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| /* |
| ** Copyright (c) 2014 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
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| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
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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="../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> |
| |