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-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance2/wasm/teximage2d-4gb-wasm-memory.html | 85 |
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diff --git a/dom/canvas/test/webgl-conf/checkout/conformance2/wasm/teximage2d-4gb-wasm-memory.html b/dom/canvas/test/webgl-conf/checkout/conformance2/wasm/teximage2d-4gb-wasm-memory.html new file mode 100644 index 0000000000..5d6897347d --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance2/wasm/teximage2d-4gb-wasm-memory.html @@ -0,0 +1,85 @@ +<!-- +Copyright (c) 2023 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +--> +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>gl.texImage2D() test to Wasm Memory 4GB in size.</title> +<link rel="stylesheet" href="../../resources/js-test-style.css"/> +<script src="../../js/js-test-pre.js"></script> +<script src="../../js/webgl-test-utils.js"> </script> +</head> +<body> +<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas> +<div id="description"></div> +<div id="console"></div> +<script> +"use strict"; +description(document.title); +debug("Tests that gl.texImage2D() can be called on WebAssembly Memory 4GB in size."); +debug(""); +let wtu = WebGLTestUtils; +let gl = wtu.create3DContext("canvas", undefined, 2); + +const PAGE = 65536; +const SIZE = 4*1024*1024*1024 - PAGE; // when uint32_t size is max, we can only reach one page short of full 4GB +let view = new Uint8Array(new WebAssembly.Memory({ initial: SIZE/PAGE }).buffer); + +function compileShader(type, src) { + let shader = gl.createShader(type); + gl.shaderSource(shader, src); + gl.compileShader(shader); + let log = gl.getShaderInfoLog(shader); + if (log) debug(log); + return shader; +} + +function createProgram(vs, fs) { + let program = gl.createProgram(); + gl.attachShader(program, vs); + gl.attachShader(program, fs); + gl.bindAttribLocation(program, 0, 'pos'); + gl.linkProgram(program); + gl.useProgram(program); + return program; +} + +let program = createProgram( + compileShader(gl.VERTEX_SHADER, ` + varying vec2 uv; + attribute vec2 pos; + void main() { uv = pos; gl_Position = vec4(pos*2.0-vec2(1.0,1.0),0,1); }`), + compileShader(gl.FRAGMENT_SHADER, ` + precision lowp float; + uniform sampler2D tex; + varying vec2 uv; + void main() { gl_FragColor = texture2D(tex,uv); }`)); + +gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); +gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW); +gl.vertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 0, 0); +gl.enableVertexAttribArray(0); + +let texture = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, texture); + +// Test uploading an image +const expectedColor = [42, 84, 128, 255]; +const offset = SIZE - 4; +view.set(expectedColor, offset); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, view, offset); +wtu.glErrorShouldBe(gl, gl.NO_ERROR); + +// Test rendering with that image +gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + +// Verify that we rendered what we expected +wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor, "texImage2D produced expected color"); +var successfullyParsed = true; +</script> +<script src="../../js/js-test-post.js"></script> +</body> +</html> |