Index: third_party/webgl/conformance-suites/1.0.0/extra/out-of-memory.html |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/extra/out-of-memory.html (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/extra/out-of-memory.html (working copy) |
@@ -1,92 +0,0 @@ |
-<!-- |
-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 http-equiv="Content-Type" content="text/html; charset=utf-8"> |
-<title>WebGL Out Of Memory Test</title> |
-<link rel="stylesheet" href="../resources/js-test-style.css"/> |
-<script src="../resources/desktop-gl-constants.js" type="text/javascript"></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> |
-<script> |
-debug("This tests WebGL running out of memory."); |
- |
-debug(""); |
-debug("Canvas.getContext"); |
- |
-var gl = create3DContext(document.getElementById("canvas")); |
-if (!gl) { |
- testFailed("context does not exist"); |
-} else { |
- testPassed("context exists"); |
- |
- debug(""); |
- debug("Allocating shaders."); |
- |
- function makeBigShader() { |
- var lines = []; |
- var line = "// "; |
- for (var ii = 0; ii < 1024; ++ii) { |
- line += String.fromCharCode(48 + ii % 10); |
- } |
- for (var ii = 0; ii < 1024; ++ii) { |
- lines[ii] = line; |
- } |
- var oneMB = lines.join(); |
- for (var ii = 0; ii < 64; ++ii) { |
- lines[ii] = oneMB; |
- } |
- return lines.join("\n"); |
- } |
- |
- var shaderSource = makeBigShader(); |
- debug("created " + Math.floor(shaderSource.length / 1024 / 1024) + "MB shader"); |
- |
- var intervalId; |
- var count = 0; |
- |
- function makeShader() { |
- ++count; |
- debug ("creating shader #" + count + " mem = " + Math.floor(shaderSource.length * count / 1024 / 1024) + "MB"); |
- var shader = gl.createShader(gl.VERTEX_SHADER); |
- if (shader == null) { |
- window.clearInterval(intervalId); |
- testPassed("createShader returns null"); // not sure this is a passing |
- finish(); |
- } else { |
- gl.shaderSource(shader, shaderSource); |
- var err = gl.getError(); |
- if (err != gl.NO_ERROR) { |
- window.clearInterval(intervalId); |
- assertMsg(err == gl.OUT_OF_MEMORY, "shaderSource returns OUT_OF_MEMORY"); |
- finish(); |
- } |
- } |
- } |
- |
- intervalId = window.setInterval(makeShader, 1000/15); |
-} |
- |
-function finish() { |
- debug(""); |
- successfullyParsed = true; |
-} |
- |
-</script> |
-<!-- <script src="../resources/js-test-post.js"></script> --> |
- |
-<script> |
-</script> |
- |
-</body> |
-</html> |