webgl-compressed-texture-size-limit.html (1309B)
1 <!-- 2 Copyright (c) 2019 The Khronos Group Inc. 3 Use of this source code is governed by an MIT-style license that can be 4 found in the LICENSE.txt file. 5 --> 6 7 <!DOCTYPE html> 8 <html> 9 <head> 10 <meta charset="utf-8"> 11 <title>WebGL compressed texture size limit conformance test</title> 12 <link rel="stylesheet" href="../../resources/js-test-style.css"/> 13 <script src="../../js/js-test-pre.js"></script> 14 <script src="../../js/webgl-test-utils.js"></script> 15 <script src="../../js/tests/webgl-compressed-texture-size-limit.js"></script> 16 </head> 17 <body> 18 <canvas id="example" width="32" height="32" style="width: 40px; height: 40px;"></canvas> 19 <div id="description"></div> 20 <div id="console"></div> 21 <script> 22 "use strict"; 23 enableJSTestPreVerboseLogging(); 24 description("Checks size limit of the webgl compressed textures") 25 26 // ArrayBuffers can be at most 4GB (minus 1 byte), but any allocations larger than 1 GB are unreliable in practice. So limit allocations to 1 GB. 27 // Textures that are wide in just one dimension can still be used to test max TEXTURE_2D size limit even if we can't allocate space for huge square textures. 28 // Use a fairly conservative limit for positive test cube map size so OOM is avoided. 29 runCompressedTextureSizeLimitTest(Math.pow(2, 30), 2048); 30 31 var successfullyParsed = true; 32 </script> 33 </body> 34 </html>