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Diffstat (limited to 'Source/WebKit/qt/tests/benchmarks/webgl/10000_triangles.html')
-rw-r--r--Source/WebKit/qt/tests/benchmarks/webgl/10000_triangles.html59
1 files changed, 0 insertions, 59 deletions
diff --git a/Source/WebKit/qt/tests/benchmarks/webgl/10000_triangles.html b/Source/WebKit/qt/tests/benchmarks/webgl/10000_triangles.html
deleted file mode 100644
index fd061aa27..000000000
--- a/Source/WebKit/qt/tests/benchmarks/webgl/10000_triangles.html
+++ /dev/null
@@ -1,59 +0,0 @@
-<html>
- <body style="margin: 0">
- <canvas width="1000" height="1000"></canvas>
- </body>
-</html>
-<script>
- var canvas = document.getElementsByTagName("canvas")[0];
- gl = canvas.getContext("experimental-webgl");
- gl.clearColor(0.0, 1.0, 0.0, 1.0);
- gl.viewport(0, 0, canvas.width, canvas.height);
-
- var vertexShader = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vertexShader, "attribute vec4 vPosition;\nvoid main() { gl_Position = vPosition; }");
- gl.compileShader(vertexShader);
-
- var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fragmentShader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }");
- gl.compileShader(fragmentShader);
-
- var shaderProgram = gl.createProgram();
- gl.attachShader(shaderProgram, vertexShader);
- gl.attachShader(shaderProgram, fragmentShader);
- gl.bindAttribLocation(shaderProgram, 0, "vPosition");
- gl.linkProgram(shaderProgram);
-
- gl.useProgram(shaderProgram);
-
- var buffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
-
- var vertices = [];
- var seedX = -1.0;
- var seedY = 1.0;
- for (var i = 1; i <= 10000; ++i) {
- vertices.push(seedX);
- vertices.push(seedY);
- vertices.push(0);
- seedX += 0.01;
- vertices.push(seedX);
- vertices.push(seedY - 0.02);
- vertices.push(0);
- seedX += 0.01;
- vertices.push(seedX);
- vertices.push(seedY);
- vertices.push(0);
- if (!(i % 100)) {
- seedX = -1.0;
- seedY -= 0.02;
- }
- }
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
-
-
- gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
- gl.enableVertexAttribArray(0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- gl.drawArrays(gl.TRIANGLES, 0, 30000);
- gl.flush();
-</script>