| <!-- |
| Copyright (c) 2009 The Chromium Authors. All rights reserved. |
| Use of this source code is governed by a BSD-style license that can be |
| found in the LICENSE file. |
| --> |
| <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" |
| "http://www.w3.org/TR/html4/loose.dtd"> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Out Of Resources Test</title> |
| <link rel="stylesheet" href="../resources/js-test-style.css"/> |
| <script src="../resources/desktop-gl-constants.js" type="text/javascript"></script> |
| <script src="../../debug/webgl-debug.js"></script> |
| <script src="../resources/js-test-pre.js"></script> |
| <script src="../conformance/resources/webgl-test.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> |
| 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 be come unresponsive or crash")) { |
| main(); |
| } else { |
| debug("cancelled"); |
| } |
| } |
| |
| function main() { |
| debug(""); |
| debug("Canvas.getContext"); |
| |
| var gl = create3DContext(document.getElementById("canvas")); |
| if (!gl) { |
| testFailed("context does not exist"); |
| } else { |
| testPassed("context exists"); |
| |
| 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) { |
| window.clearInterval(intervalId); |
| assertMsg(err == gl.OUT_OF_MEMORY, |
| "correctly returns gl.OUT_OF_MEMORY when out of memory"); |
| finish(); |
| }); |
| |
| 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 |
| 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) { |
| testFailed("gl.checkFramebufferStatus() returned " + WebGLDebugUtils.glEnumToString(status) + |
| " should have gotten gl.OUT_OF_MEMORY before getting this."); |
| window.clearInterval(intervalId); |
| finish(); |
| } |
| } |
| }, 1000/10); |
| } |
| |
| function finish() { |
| debug(""); |
| successfullyParsed = true; |
| } |
| } |
| </script> |
| </body> |
| </html> |