tenfourfox/dom/canvas/test/webgl-conformance/extra/out-of-vram.html
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

116 lines
2.7 KiB
HTML

<!--
Copyright (c) 2009 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Out Of VRAM Test</title>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../resources/js-test-pre.js"></script>
<script src="../conformance/resources/webgl-test.js"></script>
<script src="../conformance/resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
debug("This tests WebGL running out of vram.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
try {
var gl = create3DContext(canvas);
} catch(e) {
}
if (!gl) {
testFailed("could not create context");
} else {
testPassed("context exists");
var args = wtu.getUrlArguments();
canvas.addEventListener('webglcontextlost', contextLost, false);
function contextLost(e) {
e.preventDefault();
debug("***context lost***");
}
function contextRestored(e) {
debug("***context restored***");
}
debug("");
debug("Allocating textures.");
var intervalId;
var count = 0;
var textureMem = 0;
var textures = [];
var size = 2048;
var limit = (args.limit ? args.limit : 8192) * 1024 * 1024;
debug("limit: " + InMB(limit))
function InMB(v) {
return "" + Math.floor(v / 1024 / 1024) + "MB";
}
function makeTexture() {
if (gl.isContextLost()) {
stop("out of memory");
return;
}
++count;
textureMem += size * size * 4;
if (textureMem > limit) {
stop("reached limit");
return;
}
debug ("creating texture #" + count + " mem = " + InMB(textureMem));
var texture = gl.createTexture();
textures.push(texture);
gl.bindTexture(gl.TEXTURE_2D, texture);
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 err = gl.getError();
if (err != gl.NO_ERROR) {
stop("out of memory");
return;
}
}
intervalId = window.setInterval(makeTexture, 1000 / 15);
}
function stop(msg) {
window.clearInterval(intervalId);
testPassed(msg);
finish();
}
function finish() {
debug("");
successfullyParsed = true;
}
</script>
</body>
</html>