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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /third_party/webkit/PerformanceTests/MotionMark/tests/3d | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/webkit/PerformanceTests/MotionMark/tests/3d')
-rw-r--r-- | third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js | 184 | ||||
-rw-r--r-- | third_party/webkit/PerformanceTests/MotionMark/tests/3d/webgl.html | 64 |
2 files changed, 248 insertions, 0 deletions
diff --git a/third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js b/third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js new file mode 100644 index 0000000000..58f5df385e --- /dev/null +++ b/third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js @@ -0,0 +1,184 @@ +(function() { + +WebGLStage = Utilities.createSubclass(Stage, + function(element, options) + { + Stage.call(this); + }, + { + + initialize: function(benchmark, options) + { + Stage.prototype.initialize.call(this, benchmark, options); + + this._numTriangles = 0; + this._bufferSize = 0; + + this._gl = this.element.getContext("webgl"); + var gl = this._gl; + + gl.clearColor(0.5, 0.5, 0.5, 1); + + // Create the vertex shader object. + var vertexShader = gl.createShader(gl.VERTEX_SHADER); + + // The source code for the shader is extracted from the <script> element above. + gl.shaderSource(vertexShader, this._getFunctionSource("vertex")); + + // Compile the shader. + gl.compileShader(vertexShader); + if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { + // We failed to compile. Output to the console and quit. + console.error("Vertex Shader failed to compile."); + console.error(gl.getShaderInfoLog(vertexShader)); + return; + } + + // Now do the fragment shader. + var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fragmentShader, this._getFunctionSource("fragment")); + gl.compileShader(fragmentShader); + if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { + console.error("Fragment Shader failed to compile."); + console.error(gl.getShaderInfoLog(fragmentShader)); + return; + } + + // We have two compiled shaders. Time to make the program. + var program = gl.createProgram(); + gl.attachShader(program, vertexShader); + gl.attachShader(program, fragmentShader); + gl.linkProgram(program); + + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + console.error("Unable to link shaders into program."); + return; + } + + // Our program has two inputs. We have a single uniform "color", + // and one vertex attribute "position". + + gl.useProgram(program); + this._uScale = gl.getUniformLocation(program, "scale"); + this._uTime = gl.getUniformLocation(program, "time"); + this._uOffsetX = gl.getUniformLocation(program, "offsetX"); + this._uOffsetY = gl.getUniformLocation(program, "offsetY"); + this._uScalar = gl.getUniformLocation(program, "scalar"); + this._uScalarOffset = gl.getUniformLocation(program, "scalarOffset"); + + this._aPosition = gl.getAttribLocation(program, "position"); + gl.enableVertexAttribArray(this._aPosition); + + this._aColor = gl.getAttribLocation(program, "color"); + gl.enableVertexAttribArray(this._aColor); + + this._positionData = new Float32Array([ + // x y z 1 + 0, 0.1, 0, 1, + -0.1, -0.1, 0, 1, + 0.1, -0.1, 0, 1 + ]); + this._positionBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this._positionBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this._positionData, gl.STATIC_DRAW); + + this._colorData = new Float32Array([ + 1, 0, 0, 1, + 0, 1, 0, 1, + 0, 0, 1, 1 + ]); + this._colorBuffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this._colorData, gl.STATIC_DRAW); + + this._resetIfNecessary(); + }, + + _getFunctionSource: function(id) + { + return document.getElementById(id).text; + }, + + _resetIfNecessary: function() + { + if (this._numTriangles <= this._bufferSize) + return; + + if (!this._bufferSize) + this._bufferSize = 128; + + while (this._numTriangles > this._bufferSize) + this._bufferSize *= 4; + + this._uniformData = new Float32Array(this._bufferSize * 6); + for (var i = 0; i < this._bufferSize; ++i) { + this._uniformData[i * 6 + 0] = Stage.random(0.2, 0.4); + this._uniformData[i * 6 + 1] = 0; + this._uniformData[i * 6 + 2] = Stage.random(-0.9, 0.9); + this._uniformData[i * 6 + 3] = Stage.random(-0.9, 0.9); + this._uniformData[i * 6 + 4] = Stage.random(0.5, 2); + this._uniformData[i * 6 + 5] = Stage.random(0, 10); + } + }, + + tune: function(count) + { + if (!count) + return; + + this._numTriangles += count; + this._numTriangles = Math.max(this._numTriangles, 0); + + this._resetIfNecessary(); + }, + + animate: function(timeDelta) + { + var gl = this._gl; + + gl.clear(gl.COLOR_BUFFER_BIT); + + if (!this._startTime) + this._startTime = Stage.dateCounterValue(1000); + var elapsedTime = Stage.dateCounterValue(1000) - this._startTime; + + for (var i = 0; i < this._numTriangles; ++i) { + + this._uniformData[i * 6 + 1] = elapsedTime; + + var uniformDataOffset = i * 6; + gl.uniform1f(this._uScale, this._uniformData[uniformDataOffset++]); + gl.uniform1f(this._uTime, this._uniformData[uniformDataOffset++]); + gl.uniform1f(this._uOffsetX, this._uniformData[uniformDataOffset++]); + gl.uniform1f(this._uOffsetY, this._uniformData[uniformDataOffset++]); + gl.uniform1f(this._uScalar, this._uniformData[uniformDataOffset++]); + gl.uniform1f(this._uScalarOffset, this._uniformData[uniformDataOffset++]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this._positionBuffer); + gl.vertexAttribPointer(this._aPosition, 4, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer); + gl.vertexAttribPointer(this._aColor, 4, gl.FLOAT, false, 0, 0); + + gl.drawArrays(gl.TRIANGLES, 0, 3); + } + + }, + + complexity: function() + { + return this._numTriangles; + } + } +); + +WebGLBenchmark = Utilities.createSubclass(Benchmark, + function(options) + { + Benchmark.call(this, new WebGLStage(), options); + } +); + +window.benchmarkClass = WebGLBenchmark; + +})(); diff --git a/third_party/webkit/PerformanceTests/MotionMark/tests/3d/webgl.html b/third_party/webkit/PerformanceTests/MotionMark/tests/3d/webgl.html new file mode 100644 index 0000000000..cf6442a07a --- /dev/null +++ b/third_party/webkit/PerformanceTests/MotionMark/tests/3d/webgl.html @@ -0,0 +1,64 @@ +<!DOCTYPE html> +<html> +<head> + <meta charset="utf-8"> + <link rel="stylesheet" type="text/css" href="../resources/stage.css"> +</head> +<body> + <canvas id="stage"></canvas> + <script id="vertex" type="x-shader/x-glsl"> +attribute vec4 position; +attribute vec4 color; + +uniform float scale; +uniform float time; +uniform float offsetX; +uniform float offsetY; +uniform float scalar; +uniform float scalarOffset; + +varying vec4 v_color; + +void main() { + + float fade = mod(scalarOffset + time * scalar / 10.0, 1.0); + + if (fade < 0.5) { + fade = fade * 2.0; + } else { + fade = (1.0 - fade) * 2.0; + } + + float xpos = position.x * scale; + float ypos = position.y * scale; + + float angle = 3.14159 * 2.0 * fade; + float xrot = xpos * cos(angle) - ypos * sin(angle); + float yrot = xpos * sin(angle) + ypos * cos(angle); + + xpos = xrot + offsetX; + ypos = yrot + offsetY; + + v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color; + gl_Position = vec4(xpos, ypos, 0.0, 1.0); +} + </script> + <script id="fragment" type="x-shader/x-glsl"> +#ifdef GL_ES +precision mediump float; +#endif + +varying vec4 v_color; + +void main() { + gl_FragColor = v_color; +} + </script> + <script src="../../resources/strings.js"></script> + <script src="../../resources/extensions.js"></script> + <script src="../../resources/statistics.js"></script> + <script src="../resources/math.js"></script> + <script src="../resources/main.js"></script> + <script src="resources/webgl.js"></script> +</body> +</html> |