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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/extra/fbo-lost-context.html')
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diff --git a/dom/canvas/test/webgl-conf/checkout/extra/fbo-lost-context.html b/dom/canvas/test/webgl-conf/checkout/extra/fbo-lost-context.html new file mode 100644 index 000000000..a9aa71b47 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/extra/fbo-lost-context.html @@ -0,0 +1,223 @@ +<!-- + +/* +** 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 FBO Lost Context 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> +<div id="description"></div> +<div id="console"></div> +<script id="vshader" type="x-shader/x-vertex"> +attribute vec4 vPosition; +attribute vec2 texCoord0; +uniform mat4 world; +varying vec2 texCoord; +void main() +{ + gl_Position = vPosition * world; + 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> +<canvas id="canvas" width="1024" height="1024"> </canvas> +<script> +"use strict"; +description("This test is to help see if an WebGL app *can* get lost context."); + +debug(""); +debug("Canvas.getContext"); +var wtu = WebGLTestUtils; +var g_worldLoc; +var g_texLoc; +var g_textures = []; +var gl = wtu.create3DContext("canvas"); +if (!gl) { + testFailed("context does not exist"); +} else { + testPassed("context exists"); + + debug(""); + debug("Checking for out of memory handling."); + + var program = wtu.setupProgram(["vshader", "fshader"], ["vPosition", "texCoord0"]); + var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); + debug("max render buffer size: " + size); + size = size / 2; + debug("size used: " + size); + + var allocateFramebuffers = true; + var itervalId; + var count = 0; + + gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { + window.clearInterval(intervalId); + assertMsg(err == gl.OUT_OF_MEMORY, + "correctly returns gl.OUT_OF_MEMORY when out of memory"); + finish(); + }); + + function createFBO() { + var tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + 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); + 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 + var fb = gl.createFramebuffer(); + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.framebufferTexture2D( + gl.FRAMEBUFFER, + gl.COLOR_ATTACHMENT0, + gl.TEXTURE_2D, + tex, + 0); + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); + if (status != gl.FRAMEBUFFER_COMPLETE) { + testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status)); + } + return { fb: fb, tex: tex }; + } + + gl.disable(gl.DEPTH_TEST); + + var numFBOs = 32; + for (var ii = 0; ii < numFBOs; ++ii) { + createFBO(); + var t = createFBO(); + tex = t.tex; + fb = t.fb; + + gl.bindFramebuffer(gl.FRAMEBUFFER, fb); + gl.scissor(0, 0, size, size); + gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1); + gl.clear(gl.COLOR_BUFFER_BIT); + g_textures.push(tex); + } + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + 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); + + gl.bindTexture(gl.TEXTURE_2D, tex); + g_texLoc = gl.getUniformLocation(gl.program, "tex"); + gl.uniform1i(g_texLoc, 0); + g_worldLoc = gl.getUniformLocation(gl.program, "world"); + gl.uniformMatrix4fv(g_worldLoc, false, [ + 0, 0, 0, 0, + 0, 0, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + + 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); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + + setInterval(render, 1000/60); +} + +var g_angle = 0; +var g_texIndex = 0; +function render() { + g_angle += 0.1; + g_texIndex++; + if (g_texIndex >= g_textures.length) { + g_texIndex = 0; + } + gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]); + gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle)); + gl.clearColor(1,0,0,1); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 6); +} + +/** + * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle. + * @param {number} angle The angle by which to rotate (in radians). + * @return {!o3djs.math.Matrix4} The rotation matrix. + */ +function rotationZ(angle) { + var c = Math.cos(angle); + var s = Math.sin(angle); + + return [ + c, s, 0, 0, + -s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + ]; +}; + +debug(""); +var successfullyParsed = true; +</script> +<script> +"use strict"; +</script> + +</body> +</html> |