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

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

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