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| /* |
| ** 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 |
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| */ |
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| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL FBO Lost Context Test</title> |
| <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| <script src="../../debug/webgl-debug.js"></script> |
| <script src="../resources/js-test-pre.js"></script> |
| <script src="../conformance/resources/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script id="vshader" type="x-shader/x-vertex"> |
| attribute vec4 vPosition; |
| attribute vec2 texCoord0; |
| uniform mat4 world; |
| varying vec2 texCoord; |
| void main() |
| { |
| gl_Position = vPosition * world; |
| 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> |
| <canvas id="canvas" width="1024" height="1024"> </canvas> |
| <script> |
| "use strict"; |
| description("This test is to help see if an WebGL app *can* get lost context."); |
| |
| debug(""); |
| debug("Canvas.getContext"); |
| var wtu = WebGLTestUtils; |
| var g_worldLoc; |
| var g_texLoc; |
| var g_textures = []; |
| var gl = wtu.create3DContext("canvas"); |
| if (!gl) { |
| testFailed("context does not exist"); |
| } else { |
| testPassed("context exists"); |
| |
| debug(""); |
| debug("Checking for out of memory handling."); |
| |
| var program = wtu.setupProgram(["vshader", "fshader"], ["vPosition", "texCoord0"]); |
| var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
| debug("max render buffer size: " + size); |
| size = size / 2; |
| debug("size used: " + size); |
| |
| var allocateFramebuffers = true; |
| var itervalId; |
| var count = 0; |
| |
| gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { |
| window.clearInterval(intervalId); |
| assertMsg(err == gl.OUT_OF_MEMORY, |
| "correctly returns gl.OUT_OF_MEMORY when out of memory"); |
| finish(); |
| }); |
| |
| function createFBO() { |
| var tex = gl.createTexture(); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| 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.CLAMP_TO_EDGE); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| 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 |
| var fb = gl.createFramebuffer(); |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.framebufferTexture2D( |
| gl.FRAMEBUFFER, |
| gl.COLOR_ATTACHMENT0, |
| gl.TEXTURE_2D, |
| tex, |
| 0); |
| var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| if (status != gl.FRAMEBUFFER_COMPLETE) { |
| testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); |
| } |
| return { fb: fb, tex: tex }; |
| } |
| |
| gl.disable(gl.DEPTH_TEST); |
| |
| var numFBOs = 32; |
| for (var ii = 0; ii < numFBOs; ++ii) { |
| createFBO(); |
| var t = createFBO(); |
| tex = t.tex; |
| fb = t.fb; |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
| gl.scissor(0, 0, size, size); |
| gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| g_textures.push(tex); |
| } |
| |
| gl.bindFramebuffer(gl.FRAMEBUFFER, null); |
| |
| 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); |
| |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| g_texLoc = gl.getUniformLocation(gl.program, "tex"); |
| gl.uniform1i(g_texLoc, 0); |
| g_worldLoc = gl.getUniformLocation(gl.program, "world"); |
| gl.uniformMatrix4fv(g_worldLoc, false, [ |
| 0, 0, 0, 0, |
| 0, 0, 0, 0, |
| 0, 0, 1, 0, |
| 0, 0, 0, 1]); |
| |
| 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); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| |
| setInterval(render, 1000/60); |
| } |
| |
| var g_angle = 0; |
| var g_texIndex = 0; |
| function render() { |
| g_angle += 0.1; |
| g_texIndex++; |
| if (g_texIndex >= g_textures.length) { |
| g_texIndex = 0; |
| } |
| gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); |
| gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); |
| gl.clearColor(1,0,0,1); |
| gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| } |
| |
| /** |
| * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. |
| * @param {number} angle The angle by which to rotate (in radians). |
| * @return {!o3djs.math.Matrix4} The rotation matrix. |
| */ |
| function rotationZ(angle) { |
| var c = Math.cos(angle); |
| var s = Math.sin(angle); |
| |
| return [ |
| c, s, 0, 0, |
| -s, c, 0, 0, |
| 0, 0, 1, 0, |
| 0, 0, 0, 1 |
| ]; |
| }; |
| |
| debug(""); |
| var successfullyParsed = true; |
| </script> |
| <script> |
| "use strict"; |
| </script> |
| |
| </body> |
| </html> |