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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL Out Of Resources Test</title>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../../debug/webgl-debug.js"></script>
<script src="../resources/js-test-pre.js"></script>
<script src="../conformance/resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<canvas id="canvas2" width="2" height="2"> </canvas>
<script>
"use strict";
wtu = WebGLTestUtils;
window.onload = init;
debug("Tests a WebGL program that tries to use all of vram.");
function init() {
if (confirm(
"After clicking OK your machine may become unresponsive or crash.")) {
main();
} else {
debug("cancelled");
}
}
function main() {
debug("");
debug("Canvas.getContext");
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
var program = wtu.setupColorQuad(gl);
gl.useProgram(program);
debug("");
debug("Checking for out of memory handling.");
var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE);
debug("max render buffer size: " + size);
var allocateFramebuffers = true;
var itervalId;
var count = 0;
gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) {
assertMsg(err == gl.OUT_OF_MEMORY,
"correctly returns gl.OUT_OF_MEMORY when out of memory");
stop("got: " + wtu.glEnumToString(gl, err));
});
var fbos = [];
intervalId = window.setInterval(function() {
++count;
var mem = count * size * size * 4;
debug("#" + count + " : memory allocated so far " + (mem / 1024 / 1024) + "MB");
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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;
}
if (allocateFramebuffers) {
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
tex,
0);
var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status != gl.FRAMEBUFFER_COMPLETE) {
stop("got: " + wtu.glEnumToString(gl, status));
return;
}
// use the framebuffer
wtu.drawFloatColorQuad(gl, [1, Math.random(), 1, 1]);
}
}, 200);
function stop(msg) {
debug(msg);
window.clearInterval(intervalId);
finish();
}
}
function finish() {
debug("");
var successfullyParsed = true;
}
}
</script>
</body>
</html>