<!DOCTYPE HTML> <html> <head> <title>GPU Memory Test: Use N MB of GPU Memory with WebGL</title> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec2 a_position; varying vec2 v_position; void main() { v_position = a_position; gl_Position = vec4(a_position, 0, 1); } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; uniform sampler2D u_image; varying vec2 v_position; void main() { gl_FragColor = texture2D(u_image, v_position); } </script> <script> var gl = null; var shaderProgram = null; var textures = []; var fbos = []; var t = 0.0; var n = 1; // Create n textures of about 1MB each. function useGpuMemory(mb_to_use) { n = mb_to_use; var canvas = document.getElementById("canvas_id"); gl = canvas.getContext("experimental-webgl"); if (!gl) { throw "Unable to fetch WebGL rendering context for Canvas"; } // Create n textures that are each about 1MB and FBOs to render to them. for (var i = 0; i < n; ++i) { var texture = gl.createTexture(); var fbo = gl.createFramebuffer(); textures.push(texture); fbos.push(fbo); gl.bindTexture(gl.TEXTURE_2D, texture); 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.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 512, 512, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); } // Create a shader that samples a 2D image. var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, document.getElementById("vertex-shader").textContent); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, document.getElementById("fragment-shader").textContent); gl.compileShader(fragmentShader); shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Bind a vertex buffer with a single triangle var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); var bufferData = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0]); gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW); gl.enableVertexAttribArray(shaderProgram.a_position); gl.vertexAttribPointer(shaderProgram.a_position, 2, gl.FLOAT, false, 0, 0); // Signal back to the test runner that we're done allocating memory. domAutomationController.send("DONE_USE_GPU_MEMORY"); // Start the event loop. tick(); } function drawScene() { // Render a solid color to each texture. for (var i = 0; i < n; ++i) { gl.bindFramebuffer(gl.FRAMEBUFFER, fbos[i]); gl.viewport(0, 0, 512, 512); gl.clearColor(0.0, Math.sin(t/60.0)*0.25 + 0.75*(i+1.0)/n, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); } // Draw these textures to the screen, offset by 1 pixel increments gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, 256, 256); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); for (var i = 0; i < n; ++i) { gl.viewport(i, i, 256-i, 256-i); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, textures[i]); gl.uniform1i(shaderProgram.u_image, 0); gl.drawArrays(gl.TRIANGLES, 0, 3); } t += 1; } function tick() { window.webkitRequestAnimationFrame(tick); drawScene(); } </script> </head> <body> <canvas id="canvas_id" width=256px height=256px style="width:256px; height:256px;"/> </body> </html>