tor-browser

The Tor Browser
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fbo-lost-context.html (5713B)


      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 FBO Lost Context Test</title>
     12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
     13 <script src="../../devtools/src/debug/webgl-debug.js"></script>
     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="vshader" type="x-shader/x-vertex">
     21 attribute vec4 vPosition;
     22 attribute vec2 texCoord0;
     23 uniform mat4 world;
     24 varying vec2 texCoord;
     25 void main()
     26 {
     27    gl_Position = vPosition * world;
     28    texCoord = texCoord0;
     29 }
     30 </script>
     31 
     32 <script id="fshader" type="x-shader/x-fragment">
     33 precision mediump float;
     34 uniform sampler2D tex;
     35 varying vec2 texCoord;
     36 void main()
     37 {
     38    gl_FragColor = texture2D(tex, texCoord);
     39 }
     40 </script>
     41 <canvas id="canvas" width="1024" height="1024"> </canvas>
     42 <script>
     43 "use strict";
     44 description("This test is to help see if an WebGL app *can* get lost context.");
     45 
     46 debug("");
     47 debug("Canvas.getContext");
     48 var wtu = WebGLTestUtils;
     49 var g_worldLoc;
     50 var g_texLoc;
     51 var g_textures = [];
     52 var gl = wtu.create3DContext("canvas");
     53 if (!gl) {
     54  testFailed("context does not exist");
     55 } else {
     56  testPassed("context exists");
     57 
     58  debug("");
     59  debug("Checking for out of memory handling.");
     60 
     61  var program = wtu.setupProgram(["vshader", "fshader"], ["vPosition", "texCoord0"]);
     62  var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
     63  debug("max render buffer size: " + size);
     64  size = size / 2;
     65  debug("size used: " + size);
     66 
     67  var allocateFramebuffers = true;
     68  var itervalId;
     69  var count = 0;
     70 
     71  gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
     72        window.clearInterval(intervalId);
     73        assertMsg(err == gl.OUT_OF_MEMORY,
     74                  "correctly returns gl.OUT_OF_MEMORY when out of memory");
     75        finish();
     76      });
     77 
     78  function createFBO() {
     79    var tex = gl.createTexture();
     80    gl.bindTexture(gl.TEXTURE_2D, tex);
     81    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
     82    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
     83    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
     84    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
     85    gl.texImage2D(gl.TEXTURE_2D,
     86                  0,                 // level
     87                  gl.RGBA,           // internalFormat
     88                  size,              // width
     89                  size,              // height
     90                  0,                 // border
     91                  gl.RGBA,           // format
     92                  gl.UNSIGNED_BYTE,  // type
     93                  null);             // data
     94    var fb = gl.createFramebuffer();
     95    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
     96    gl.framebufferTexture2D(
     97        gl.FRAMEBUFFER,
     98        gl.COLOR_ATTACHMENT0,
     99        gl.TEXTURE_2D,
    100        tex,
    101        0);
    102    var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
    103    if (status != gl.FRAMEBUFFER_COMPLETE) {
    104      testFailed("gl.checkFramebufferStatus() returned " + WebGLTestUtils.glEnumToString(gl, status));
    105    }
    106    return { fb: fb, tex: tex };
    107  }
    108 
    109  gl.disable(gl.DEPTH_TEST);
    110 
    111  var numFBOs = 32;
    112  for (var ii = 0; ii < numFBOs; ++ii) {
    113    createFBO();
    114    var t = createFBO();
    115    tex = t.tex;
    116    fb = t.fb;
    117 
    118    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    119    gl.scissor(0, 0, size, size);
    120    gl.clearColor(0, ii / numFBOs, 1 - ii / numFBOs, 1);
    121    gl.clear(gl.COLOR_BUFFER_BIT);
    122    g_textures.push(tex);
    123  }
    124 
    125  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    126 
    127  var vertexObject = gl.createBuffer();
    128  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    129  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    130     -1,1,0, 1,1,0, -1,-1,0,
    131     -1,-1,0, 1,1,0, 1,-1,0
    132   ]), gl.STATIC_DRAW);
    133  gl.enableVertexAttribArray(0);
    134  gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
    135 
    136  var vertexObject = gl.createBuffer();
    137  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
    138  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    139     0,0, 1,0, 0,1,
    140     0,1, 1,0, 1,1
    141   ]), gl.STATIC_DRAW);
    142  gl.enableVertexAttribArray(1);
    143  gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0);
    144 
    145  gl.bindTexture(gl.TEXTURE_2D, tex);
    146  g_texLoc = gl.getUniformLocation(gl.program, "tex");
    147  gl.uniform1i(g_texLoc, 0);
    148  g_worldLoc = gl.getUniformLocation(gl.program, "world");
    149  gl.uniformMatrix4fv(g_worldLoc, false, [
    150     0, 0, 0, 0,
    151     0, 0, 0, 0,
    152     0, 0, 1, 0,
    153     0, 0, 0, 1]);
    154 
    155  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    156  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    157  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    158 
    159  setInterval(render, 1000/60);
    160 }
    161 
    162 var g_angle = 0;
    163 var g_texIndex = 0;
    164 function render() {
    165  g_angle += 0.1;
    166  g_texIndex++;
    167  if (g_texIndex >= g_textures.length) {
    168    g_texIndex = 0;
    169  }
    170  gl.bindTexture(gl.TEXTURE_2D, g_textures[g_texIndex]);
    171  gl.uniformMatrix4fv(g_worldLoc, false, rotationZ(g_angle));
    172  gl.clearColor(1,0,0,1);
    173  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    174  gl.drawArrays(gl.TRIANGLES, 0, 6);
    175 }
    176 
    177 /**
    178 * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
    179 * @param {number} angle The angle by which to rotate (in radians).
    180 * @return {!o3djs.math.Matrix4} The rotation matrix.
    181 */
    182 function rotationZ(angle) {
    183  var c = Math.cos(angle);
    184  var s = Math.sin(angle);
    185 
    186  return [
    187    c, s, 0, 0,
    188    -s, c, 0, 0,
    189    0, 0, 1, 0,
    190    0, 0, 0, 1
    191  ];
    192 };
    193 
    194 debug("");
    195 var successfullyParsed = true;
    196 </script>
    197 <script>
    198 "use strict";
    199 </script>
    200 
    201 </body>
    202 </html>