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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!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 " + WebGLTestUtils.glEnumToString(gl, 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>