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+++ b/dom/canvas/test/webgl-conf/checkout/conformance2/wasm/texsubimage2d-4gb-wasm-memory.html
@@ -0,0 +1,86 @@
+<!--
+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.texSubImage2D() 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.texSubImage2D() 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.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 1, 1);
+gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, 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, "texSubImage2D produced expected color");
+var successfullyParsed = true;
+</script>
+<script src="../../js/js-test-post.js"></script>
+</body>
+</html>