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

mercurial