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large-loop-compile.html (4306B)


      1 <!--
      2 Copyright (c) 2019 The Khronos Group Inc.
      3 Use of this source code is governed by an MIT-style license that can be
      4 found in the LICENSE.txt file.
      5 -->
      6 
      7 <!DOCTYPE html>
      8 <html>
      9 <head>
     10 <meta charset="utf-8">
     11 <title>WebGL GLSL Conformance Tests</title>
     12 <link rel="stylesheet" href="../../../resources/js-test-style.css"/>
     13 <link rel="stylesheet" href="../../../resources/glsl-feature-tests.css"/>
     14 <script src="../../../js/js-test-pre.js"></script>
     15 <script src="../../../js/webgl-test-utils.js"></script>
     16 </head>
     17 <body>
     18 <div id="description"></div>
     19 <div id="console"></div>
     20 <script id="vertexShader" type="text/something-not-javascript">
     21 attribute vec2 position;
     22 
     23 void main(){
     24    gl_Position = vec4(position, 0.0, 1.0);
     25 }
     26 </script>
     27 <script id="fragmentShader" type="text/something-not-javascript">
     28 precision mediump float;
     29 uniform sampler2D source;
     30 
     31 mat3 front = mat3(
     32     1.0,  0.0,  0.0,
     33     0.0,  1.0,  0.0,
     34     0.0,  0.0,  1.0
     35 );
     36 
     37 mat3 back = mat3(
     38    -1.0,  0.0,  0.0,
     39     0.0,  1.0,  0.0,
     40     0.0,  0.0, -1.0
     41 );
     42 
     43 mat3 left = mat3(
     44     0.0,  0.0, -1.0,
     45     0.0,  1.0,  0.0,
     46     1.0,  0.0,  0.0
     47 );
     48 
     49 mat3 right = mat3(
     50     0.0,  0.0,  1.0,
     51     0.0,  1.0,  0.0,
     52    -1.0,  0.0,  0.0
     53 );
     54 
     55 mat3 up = mat3(
     56     1.0,  0.0,  0.0,
     57     0.0,  0.0,  1.0,
     58     0.0, -1.0,  0.0
     59 );
     60 
     61 mat3 down = mat3(
     62     1.0,  0.0,  0.0,
     63     0.0,  0.0, -1.0,
     64     0.0,  1.0,  0.0
     65 );
     66 
     67 float coefficient(vec3 normal){
     68    int index = int(gl_FragCoord.x);
     69    float x = normal.x;
     70    float y = normal.y;
     71    float z = normal.z;
     72 
     73    if(index==0){
     74        return 1.0;
     75    }
     76    else if(index==1){
     77        return y;
     78    }
     79    else if(index==2){
     80        return z;
     81    }
     82    else if(index==3){
     83        return x;
     84    }
     85    else if(index==4){
     86        return x*y;
     87    }
     88    else if(index==5){
     89        return y*z;
     90    }
     91    else if(index==6){
     92        return 3.0*z*z - 1.0;
     93    }
     94    else if(index==7){
     95        return x*z;
     96    }
     97    else{
     98        return x*x - y*y;
     99    }
    100 }
    101 
    102 vec3 sample(float cidx, mat3 side){
    103    vec3 result = vec3(0.0);
    104    float divider = 0.0;
    105 
    106    for(int i=0; i<256; i++){
    107        float x = mod(float(i), 16.0);
    108        float y = float(i/16);
    109        vec2 texcoord = (vec2(x+cidx*16.0, y+floor(gl_FragCoord.y)*16.0)+0.5)/6.0;
    110        vec2 sidecoord = ((vec2(x,y)+vec2(0.5, 0.5))/vec2(16.0))*2.0-1.0;
    111        vec3 normal = normalize(vec3(sidecoord, -1.0));
    112        vec3 texel = texture2D(source, texcoord).rgb;
    113        result += coefficient(side*normal) * texel * -normal.z;
    114        divider += -normal.z;
    115    }
    116    return result/divider;
    117 }
    118 
    119 void main(){
    120    vec3 result = (
    121        //sample(0.0, front) +
    122        //sample(1.0, back) +
    123        sample(2.0, left) +
    124        sample(3.0, right) +
    125        sample(4.0, up) +
    126        sample(5.0, down)
    127    )/6.0;
    128    gl_FragColor = vec4(result, 1.0);
    129 }
    130 </script>
    131 <script>
    132 "use strict";
    133 var receivedContextLost = false;
    134 description("Ensures that compilation of a large loop completes in a reasonable period of time and does not cause the WebGL context to be lost");
    135 var wtu = WebGLTestUtils;
    136 var canvas = document.createElement('canvas');
    137 canvas.width = 32;
    138 canvas.height = 32;
    139 canvas.addEventListener("webglcontextlost", function(e) {
    140  testFailed("context was lost during shader compilation or linking");
    141  receivedContextLost = true;
    142 });
    143 var gl = wtu.create3DContext(canvas);
    144 if (!gl) {
    145  testFailed("context does not exist");
    146  finishTest();
    147 } else {
    148  var startTime = Date.now();
    149  wtu.setupProgram(gl, ["vertexShader", "fragmentShader"], undefined, undefined, true);
    150  gl.clearColor(0.0, 1.0, 0.0, 1.0);
    151  gl.clear(gl.COLOR_BUFFER_BIT);
    152  wtu.checkCanvas(gl, [0, 255, 0, 255], "should be green", 0);
    153  var endTime = Date.now();
    154 
    155  // Delay for some period to increase chances that context lost event will be delivered.
    156  setTimeout(function() {
    157    if (!receivedContextLost) {
    158      testPassed("Large loop compiled and linked without terminating the WebGL context");
    159      const timeString = `${endTime - startTime} ms`;
    160      if (endTime - startTime < 7500) {
    161        testPassed("Shader compilation completed in a reasonable amount of time: " + timeString);
    162      } else {
    163        testFailed("Shader compilation took an unreasonably long time: " + timeString);
    164      }
    165    }
    166    finishTest();
    167  }, 500);
    168 }
    169 var successfullyParsed = true;
    170 </script>
    171 </body>
    172 </html>