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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>WebGL Out Of VRAM 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>
+<div id="description"></div>
+<div id="console"></div>
+<canvas id="canvas" width="2" height="2"> </canvas>
+<script>
+"use strict";
+debug("This tests WebGL running out of vram.");
+
+debug("");
+debug("Canvas.getContext");
+
+var wtu = WebGLTestUtils;
+var canvas = document.getElementById("canvas");
+try {
+ var gl = wtu.create3DContext(canvas);
+} catch(e) {
+}
+if (!gl) {
+ testFailed("could not create context");
+} else {
+ testPassed("context exists");
+
+ var args = wtu.getUrlArguments();
+
+ canvas.addEventListener('webglcontextlost', contextLost, false);
+
+ function contextLost(e) {
+ e.preventDefault();
+ debug("***context lost***");
+ }
+
+ function contextRestored(e) {
+ debug("***context restored***");
+ }
+
+ var program = wtu.setupTexturedQuad(gl);
+ gl.useProgram(program);
+
+ debug("");
+ debug("Allocating textures.");
+
+ var intervalId;
+ var count = 0;
+ var textureMem = 0;
+ var textures = [];
+ var size = 2048;
+ var limit = (args.limit ? args.limit : 8192) * 1024 * 1024;
+
+ debug("limit: " + InMB(limit))
+
+ function InMB(v) {
+ return "" + Math.floor(v / 1024 / 1024) + "MB";
+ }
+
+ function makeTexture() {
+ if (gl.isContextLost()) {
+ stop("out of memory");
+ return;
+ }
+ ++count;
+ textureMem += size * size * 4;
+ if (textureMem > limit) {
+ stop("reached limit");
+ return;
+ }
+ debug ("creating texture #" + count + " mem = " + InMB(textureMem));
+ var texture = gl.createTexture();
+ textures.push(texture);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ 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
+ var err = gl.getError();
+ if (err != gl.NO_ERROR) {
+ stop("got error: " + wtu.glEnumToString(gl, err));
+ return;
+ }
+ // use the texture
+ wtu.clearAndDrawUnitQuad(gl);
+ }
+
+ intervalId = window.setInterval(makeTexture, 1000 / 15);
+
+}
+
+function stop(msg) {
+ window.clearInterval(intervalId);
+ testPassed(msg);
+ finishTest();
+}
+</script>
+</body>
+</html>