| <!-- |
| |
| /* |
| ** 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 |
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| ** the following conditions: |
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| ** 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 |
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| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
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| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Big FBO Test</title> |
| <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| <script src="../../devtools/src/debug/webgl-debug.js"></script> |
| <script src="../js/js-test-pre.js"></script> |
| <script src="../js/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <canvas id="canvas" width="256" height="256"> </canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| attribute vec2 texCoord0; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vec4(vPosition.xyz, 1.0); |
| texCoord = texCoord0; |
| } |
| </script> |
| |
| <script id="fshader" type="x-shader/x-fragment"> |
| precision mediump float; |
| uniform sampler2D tex; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texCoord); |
| } |
| </script> |
| <script> |
| "use strict"; |
| window.onload = init; |
| |
| var g_textures = []; |
| |
| debug("Tests the performance of using lots of large FBOs"); |
| |
| function init() { |
| if (confirm( |
| "After clicking OK your machine may become unresponsive or crash.")) { |
| main(); |
| } else { |
| debug("cancelled"); |
| } |
| } |
| |
| function checkFBOStatus(gl) { |
| var err = gl.getError(); |
| if (err != gl.NO_ERROR) { |
| if (err != gl.OUT_OF_MEMORY) |
| testFailed("gl.getError returned " + err); |
| else |
| testPassed("OUT-OF-MEMORY"); |
| return false; |
| } |
| var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| if (status != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
| return false; |
| } |
| return true; |
| } |
| |
| function setupFBO(gl, size) { |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| |
| var fb = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); |
| |
| gl.texImage2D(gl.TEXTURE_2D, |
| 0, // level |
| gl.RGBA, // internalFormat |
| size, // width |
| size, // height |
| 0, // border |
| gl.RGBA, // format |
| gl.UNSIGNED_BYTE, // type |
| null); // data |
| if (!checkFBOStatus(gl)) |
| return null; |
| |
| return { fb: fb, tex: tex }; |
| } |
| |
| function checkPixels(gl) { |
| var width = 256; |
| var height = 256; |
| |
| var thresh = 3; |
| |
| var buf = new Uint8Array(width * height * 4); |
| gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); |
| for (var yy = 0; yy < height; ++yy) { |
| for (var xx = 0; xx < width; ++xx) { |
| var offset = (yy * width + xx) * 4; |
| if (Math.abs(buf[offset] - 255) > thresh || |
| Math.abs(buf[offset + 1] - 0) > thresh || |
| Math.abs(buf[offset + 2] - 0) > thresh) { |
| testFailed("drawing results incorrect"); |
| return false; |
| } |
| } |
| } |
| return true; |
| } |
| |
| function handleContextLost() { |
| debug("context lost"); |
| } |
| |
| function main() { |
| debug(""); |
| debug("Checking for out of memory handling."); |
| |
| var canvas = document.getElementById("canvas"); |
| canvas.addEventListener('webglcontextlost', handleContextLost); |
| var wtu = WebGLTestUtils; |
| var gl = wtu.create3DContext("canvas"); |
| var prog = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition", "texCoord0"]); |
| |
| WebGLDebugUtils.init(gl); |
| |
| gl.disable(gl.DEPTH_TEST); |
| gl.disable(gl.BLEND); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| -1,1,0, 1,1,0, -1,-1,0, |
| -1,-1,0, 1,1,0, 1,-1,0 |
| ]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(0); |
| gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); |
| |
| var vertexObject = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, |
| 0,1, 1,0, 1,1 |
| ]), gl.STATIC_DRAW); |
| gl.enableVertexAttribArray(1); |
| gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); |
| |
| var texLoc = gl.getUniformLocation(prog, "tex"); |
| gl.uniform1i(texLoc, 0); |
| |
| gl.clearColor(0, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup should succeed"); |
| |
| var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
| debug("max render buffer size: " + size + |
| ", size used: " + (size / 2)); |
| size /= 2; |
| |
| var maxFBOs = 200; |
| var numFBOs = 0; |
| allocateNextFBO(); |
| |
| function allocateNextFBO() { |
| if (numFBOs >= maxFBOs) { |
| phase2(); |
| return; |
| } |
| if (!allocateFBO()) { |
| phase2(); |
| return; |
| } |
| ++numFBOs; |
| setTimeout(allocateNextFBO, 100); |
| } |
| |
| function allocateFBO() { |
| debug(""); |
| debug("trying to create fbo #" + (numFBOs + 1)); |
| var t = setupFBO(gl, 2); |
| if (!t) { |
| return false; |
| } |
| |
| var tex = t.tex; |
| var fb = t.fb; |
| |
| debug("allocating fbo color buffer of size " + size + " x " + size); |
| gl.texImage2D(gl.TEXTURE_2D, |
| 0, // level |
| gl.RGBA, // internalFormat |
| size, // width |
| size, // height |
| 0, // border |
| gl.RGBA, // format |
| gl.UNSIGNED_BYTE, // type |
| null); // data |
| if (!checkFBOStatus(gl)) { |
| return false; |
| } |
| g_textures.push(tex); |
| debug("succeeded in creating fbo"); |
| |
| debug("clearing the fbo with red color"); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.clearColor(1, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| debug("deleting fbo, but the now red texture should be untouched"); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| gl.deleteFramebuffer(fb); |
| |
| debug("drawing to the canvas using the red texture"); |
| gl.clearColor(0, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| if (!checkPixels(gl)) { |
| return false; |
| } |
| |
| debug("succeeded in drawing"); |
| wtu.glErrorShouldBe(gl, gl.NO_ERROR, "each run with no error"); |
| return true; |
| } |
| |
| function phase2() { |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| |
| debug(""); |
| debug("fbos allocated:" + numFBOs); |
| if (!checkPixels(gl)) { |
| testFailed("final check of canvas drawing buffer pixels failed"); |
| } |
| debug(""); |
| finishTest(); |
| } |
| } |
| |
| var successfullyParsed = true; |
| </script> |
| |
| </body> |
| </html> |