112 lines
3.6 KiB
HTML
112 lines
3.6 KiB
HTML
<!--
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Copyright (c) 2019 The Khronos Group Inc.
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Use of this source code is governed by an MIT-style license that can be
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found in the LICENSE.txt file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL Slow Shader example.</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../js/js-test-pre.js"></script>
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<script src="../js/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;">
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</canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="slow" type="text/something-not-javascript">
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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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gl_FragColor = texture2D(tex, texture2D(tex, texture2D(tex, texCoord).xy).xy);
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}
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</script>
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<script>
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"use strict";
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window.onload = main;
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debug("Tests drawing a very slow shader.");
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("example");
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canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
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canvas.addEventListener("webglcontextrestored", function(e) { }, false);
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var gl = wtu.create3DContext(canvas);
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var maxTexSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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var texSize = Math.min(maxTexSize, 4096);
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debug("Max Texture size: " + maxTexSize);
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debug("Texture size: " + texSize);
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var shaderSource =
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document.getElementById("slow").text.replace(/\$size/g, texSize + ".0");
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting a context");
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var program = wtu.setupProgram(
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gl,
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[wtu.simpleTextureVertexShader, shaderSource],
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['vPosition', 'texCoord0'],
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[0, 1]);
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wtu.setupUnitQuad(gl, 0, 1);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after program setup");
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var tex = gl.createTexture();
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gl.enable(gl.BLEND);
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gl.disable(gl.DEPTH_TEST);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
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debug("preparing...");
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var numBytes = texSize * texSize * 4;
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var pixelBuf = new ArrayBuffer(numBytes);
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var pixels = new Uint8Array(pixelBuf);
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for (var ii = 0; ii < numBytes; ++ii) {
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pixels[ii] = Math.random() * 255;
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}
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texImage2D(
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gl.TEXTURE_2D, 0, gl.RGBA, texSize, texSize, 0,
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gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture setup");
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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.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after texture param setting");
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var loc = gl.getUniformLocation(program, "tex");
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex location");
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gl.uniform1i(loc, 0);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
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var numQuads = 1000;
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var indexBuf = new ArrayBuffer(numQuads * 6);
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var indices = new Uint8Array(indexBuf);
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for (var ii = 0; ii < numQuads; ++ii) {
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var offset = ii * 6;
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indices[offset + 0] = 0;
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indices[offset + 1] = 1;
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indices[offset + 2] = 2;
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indices[offset + 3] = 3;
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indices[offset + 4] = 4;
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indices[offset + 5] = 5;
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}
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var indexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting up indices");
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function main () {
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if (confirm(
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"After clicking OK your machine may become unresponsive or crash.")) {
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gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
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wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
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} else {
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debug("cancelled");
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}
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}
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var successfullyParsed = true;
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</script>
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</body>
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</html>
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