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| 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> | |
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