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slow-shader-example.html
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slow-shader-example.html
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<!--
Copyright (c) 2009 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<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>
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, 1024);
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 be come unresponsive or crash")) {
gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
} else {
debug("cancelled");
}
}
successfullyParsed = true;
</script>
</body>
</html>