mirror of
https://github.com/classilla/tenfourfox.git
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200 lines
5.7 KiB
HTML
200 lines
5.7 KiB
HTML
<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL FBO Lost Context Test</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../../debug/webgl-debug.js"></script>
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<script src="../resources/js-test-pre.js"></script>
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<script src="../conformance/resources/webgl-test.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec4 vPosition;
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attribute vec2 texCoord0;
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uniform mat4 world;
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varying vec2 texCoord;
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void main()
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{
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gl_Position = vPosition * world;
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texCoord = texCoord0;
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D tex;
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varying vec2 texCoord;
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void main()
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{
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gl_FragColor = texture2D(tex, texCoord);
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}
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</script>
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<canvas id="canvas" width="1024" height="1024"> </canvas>
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<script>
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description("This test is to help see if an WebGL app *can* get lost context.");
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debug("");
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debug("Canvas.getContext");
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var g_worldLoc;
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var g_texLoc;
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var g_textures = [];
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gl = initWebGL("canvas", "vshader", "fshader", [ "vPosition", "texCoord0"], [ 0, 0, 0, 1 ], 1);
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if (!gl) {
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testFailed("context does not exist");
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} else {
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testPassed("context exists");
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debug("");
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debug("Checking for out of memory handling.");
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var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
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debug("max render buffer size: " + size);
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size = size / 2;
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debug("size used: " + size);
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var allocateFramebuffers = true;
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var itervalId;
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var count = 0;
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gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
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window.clearInterval(intervalId);
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assertMsg(err == gl.OUT_OF_MEMORY,
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"correctly returns gl.OUT_OF_MEMORY when out of memory");
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finish();
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});
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function createFBO() {
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D,
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0, // level
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gl.RGBA, // internalFormat
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size, // width
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size, // height
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0, // border
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gl.RGBA, // format
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gl.UNSIGNED_BYTE, // type
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null); // data
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var fb = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.TEXTURE_2D,
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tex,
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0);
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var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if (status != gl.FRAMEBUFFER_COMPLETE) {
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testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status));
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}
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return { fb: fb, tex: tex };
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}
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gl.disable(gl.DEPTH_TEST);
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var numFBOs = 32;
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for (var ii = 0; ii < numFBOs; ++ii) {
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createFBO();
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var t = createFBO();
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tex = t.tex;
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fb = t.fb;
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gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
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gl.scissor(0, 0, size, size);
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gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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g_textures.push(tex);
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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-1,1,0, 1,1,0, -1,-1,0,
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-1,-1,0, 1,1,0, 1,-1,0
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]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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var vertexObject = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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0,0, 1,0, 0,1,
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0,1, 1,0, 1,1
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]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(1);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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g_texLoc = gl.getUniformLocation(gl.program, "tex");
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gl.uniform1i(g_texLoc, 0);
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g_worldLoc = gl.getUniformLocation(gl.program, "world");
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gl.uniformMatrix4fv(g_worldLoc, false, [
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1]);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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setInterval(render, 1000/60);
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}
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var g_angle = 0;
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var g_texIndex = 0;
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function render() {
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g_angle += 0.1;
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g_texIndex++;
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if (g_texIndex >= g_textures.length) {
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g_texIndex = 0;
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}
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gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
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gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
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gl.clearColor(1,0,0,1);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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/**
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* Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
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* @param {number} angle The angle by which to rotate (in radians).
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* @return {!o3djs.math.Matrix4} The rotation matrix.
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*/
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function rotationZ(angle) {
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var c = Math.cos(angle);
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var s = Math.sin(angle);
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return [
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c, s, 0, 0,
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-s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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];
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};
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debug("");
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successfullyParsed = true;
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</script>
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<script>
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</script>
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</body>
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</html>
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