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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
commit6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch)
treea68f146d7fa01f0134297619fbe7e33db084e0aa /third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js
parentInitial commit. (diff)
downloadthunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.tar.xz
thunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.zip
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js')
-rw-r--r--third_party/webkit/PerformanceTests/MotionMark/tests/3d/resources/webgl.js184
1 files changed, 184 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;
+
+})();