1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/content/canvas/test/webgl-conformance/extra/slow-shader-example.html Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,116 @@ 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 Slow Shader example.</title> 1.15 +<link rel="stylesheet" href="../resources/js-test-style.css"/> 1.16 +<script src="../resources/js-test-pre.js"></script> 1.17 +<script src="../conformance/resources/webgl-test-utils.js"> </script> 1.18 +</head> 1.19 +<body> 1.20 +<canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;"> 1.21 +</canvas> 1.22 +<div id="description"></div> 1.23 +<div id="console"></div> 1.24 +<script id="slow" type="text/something-not-javascript"> 1.25 +precision mediump float; 1.26 +uniform sampler2D tex; 1.27 +varying vec2 texCoord; 1.28 +void main() { 1.29 + gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy); 1.30 +} 1.31 +</script> 1.32 +<script> 1.33 +window.onload = main; 1.34 + 1.35 +debug("Tests drawing a very slow shader."); 1.36 +var wtu = WebGLTestUtils; 1.37 +var canvas = document.getElementById("example"); 1.38 +canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false); 1.39 +canvas.addEventListener("webglcontextrestored", function(e) { }, false); 1.40 +var gl = wtu.create3DContext(canvas); 1.41 +var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); 1.42 +var texSize = Math.min(maxTexSize, 4096); 1.43 +debug("Max Texture size: " + maxTexSize); 1.44 +debug("Texture size: " + texSize); 1.45 +var shaderSource = 1.46 + document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); 1.47 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); 1.48 +var vs = wtu.setupSimpleTextureVertexShader(gl); 1.49 +var fs = wtu.loadShader( 1.50 + gl, 1.51 + shaderSource, 1.52 + gl.FRAGMENT_SHADER) 1.53 +var program = wtu.setupProgram( 1.54 + gl, 1.55 + [vs, fs], 1.56 + ['vPosition', 'texCoord0'], 1.57 + [0, 1]); 1.58 +wtu.setupUnitQuad(gl, 0, 1); 1.59 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); 1.60 +var tex = gl.createTexture(); 1.61 +gl.enable(gl.BLEND); 1.62 +gl.disable(gl.DEPTH_TEST); 1.63 + 1.64 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); 1.65 +debug("preparing..."); 1.66 +var numBytes = texSize * texSize * 4; 1.67 +var pixelBuf = new ArrayBuffer(numBytes); 1.68 +var pixels = new Uint8Array(pixelBuf); 1.69 +for (var ii = 0; ii < numBytes; ++ii) { 1.70 + pixels[ii] = Math.random() * 255; 1.71 +} 1.72 +gl.bindTexture(gl.TEXTURE_2D, tex); 1.73 +gl.texImage2D( 1.74 + gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, 1.75 + gl.RGBA, gl.UNSIGNED_BYTE, pixels); 1.76 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup"); 1.77 + 1.78 +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); 1.79 +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); 1.80 +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); 1.81 +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); 1.82 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting"); 1.83 + 1.84 +var loc = gl.getUniformLocation(program, "tex"); 1.85 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); 1.86 +gl.uniform1i(loc, 0); 1.87 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); 1.88 + 1.89 +var numQuads = 1000; 1.90 +var indexBuf = new ArrayBuffer(numQuads * 6); 1.91 +var indices = new Uint8Array(indexBuf); 1.92 +for (var ii = 0; ii < numQuads; ++ii) { 1.93 + var offset = ii * 6; 1.94 + indices[offset + 0] = 0; 1.95 + indices[offset + 1] = 1; 1.96 + indices[offset + 2] = 2; 1.97 + indices[offset + 3] = 3; 1.98 + indices[offset + 4] = 4; 1.99 + indices[offset + 5] = 5; 1.100 +} 1.101 +var indexBuffer = gl.createBuffer(); 1.102 +gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); 1.103 +gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); 1.104 +wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); 1.105 + 1.106 +function main () { 1.107 + if (confirm( 1.108 + "after clicking ok your machine may be come unresponsive or crash")) { 1.109 + gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); 1.110 + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); 1.111 + } else { 1.112 + debug("cancelled"); 1.113 + } 1.114 +} 1.115 + 1.116 +successfullyParsed = true; 1.117 +</script> 1.118 +</body> 1.119 +</html>