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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /dom/canvas/test/webgl-conf/checkout/extra/big-fbos-example.html
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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+<!--
+
+/*
+** Copyright (c) 2012 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are furnished to do so, subject to
+** the following conditions:
+**
+** The above copyright notice and this permission notice shall be included
+** in all copies or substantial portions of the Materials.
+**
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+-->
+
+<!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 " + WebGLDebugUtils.glEnumToString(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>