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| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL compressed texture size limit stress 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> |
| <script src="../js/tests/webgl-compressed-texture-size-limit.js"></script> |
| </head> |
| <body> |
| <canvas id="example" width="32" height="32" style="width: 40px; height: 40px;"></canvas> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| enableJSTestPreVerboseLogging(); |
| description("Checks size limit of the webgl compressed textures. Variation on the corresponding conformance test that stresses the browser with large ArrayBuffer allocations, and both valid and invalid large texture uploads.") |
| |
| // Use the theoretical 4 GB - 1 byte limit for ArrayBuffer allocations. |
| // The maximum texture size is often so large that it will certainly cause OOM with a cube map, so limit the positive test to a somewhat smaller size, even though this is a stress test. |
| runCompressedTextureSizeLimitTest(Math.pow(2, 32) - 1, 8192); |
| |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |