OLD | NEW |
(Empty) | |
| 1 <!-- |
| 2 Copyright (c) 2009 The Chromium Authors. All rights reserved. |
| 3 Use of this source code is governed by a BSD-style license that can be |
| 4 found in the LICENSE file. |
| 5 --> |
| 6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
| 7 "http://www.w3.org/TR/html4/loose.dtd"> |
| 8 <html> |
| 9 <head> |
| 10 <meta charset="utf-8"> |
| 11 <title>WebGL Out Of Memory Test</title> |
| 12 <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| 13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> |
| 14 <script src="../resources/js-test-pre.js"></script> |
| 15 <script src="../conformance/resources/webgl-test.js"></script> |
| 16 </head> |
| 17 <body> |
| 18 <div id="description"></div> |
| 19 <div id="console"></div> |
| 20 <canvas id="canvas" width="2" height="2"> </canvas> |
| 21 <script> |
| 22 debug("This tests WebGL running out of memory."); |
| 23 |
| 24 debug(""); |
| 25 debug("Canvas.getContext"); |
| 26 |
| 27 var gl = create3DContext(document.getElementById("canvas")); |
| 28 if (!gl) { |
| 29 testFailed("context does not exist"); |
| 30 } else { |
| 31 testPassed("context exists"); |
| 32 |
| 33 debug(""); |
| 34 debug("Allocating shaders."); |
| 35 |
| 36 function makeBigShader() { |
| 37 var lines = []; |
| 38 var line = "// "; |
| 39 for (var ii = 0; ii < 1024; ++ii) { |
| 40 line += String.fromCharCode(48 + ii % 10); |
| 41 } |
| 42 for (var ii = 0; ii < 1024; ++ii) { |
| 43 lines[ii] = line; |
| 44 } |
| 45 var oneMB = lines.join(); |
| 46 for (var ii = 0; ii < 64; ++ii) { |
| 47 lines[ii] = oneMB; |
| 48 } |
| 49 return lines.join("\n"); |
| 50 } |
| 51 |
| 52 var shaderSource = makeBigShader(); |
| 53 debug("created " + Math.floor(shaderSource.length / 1024 / 1024) + "MB shader"
); |
| 54 |
| 55 var intervalId; |
| 56 var count = 0; |
| 57 |
| 58 function makeShader() { |
| 59 ++count; |
| 60 debug ("creating shader #" + count + " mem = " + Math.floor(shaderSource.len
gth * count / 1024 / 1024) + "MB"); |
| 61 var shader = gl.createShader(gl.VERTEX_SHADER); |
| 62 if (shader == null) { |
| 63 window.clearInterval(intervalId); |
| 64 testPassed("createShader returns null"); // not sure this is a passing |
| 65 finish(); |
| 66 } else { |
| 67 gl.shaderSource(shader, shaderSource); |
| 68 var err = gl.getError(); |
| 69 if (err != gl.NO_ERROR) { |
| 70 window.clearInterval(intervalId); |
| 71 assertMsg(err == gl.OUT_OF_MEMORY, "shaderSource returns OUT_OF_MEMORY")
; |
| 72 finish(); |
| 73 } |
| 74 } |
| 75 } |
| 76 |
| 77 intervalId = window.setInterval(makeShader, 1000/15); |
| 78 } |
| 79 |
| 80 function finish() { |
| 81 debug(""); |
| 82 successfullyParsed = true; |
| 83 } |
| 84 |
| 85 </script> |
| 86 <!-- <script src="../resources/js-test-post.js"></script> --> |
| 87 |
| 88 <script> |
| 89 </script> |
| 90 |
| 91 </body> |
| 92 </html> |
OLD | NEW |