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1 <!-- | |
2 Copyright (c) 2009 The Chromium Authors. All rights reserved. | |
3 Use of this source code is governed by a BSD-style license that can be | |
4 found in the LICENSE file. | |
5 --> | |
6 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" | |
7 "http://www.w3.org/TR/html4/loose.dtd"> | |
8 <html> | |
9 <head> | |
10 <meta charset="utf-8"> | |
11 <title>WebGL Out Of Memory Test</title> | |
12 <link rel="stylesheet" href="../resources/js-test-style.css"/> | |
13 <script src="../resources/desktop-gl-constants.js" type="text/javascript"></scri
pt> | |
14 <script src="../resources/js-test-pre.js"></script> | |
15 <script src="../conformance/resources/webgl-test.js"></script> | |
16 </head> | |
17 <body> | |
18 <div id="description"></div> | |
19 <div id="console"></div> | |
20 <canvas id="canvas" width="2" height="2"> </canvas> | |
21 <script> | |
22 debug("This tests WebGL running out of memory."); | |
23 | |
24 debug(""); | |
25 debug("Canvas.getContext"); | |
26 | |
27 var gl = create3DContext(document.getElementById("canvas")); | |
28 if (!gl) { | |
29 testFailed("context does not exist"); | |
30 } else { | |
31 testPassed("context exists"); | |
32 | |
33 debug(""); | |
34 debug("Allocating shaders."); | |
35 | |
36 function makeBigShader() { | |
37 var lines = []; | |
38 var line = "// "; | |
39 for (var ii = 0; ii < 1024; ++ii) { | |
40 line += String.fromCharCode(48 + ii % 10); | |
41 } | |
42 for (var ii = 0; ii < 1024; ++ii) { | |
43 lines[ii] = line; | |
44 } | |
45 var oneMB = lines.join(); | |
46 for (var ii = 0; ii < 64; ++ii) { | |
47 lines[ii] = oneMB; | |
48 } | |
49 return lines.join("\n"); | |
50 } | |
51 | |
52 var shaderSource = makeBigShader(); | |
53 debug("created " + Math.floor(shaderSource.length / 1024 / 1024) + "MB shader"
); | |
54 | |
55 var intervalId; | |
56 var count = 0; | |
57 | |
58 function makeShader() { | |
59 ++count; | |
60 debug ("creating shader #" + count + " mem = " + Math.floor(shaderSource.len
gth * count / 1024 / 1024) + "MB"); | |
61 var shader = gl.createShader(gl.VERTEX_SHADER); | |
62 if (shader == null) { | |
63 window.clearInterval(intervalId); | |
64 testPassed("createShader returns null"); // not sure this is a passing | |
65 finish(); | |
66 } else { | |
67 gl.shaderSource(shader, shaderSource); | |
68 var err = gl.getError(); | |
69 if (err != gl.NO_ERROR) { | |
70 window.clearInterval(intervalId); | |
71 assertMsg(err == gl.OUT_OF_MEMORY, "shaderSource returns OUT_OF_MEMORY")
; | |
72 finish(); | |
73 } | |
74 } | |
75 } | |
76 | |
77 intervalId = window.setInterval(makeShader, 1000/15); | |
78 } | |
79 | |
80 function finish() { | |
81 debug(""); | |
82 successfullyParsed = true; | |
83 } | |
84 | |
85 </script> | |
86 <!-- <script src="../resources/js-test-post.js"></script> --> | |
87 | |
88 <script> | |
89 </script> | |
90 | |
91 </body> | |
92 </html> | |
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