gecko/content/canvas/test/webgl/extra/out-of-resources.html
2011-08-19 11:39:00 -04:00

110 lines
3.6 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 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 Resources Test</title>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../debug/webgl-debug.js"></script>
<script src="../resources/js-test-pre.js"></script>
<script src="../conformance/resources/webgl-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<canvas id="canvas2" width="2" height="2"> </canvas>
<script>
window.onload = init;
debug("Tests a WebGL program that tries to use all of vram.");
function init() {
if (confirm(
"after clicking ok your machine may be come unresponsive or crash")) {
main();
} else {
debug("cancelled");
}
}
function main() {
debug("");
debug("Canvas.getContext");
var gl = create3DContext(document.getElementById("canvas"));
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Checking for out of memory handling.");
var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
debug("max render buffer size: " + size);
var allocateFramebuffers = true;
var itervalId;
var count = 0;
gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
window.clearInterval(intervalId);
assertMsg(err == gl.OUT_OF_MEMORY,
"correctly returns gl.OUT_OF_MEMORY when out of memory");
finish();
});
intervalId = window.setInterval(function() {
++count;
var mem = count * size * size * 4;
debug("#" + count + " : memory allocated so far " + (mem / 1024 / 1024) + "MB");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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
if (allocateFrameBuffers) {
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
tex,
0);
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status != gl.FRAMEBUFFER_COMPLETE) {
testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status) +
" should have gotten gl.OUT_OF_MEMORY before getting this.");
window.clearInterval(intervalId);
finish();
}
}
}, 1000/10);
}
function finish() {
debug("");
successfullyParsed = true;
}
}
</script>
</body>
</html>