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+<!--
+Copyright (c) 2019 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>Float32Array garbage collection test</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="40" height="40"></canvas>
+<div id="description"></div>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+attribute vec2 inPosition;
+attribute vec4 inColor;
+
+varying vec4 color;
+
+void main()
+{
+ color = inColor;
+
+ gl_Position = vec4(inPosition, 0.0, 1.0);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+
+varying vec4 color;
+
+void main()
+{
+ if (color == vec4(0.0))
+ discard;
+
+ gl_FragColor = color;
+}
+</script>
+
+<script>
+"use strict";
+
+description("Allocates a buffer object and then updates it repeatedly using throw-away Float32Array objects. " +
+ "Ideally, this should not result in a browser crash or instability, since GC should be able to collect all Float32Arrays.");
+var wtu = WebGLTestUtils;
+
+var vertices = [];
+var w = 0.25;
+for (var x = -1; x < 1; x += w) {
+ for (var y = -1; y < 1; y += w) {
+ vertices.push(x + w, y + w);
+ vertices.push(x, y + w);
+ vertices.push(x, y );
+
+ vertices.push(x + w, y + w);
+ vertices.push(x, y );
+ vertices.push(x + w, y );
+ }
+}
+var numVertices = (vertices.length / 2);
+
+var gl;
+var squareBuffer;
+var buffer;
+var updateBufferData;
+var drawIterationsPerTest = 100;
+
+function initGL() {
+ gl = wtu.create3DContext("canvas");
+ var attribs = ["inPosition", "inColor"];
+ wtu.setupProgram(gl, ["vshader", "fshader"], attribs);
+ gl.disable(gl.DEPTH_TEST);
+ gl.disable(gl.BLEND);
+
+ squareBuffer = gl.createBuffer();
+ gl.enableVertexAttribArray(0);
+ gl.bindBuffer(gl.ARRAY_BUFFER, squareBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
+
+ buffer = gl.createBuffer();
+ gl.enableVertexAttribArray(1);
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
+}
+
+var testIndex = -1;
+var drawIterations = 0;
+var size = 0;
+function runNextTest() {
+ ++testIndex;
+ var prevSize = size;
+ size = Math.pow(2, testIndex) * numVertices * 16;
+
+ if (size > 2 * 1024 * 1024 && prevSize <= 2 * 1024 * 1024) {
+ if (!confirm("The following tests can cause unresponsiveness or instability. Press OK to continue.")) {
+ testFailed("Tests aborted");
+ return;
+ }
+ }
+
+ if (size > 64 * 1024 * 1024) {
+ gl.deleteBuffer(buffer);
+ testPassed("Tests finished");
+ return;
+ }
+
+ debug('Initializing buffer with size: ' + size);
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferData(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW);
+ updateBufferData = new Float32Array(size / 4);
+
+ debug("Drawing " + drawIterationsPerTest + " times, each time creating a new throw-away Float32Array of size " + size + " and using it to update the buffer");
+ drawIterations = 0;
+ doDraw();
+};
+
+var doDraw = function() {
+ gl.clearColor(0, 255, 0, 255);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ // Update the array buffer with a throw-away Float32Array
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(updateBufferData));
+
+ gl.drawArrays(gl.TRIANGLES, 0, numVertices);
+ var error = gl.getError();
+ if (error !== gl.NO_ERROR) {
+ testFailed("drawArrays failed with error " + wtu.glEnumToString(gl, error));
+ return;
+ }
+ if (drawIterations < drawIterationsPerTest) {
+ ++drawIterations;
+ requestAnimationFrame(doDraw);
+ } else {
+ runNextTest();
+ }
+};
+
+initGL();
+runNextTest();
+
+var successfullyParsed = true;
+</script>
+
+</body>
+</html>
+