| Index: extra/out-of-memory.html
|
| ===================================================================
|
| --- extra/out-of-memory.html (revision 106149)
|
| +++ extra/out-of-memory.html (working copy)
|
| @@ -1,92 +0,0 @@
|
| -<!--
|
| -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 PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
|
| - "http://www.w3.org/TR/html4/loose.dtd">
|
| -<html>
|
| -<head>
|
| -<meta charset="utf-8">
|
| -<title>WebGL Out Of Memory 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>
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| -<script src="../conformance/resources/webgl-test.js"></script>
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| -</head>
|
| -<body>
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| -<div id="description"></div>
|
| -<div id="console"></div>
|
| -<canvas id="canvas" width="2" height="2"> </canvas>
|
| -<script>
|
| -debug("This tests WebGL running out of memory.");
|
| -
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| -debug("");
|
| -debug("Canvas.getContext");
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| -
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| -var gl = create3DContext(document.getElementById("canvas"));
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| -if (!gl) {
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| - testFailed("context does not exist");
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| -} else {
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| - testPassed("context exists");
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| -
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| - debug("");
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| - debug("Allocating shaders.");
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| -
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| - function makeBigShader() {
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| - var lines = [];
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| - var line = "// ";
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| - for (var ii = 0; ii < 1024; ++ii) {
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| - line += String.fromCharCode(48 + ii % 10);
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| - }
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| - for (var ii = 0; ii < 1024; ++ii) {
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| - lines[ii] = line;
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| - }
|
| - var oneMB = lines.join();
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| - for (var ii = 0; ii < 64; ++ii) {
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| - lines[ii] = oneMB;
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| - }
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| - return lines.join("\n");
|
| - }
|
| -
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| - var shaderSource = makeBigShader();
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| - debug("created " + Math.floor(shaderSource.length / 1024 / 1024) + "MB shader");
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| -
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| - var intervalId;
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| - var count = 0;
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| -
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| - function makeShader() {
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| - ++count;
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| - debug ("creating shader #" + count + " mem = " + Math.floor(shaderSource.length * count / 1024 / 1024) + "MB");
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| - var shader = gl.createShader(gl.VERTEX_SHADER);
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| - if (shader == null) {
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| - window.clearInterval(intervalId);
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| - testPassed("createShader returns null"); // not sure this is a passing
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| - finish();
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| - } else {
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| - gl.shaderSource(shader, shaderSource);
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| - var err = gl.getError();
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| - if (err != gl.NO_ERROR) {
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| - window.clearInterval(intervalId);
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| - assertMsg(err == gl.OUT_OF_MEMORY, "shaderSource returns OUT_OF_MEMORY");
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| - finish();
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| - }
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| - }
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| - }
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| -
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| - intervalId = window.setInterval(makeShader, 1000/15);
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| -}
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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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| -
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| -</script>
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| -<!-- <script src="../resources/js-test-post.js"></script> -->
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| -
|
| -<script>
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| -</script>
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| -
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| -</body>
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| -</html>
|
|
|