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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/extra/big-fbos-example.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/extra/big-fbos-example.html b/dom/canvas/test/webgl-conf/checkout/extra/big-fbos-example.html new file mode 100644 index 0000000000..0e0a09bcef --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/extra/big-fbos-example.html @@ -0,0 +1,256 @@ +<!-- +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> + +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Big FBO Test</title> +<link rel="stylesheet" href="../resources/js-test-style.css"/> +<script src="../../devtools/src/debug/webgl-debug.js"></script> +<script src="../js/js-test-pre.js"></script> +<script src="../js/webgl-test-utils.js"></script> +</head> +<body> +<canvas id="canvas" width="256" height="256"> </canvas> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 vPosition; +attribute vec2 texCoord0; +varying vec2 texCoord; +void main() +{ + gl_Position = vec4(vPosition.xyz, 1.0); + texCoord = texCoord0; +} +</script> + +<script id="fshader" type="x-shader/x-fragment"> +precision mediump float; +uniform sampler2D tex; +varying vec2 texCoord; +void main() +{ + gl_FragColor = texture2D(tex, texCoord); +} +</script> +<script> +"use strict"; +window.onload = init; + +var g_textures = []; + +debug("Tests the performance of using lots of large FBOs"); + +function init() { + if (confirm( + "After clicking OK your machine may become unresponsive or crash.")) { + main(); + } else { + debug("cancelled"); + } +} + +function checkFBOStatus(gl) { + var err = gl.getError(); + if (err != gl.NO_ERROR) { + if (err != gl.OUT_OF_MEMORY) + testFailed("gl.getError returned " + err); + else + testPassed("OUT-OF-MEMORY"); + return false; + } + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (status != gl.FRAMEBUFFER_COMPLETE) { + testFailed("gl.checkFramebufferStatus() returned " + WebGLTestUtils.glEnumToString(gl, status)); + return false; + } + return true; +} + +function setupFBO(gl, size) { + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + + gl.texImage2D(gl.TEXTURE_2D, + 0, // level + gl.RGBA, // internalFormat + size, // width + size, // height + 0, // border + gl.RGBA, // format + gl.UNSIGNED_BYTE, // type + null); // data + if (!checkFBOStatus(gl)) + return null; + + return { fb: fb, tex: tex }; +} + +function checkPixels(gl) { + var width = 256; + var height = 256; + + var thresh = 3; + + var buf = new Uint8Array(width * height * 4); + gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buf); + for (var yy = 0; yy < height; ++yy) { + for (var xx = 0; xx < width; ++xx) { + var offset = (yy * width + xx) * 4; + if (Math.abs(buf[offset] - 255) > thresh || + Math.abs(buf[offset + 1] - 0) > thresh || + Math.abs(buf[offset + 2] - 0) > thresh) { + testFailed("drawing results incorrect"); + return false; + } + } + } + return true; +} + +function handleContextLost() { + debug("context lost"); +} + +function main() { + debug(""); + debug("Checking for out of memory handling."); + + var canvas = document.getElementById("canvas"); + canvas.addEventListener('webglcontextlost', handleContextLost); + var wtu = WebGLTestUtils; + var gl = wtu.create3DContext("canvas"); + var prog = wtu.setupProgram(gl, ["vshader", "fshader"], ["vPosition", "texCoord0"]); + + WebGLDebugUtils.init(gl); + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ + -1,1,0, 1,1,0, -1,-1,0, + -1,-1,0, 1,1,0, 1,-1,0 + ]), gl.STATIC_DRAW); + gl.enableVertexAttribArray(0); + gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); + + var vertexObject = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0,0, 1,0, 0,1, + 0,1, 1,0, 1,1 + ]), gl.STATIC_DRAW); + gl.enableVertexAttribArray(1); + gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); + + var texLoc = gl.getUniformLocation(prog, "tex"); + gl.uniform1i(texLoc, 0); + + gl.clearColor(0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "setup should succeed"); + + var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); + debug("max render buffer size: " + size + + ", size used: " + (size / 2)); + size /= 2; + + var maxFBOs = 200; + var numFBOs = 0; + allocateNextFBO(); + + function allocateNextFBO() { + if (numFBOs >= maxFBOs) { + phase2(); + return; + } + if (!allocateFBO()) { + phase2(); + return; + } + ++numFBOs; + setTimeout(allocateNextFBO, 100); + } + + function allocateFBO() { + debug(""); + debug("trying to create fbo #" + (numFBOs + 1)); + var t = setupFBO(gl, 2); + if (!t) { + return false; + } + + var tex = t.tex; + var fb = t.fb; + + debug("allocating fbo color buffer of size " + size + " x " + size); + gl.texImage2D(gl.TEXTURE_2D, + 0, // level + gl.RGBA, // internalFormat + size, // width + size, // height + 0, // border + gl.RGBA, // format + gl.UNSIGNED_BYTE, // type + null); // data + if (!checkFBOStatus(gl)) { + return false; + } + g_textures.push(tex); + debug("succeeded in creating fbo"); + + debug("clearing the fbo with red color"); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.clearColor(1, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + + debug("deleting fbo, but the now red texture should be untouched"); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.deleteFramebuffer(fb); + + debug("drawing to the canvas using the red texture"); + gl.clearColor(0, 0, 0, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 6); + if (!checkPixels(gl)) { + return false; + } + + debug("succeeded in drawing"); + wtu.glErrorShouldBe(gl, gl.NO_ERROR, "each run with no error"); + return true; + } + + function phase2() { + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + debug(""); + debug("fbos allocated:" + numFBOs); + if (!checkPixels(gl)) { + testFailed("final check of canvas drawing buffer pixels failed"); + } + debug(""); + finishTest(); + } +} + +var successfullyParsed = true; +</script> + +</body> +</html> |