, 0, 0,
   1.153 +     0, 0, 1, 0,
   1.154 +     0, 0, 0, 1]);
   1.155 +
   1.156 +  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
   1.157 +  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
   1.158 +  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
   1.159 +
   1.160 +  setInterval(render, 1000/60);
   1.161 +}
   1.162 +
   1.163 +var g_angle = 0;
   1.164 +var g_texIndex = 0;
   1.165 +function render() {
   1.166 +  g_angle += 0.1;
   1.167 +  g_texIndex++;
   1.168 +  if (g_texIndex >= g_textures.length) {
   1.169 +    g_texIndex = 0;
   1.170 +  }
   1.171 +  gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
   1.172 +  gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
   1.173 +  gl.clearColor(1,0,0,1);
   1.174 +  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
   1.175 +  gl.drawArrays(gl.TRIANGLES, 0, 6);
   1.176 +}
   1.177 +
   1.178 +/**
   1.179 + * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
   1.180 + * @param {number} angle The angle by which to rotate (in radians).
   1.181 + * @return {!o3djs.math.Matrix4} The rotation matrix.
   1.182 + */
   1.183 +function rotationZ(angle) {
   1.184 +  var c = Math.cos(angle);
   1.185 +  var s = Math.sin(angle);
   1.186 +
   1.187 +  return [
   1.188 +    c, s, 0, 0,
   1.189 +    -s, c, 0, 0,
   1.190 +    0, 0, 1, 0,
   1.191 +    0, 0, 0, 1
   1.192 +  ];
   1.193 +};
   1.194 +
   1.195 +debug("");
   1.196 +successfullyParsed = true;
   1.197 +</script>
   1.198 +<script>
   1.199 +</script>
   1.200 +
   1.201 +</body>
   1.202 +</html>

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