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uniform-matrix-taking-typed-array.html
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uniform-matrix-taking-typed-array.html
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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
** 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.
*/
-->
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, height=device-height, initial-scale=1, maximum-scale=1, user-scalable=no">
</head>
<script src="WebGLPerformanceTest.js"></script>
<script>
var u2, u3, u4;
var a2 = new Float32Array(4), a3 = new Float32Array(9), a4 = new Float32Array(16);
var i = 0;
function uniformMatrixTakingTypedArray(test) {
a2[0] = i;
test.gl.uniformMatrix2fv(u2, false, a2);
a3[0] = i;
test.gl.uniformMatrix3fv(u3, false, a3);
a4[0] = i;
test.gl.uniformMatrix4fv(u4, false, a4);
i++;
}
function start() {
var manifest = {
title : "Matrix uniform setters taking a typed array",
repeat : 50000,
frameCallback : uniformMatrixTakingTypedArray,
frameMethod : "setTimeoutZero"
};
var test = new WebGLPerformanceTest(manifest);
var gl = test.gl;
var vertexShaderString =
'uniform mat2 u2; \n\
uniform mat3 u3; \n\
uniform mat4 u4; \n\
void main(void) { \n\
gl_Position = vec4(u2[0][0], u3[0][0], u4[0][0], 1.0); \n\
} \n';
var fragmentShaderString =
'precision mediump float; \n\
void main(void) { \n\
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n\
} \n';
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderString);
gl.compileShader(vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderString);
gl.compileShader(fragmentShader);
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
test.error("program failed to link");
u2 = gl.getUniformLocation(program, "u2");
u3 = gl.getUniformLocation(program, "u3");
u4 = gl.getUniformLocation(program, "u4");
if (!u2 || !u3 || !u4)
test.error("uniform not found!");
test.run();
}
</script>
<body onload="start();">