blob: dcb2a272c80a1681f54a5177a2b3afc912fd77a0 [file] [log] [blame]
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/*
** Copyright (c) 2014 The Khronos Group Inc.
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<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 id="vshader" type="x-shader/x-vertex">
void main()
{
gl_PointSize = 1.0;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
</script>
<script id="fshader" type="x-shader/x-fragment">
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
</script>
</head>
<body>
<canvas id="testbed" width="1" height="1" style="width: 100px; height: 100px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Stress test drawing a huge number of points without enabling any attributes');
debug('This test stresses drawing a large number of points and workarounds created to run WebGL with simulated attrib 0');
if (confirm('After clicking OK your machine may become unresponsive or crash.')) {
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext('testbed');
var program1 = wtu.setupProgram(gl, ['vshader', 'fshader']);
gl.enable(gl.BLEND);
debug('Draw 2^31 points with a shader that takes no attributes and verify it fills the whole canvas.');
gl.drawArrays(gl.POINTS, 0, Math.pow(2, 31) - 1);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);
wtu.checkCanvas(gl, [0, 255, 0, 255]);
}
var successfullyParsed = true;
</script>
<script src="../js/js-test-post.js"></script>
</body>
</html>