| <!-- |
| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Slow Shader example.</title> |
| <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| <script src="../resources/js-test-pre.js"></script> |
| <script src="../conformance/resources/webgl-test-utils.js"> </script> |
| </head> |
| <body> |
| <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;"> |
| </canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="slow" type="text/something-not-javascript"> |
| precision mediump float; |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() { |
| gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy); |
| } |
| </script> |
| <script> |
| "use strict"; |
| window.onload = main; |
| |
| debug("Tests drawing a very slow shader."); |
| var wtu = WebGLTestUtils; |
| var canvas = document.getElementById("example"); |
| canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false); |
| canvas.addEventListener("webglcontextrestored", function(e) { }, false); |
| var gl = wtu.create3DContext(canvas); |
| var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); |
| var texSize = Math.min(maxTexSize, 4096); |
| debug("Max Texture size: " + maxTexSize); |
| debug("Texture size: " + texSize); |
| var shaderSource = |
| document.getElementById("slow").text.replace(/\$size/g, texSize + ".0"); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context"); |
| var vs = wtu.setupSimpleTextureVertexShader(gl); |
| var fs = wtu.loadShader( |
| gl, |
| shaderSource, |
| gl.FRAGMENT_SHADER) |
| var program = wtu.setupProgram( |
| gl, |
| [vs, fs], |
| ['vPosition', 'texCoord0'], |
| [0, 1]); |
| wtu.setupUnitQuad(gl, 0, 1); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup"); |
| var tex = gl.createTexture(); |
| gl.enable(gl.BLEND); |
| gl.disable(gl.DEPTH_TEST); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture"); |
| debug("preparing..."); |
| var numBytes = texSize * texSize * 4; |
| var pixelBuf = new ArrayBuffer(numBytes); |
| var pixels = new Uint8Array(pixelBuf); |
| for (var ii = 0; ii < numBytes; ++ii) { |
| pixels[ii] = Math.random() * 255; |
| } |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D( |
| gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0, |
| gl.RGBA, gl.UNSIGNED_BYTE, pixels); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup"); |
| |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting"); |
| |
| var loc = gl.getUniformLocation(program, "tex"); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location"); |
| gl.uniform1i(loc, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform"); |
| |
| var numQuads = 1000; |
| var indexBuf = new ArrayBuffer(numQuads * 6); |
| var indices = new Uint8Array(indexBuf); |
| for (var ii = 0; ii < numQuads; ++ii) { |
| var offset = ii * 6; |
| indices[offset + 0] = 0; |
| indices[offset + 1] = 1; |
| indices[offset + 2] = 2; |
| indices[offset + 3] = 3; |
| indices[offset + 4] = 4; |
| indices[offset + 5] = 5; |
| } |
| var indexBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); |
| gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices"); |
| |
| function main () { |
| if (confirm( |
| "After clicking OK your machine may become unresponsive or crash.")) { |
| gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing"); |
| } else { |
| debug("cancelled"); |
| } |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |