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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 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL Lots of polygons example.</title>
12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
13 <script src="../js/js-test-pre.js"></script>
14 <script src="../js/webgl-test-utils.js"> </script>
15 </head>
16 <body>
17 <canvas id="example" width="1024" height="1024" style="width: 40px; height: 40px;">
18 </canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script>
22 "use strict";
23 window.onload = init;
24 debug("Tests a WebGL program that draws a bunch of large polygons");
26 function init() {
27 if (confirm(
28 "After clicking OK your machine may become unresponsive or crash.")) {
29 main();
30 } else {
31 debug("cancelled");
35 function main() {
36 var wtu = WebGLTestUtils;
37 var canvas = document.getElementById("example");
38 canvas.addEventListener("webglcontextlost", function(e) { e.preventDefault(); }, false);
39 canvas.addEventListener("webglcontextrestored", function(e) { }, false);
41 var gl = wtu.create3DContext(canvas);
42 var program = wtu.setupTexturedQuad(gl);
44 assertMsg(gl.getError() == gl.NO_ERROR, "Should be no errors from setup.");
46 var tex = gl.createTexture();
47 gl.enable(gl.BLEND);
48 gl.disable(gl.DEPTH_TEST);
50 wtu.fillTexture(gl, tex, 4096, 4096, [0, 192, 128, 255], 0);
51 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating texture");
53 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
54 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
55 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
56 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
57 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting texture params");
59 var loc = gl.getUniformLocation(program, "tex");
60 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after getting tex locations");
61 gl.uniform1i(loc, 0);
62 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after setting tex uniform");
64 var numQuads = 100000;
65 var indexBuf = new ArrayBuffer(numQuads * 6);
66 var indices = new Uint8Array(indexBuf);
67 for (var ii = 0; ii < numQuads; ++ii) {
68 var offset = ii * 6;
69 indices[offset + 0] = 0;
70 indices[offset + 1] = 1;
71 indices[offset + 2] = 2;
72 indices[offset + 3] = 3;
73 indices[offset + 4] = 4;
74 indices[offset + 5] = 5;
76 var indexBuffer = gl.createBuffer();
77 gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
78 gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
79 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after creating index buffer");
80 gl.drawElements(gl.TRIANGLES, numQuads * 6, gl.UNSIGNED_BYTE, 0);
81 wtu.glErrorShouldBe(gl, gl.NO_ERROR, "after drawing");
83 var successfullyParsed = true;
85 </script>
86 </body>
87 </html>