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116 lines
2.7 KiB
HTML
116 lines
2.7 KiB
HTML
<!--
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Copyright (c) 2009 The Chromium Authors. All rights reserved.
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Use of this source code is governed by a BSD-style license that can be
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found in the LICENSE file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>WebGL Out Of VRAM Test</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
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<script src="../resources/js-test-pre.js"></script>
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<script src="../conformance/resources/webgl-test.js"></script>
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<script src="../conformance/resources/webgl-test-utils.js"></script>
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</head>
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<body>
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<div id="description"></div>
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<div id="console"></div>
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<canvas id="canvas" width="2" height="2"> </canvas>
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<script>
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debug("This tests WebGL running out of vram.");
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debug("");
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debug("Canvas.getContext");
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var wtu = WebGLTestUtils;
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var canvas = document.getElementById("canvas");
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try {
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var gl = create3DContext(canvas);
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} catch(e) {
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}
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if (!gl) {
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testFailed("could not create context");
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} else {
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testPassed("context exists");
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var args = wtu.getUrlArguments();
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canvas.addEventListener('webglcontextlost', contextLost, false);
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function contextLost(e) {
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e.preventDefault();
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debug("***context lost***");
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}
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function contextRestored(e) {
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debug("***context restored***");
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}
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debug("");
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debug("Allocating textures.");
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var intervalId;
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var count = 0;
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var textureMem = 0;
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var textures = [];
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var size = 2048;
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var limit = (args.limit ? args.limit : 8192) * 1024 * 1024;
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debug("limit: " + InMB(limit))
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function InMB(v) {
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return "" + Math.floor(v / 1024 / 1024) + "MB";
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}
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function makeTexture() {
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if (gl.isContextLost()) {
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stop("out of memory");
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return;
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}
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++count;
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textureMem += size * size * 4;
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if (textureMem > limit) {
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stop("reached limit");
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return;
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}
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debug ("creating texture #" + count + " mem = " + InMB(textureMem));
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var texture = gl.createTexture();
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textures.push(texture);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D,
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0, // level
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gl.RGBA, // internalFormat
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size, // width
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size, // height
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0, // border
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gl.RGBA, // format
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gl.UNSIGNED_BYTE, // type
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null); // data
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var err = gl.getError();
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if (err != gl.NO_ERROR) {
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stop("out of memory");
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return;
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}
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}
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intervalId = window.setInterval(makeTexture, 1000 / 15);
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}
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function stop(msg) {
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window.clearInterval(intervalId);
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testPassed(msg);
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finish();
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}
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function finish() {
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debug("");
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successfullyParsed = true;
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}
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</script>
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</body>
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</html>
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