blob: c90a0ffed340c1f0c01aedc3f97f5ce2770618af [file] [log] [blame]
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<!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="../resources/js-test-pre.js"></script>
<script src="../conformance/resources/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>