|
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 Resources Test</title> |
|
12 <link rel="stylesheet" href="../resources/js-test-style.css"/> |
|
13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
|
14 <script src="../../debug/webgl-debug.js"></script> |
|
15 <script src="../resources/js-test-pre.js"></script> |
|
16 <script src="../conformance/resources/webgl-test.js"></script> |
|
17 </head> |
|
18 <body> |
|
19 <div id="description"></div> |
|
20 <div id="console"></div> |
|
21 <canvas id="canvas" width="2" height="2"> </canvas> |
|
22 <canvas id="canvas2" width="2" height="2"> </canvas> |
|
23 <script> |
|
24 window.onload = init; |
|
25 debug("Tests a WebGL program that tries to use all of vram."); |
|
26 |
|
27 function init() { |
|
28 if (confirm( |
|
29 "after clicking ok your machine may be come unresponsive or crash")) { |
|
30 main(); |
|
31 } else { |
|
32 debug("cancelled"); |
|
33 } |
|
34 } |
|
35 |
|
36 function main() { |
|
37 debug(""); |
|
38 debug("Canvas.getContext"); |
|
39 |
|
40 var gl = create3DContext(document.getElementById("canvas")); |
|
41 if (!gl) { |
|
42 testFailed("context does not exist"); |
|
43 } else { |
|
44 testPassed("context exists"); |
|
45 |
|
46 debug(""); |
|
47 debug("Checking for out of memory handling."); |
|
48 |
|
49 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); |
|
50 debug("max render buffer size: " + size); |
|
51 |
|
52 var allocateFramebuffers = true; |
|
53 var itervalId; |
|
54 var count = 0; |
|
55 |
|
56 gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { |
|
57 window.clearInterval(intervalId); |
|
58 assertMsg(err == gl.OUT_OF_MEMORY, |
|
59 "correctly returns gl.OUT_OF_MEMORY when out of memory"); |
|
60 finish(); |
|
61 }); |
|
62 |
|
63 intervalId = window.setInterval(function() { |
|
64 ++count; |
|
65 var mem = count * size * size * 4; |
|
66 debug("#" + count + " : memory allocated so far " + (mem / 1024 / 1024) + "MB"); |
|
67 var tex = gl.createTexture(); |
|
68 gl.bindTexture(gl.TEXTURE_2D, tex); |
|
69 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
|
70 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
|
71 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
|
72 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
|
73 gl.texImage2D(gl.TEXTURE_2D, |
|
74 0, // level |
|
75 gl.RGBA, // internalFormat |
|
76 size, // width |
|
77 size, // height |
|
78 0, // border |
|
79 gl.RGBA, // format |
|
80 gl.UNSIGNED_BYTE, // type |
|
81 null); // data |
|
82 if (allocateFrameBuffers) { |
|
83 var fb = gl.createFramebuffer(); |
|
84 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); |
|
85 gl.framebufferTexture2D( |
|
86 gl.FRAMEBUFFER, |
|
87 gl.COLOR_ATTACHMENT0, |
|
88 gl.TEXTURE_2D, |
|
89 tex, |
|
90 0); |
|
91 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
|
92 if (status != gl.FRAMEBUFFER_COMPLETE) { |
|
93 testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status) + |
|
94 " should have gotten gl.OUT_OF_MEMORY before getting this."); |
|
95 window.clearInterval(intervalId); |
|
96 finish(); |
|
97 } |
|
98 } |
|
99 }, 1000/10); |
|
100 } |
|
101 |
|
102 function finish() { |
|
103 debug(""); |
|
104 successfullyParsed = true; |
|
105 } |
|
106 } |
|
107 </script> |
|
108 </body> |
|
109 </html> |