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1<!DOCTYPE HTML>
2<html>
3<head>
4<title>GPU Memory Test: Use N MB of GPU Memory with WebGL</title>
5
6<script id="vertex-shader" type="x-shader/x-vertex">
7attribute vec2 a_position;
8varying vec2 v_position;
9void main() {
10    v_position = a_position;
11    gl_Position = vec4(a_position, 0, 1);
12}
13</script>
14
15<script id="fragment-shader" type="x-shader/x-fragment">
16precision mediump float;
17uniform sampler2D u_image;
18varying vec2 v_position;
19void main() {
20    gl_FragColor = texture2D(u_image, v_position);
21}
22</script>
23
24<script>
25var gl = null;
26var shaderProgram = null;
27var textures = [];
28var fbos = [];
29var t = 0.0;
30var n = 1;
31
32// Create n textures of about 1MB each.
33function useGpuMemory(mb_to_use)
34{
35  n = mb_to_use;
36
37  var canvas = document.getElementById("canvas_id");
38  gl = canvas.getContext("experimental-webgl");
39  if (!gl) {
40    throw "Unable to fetch WebGL rendering context for Canvas";
41  }
42
43  // Create n textures that are each about 1MB and FBOs to render to them.
44  for (var i = 0; i < n; ++i) {
45    var texture = gl.createTexture();
46    var fbo = gl.createFramebuffer();
47    textures.push(texture);
48    fbos.push(fbo);
49
50    gl.bindTexture(gl.TEXTURE_2D, texture);
51    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
52    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 512, 512, 0,
56                  gl.RGBA, gl.UNSIGNED_BYTE, null)
57
58    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
59    gl.framebufferTexture2D(gl.FRAMEBUFFER,
60                            gl.COLOR_ATTACHMENT0,
61                            gl.TEXTURE_2D,
62                            texture,
63                            0);
64  }
65
66  // Create a shader that samples a 2D image.
67  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
68  gl.shaderSource(vertexShader,
69                  document.getElementById("vertex-shader").textContent);
70  gl.compileShader(vertexShader);
71
72  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
73  gl.shaderSource(fragmentShader,
74                  document.getElementById("fragment-shader").textContent);
75  gl.compileShader(fragmentShader);
76
77  shaderProgram = gl.createProgram();
78  gl.attachShader(shaderProgram, vertexShader);
79  gl.attachShader(shaderProgram, fragmentShader);
80  gl.linkProgram(shaderProgram);
81  gl.useProgram(shaderProgram);
82
83  // Bind a vertex buffer with a single triangle
84  var buffer = gl.createBuffer();
85  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
86  var bufferData = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0,  1.0]);
87  gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW);
88  gl.enableVertexAttribArray(shaderProgram.a_position);
89  gl.vertexAttribPointer(shaderProgram.a_position, 2, gl.FLOAT, false, 0, 0);
90
91  // Signal back to the test runner that we're done allocating memory.
92  domAutomationController.send("DONE_USE_GPU_MEMORY");
93
94  // Start the event loop.
95  tick();
96}
97
98function drawScene()
99{
100  // Render a solid color to each texture.
101  for (var i = 0; i < n; ++i) {
102    gl.bindFramebuffer(gl.FRAMEBUFFER, fbos[i]);
103    gl.viewport(0, 0, 512, 512);
104    gl.clearColor(0.0, Math.sin(t/60.0)*0.25 + 0.75*(i+1.0)/n, 0.0, 1.0);
105    gl.clear(gl.COLOR_BUFFER_BIT);
106  }
107
108  // Draw these textures to the screen, offset by 1 pixel increments
109  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
110  gl.viewport(0, 0, 256, 256);
111  gl.clearColor(0.0, 0.0, 0.0, 1.0);
112  gl.clear(gl.COLOR_BUFFER_BIT);
113  for (var i = 0; i < n; ++i) {
114    gl.viewport(i, i, 256-i, 256-i);
115    gl.activeTexture(gl.TEXTURE0);
116    gl.bindTexture(gl.TEXTURE_2D, textures[i]);
117    gl.uniform1i(shaderProgram.u_image, 0);
118    gl.drawArrays(gl.TRIANGLES, 0, 3);
119  }
120
121  t += 1;
122}
123
124function tick()
125{
126  window.webkitRequestAnimationFrame(tick);
127  drawScene();
128}
129</script>
130</head>
131
132<body>
133<canvas id="canvas_id" width=256px height=256px style="width:256px; height:256px;"/>
134</body>
135</html>
136
137