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+<!--
+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 Lots of polygons example.</title>
+<link rel="stylesheet" href="../resources/js-test-style.css"/>
+<script src="../js/js-test-pre.js"></script>
+<script src="../js/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>
+"use strict";
+window.onload = init;
+debug("Tests a WebGL program that draws a bunch of large polygons");
+
+function init() {
+ if (confirm(
+ "After clicking OK your machine may become unresponsive or crash.")) {
+ main();
+ } else {
+ debug("cancelled");
+ }
+}
+
+function main() {
+ 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 program = wtu.setupTexturedQuad(gl);
+
+ assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup.");
+
+ var tex = gl.createTexture();
+ gl.enable(gl.BLEND);
+ gl.disable(gl.DEPTH_TEST);
+
+ wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
+
+ 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);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params");
+
+ var loc = gl.getUniformLocation(program, "tex");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations");
+ gl.uniform1i(loc, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
+
+ var numQuads = 100000;
+ 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 creating index buffer");
+ gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
+
+ var successfullyParsed = true;
+}
+</script>
+</body>
+</html>
+
+