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teximage2d-4gb-wasm-memory.html (2749B)


      1 <!--
      2 Copyright (c) 2023 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 <!DOCTYPE html>
      7 <html>
      8 <head>
      9 <meta charset="utf-8">
     10 <title>gl.texImage2D() test to Wasm Memory 4GB in size.</title>
     11 <link rel="stylesheet" href="../../resources/js-test-style.css"/>
     12 <script src="../../js/js-test-pre.js"></script>
     13 <script src="../../js/webgl-test-utils.js"> </script>
     14 </head>
     15 <body>
     16 <canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
     17 <div id="description"></div>
     18 <div id="console"></div>
     19 <script>
     20 "use strict";
     21 description(document.title);
     22 debug("Tests that gl.texImage2D() can be called on WebAssembly Memory 4GB in size.");
     23 debug("");
     24 let wtu = WebGLTestUtils;
     25 let gl = wtu.create3DContext("canvas", undefined, 2);
     26 
     27 const PAGE = 65536;
     28 const SIZE = 4*1024*1024*1024 - PAGE; // when uint32_t size is max, we can only reach one page short of full 4GB
     29 let view = new Uint8Array(new WebAssembly.Memory({ initial: SIZE/PAGE }).buffer);
     30 
     31 function compileShader(type, src) {
     32  let shader = gl.createShader(type);
     33  gl.shaderSource(shader, src);
     34  gl.compileShader(shader);
     35  let log = gl.getShaderInfoLog(shader);
     36  if (log) debug(log);
     37  return shader;
     38 }
     39 
     40 function createProgram(vs, fs) {
     41  let program = gl.createProgram();
     42  gl.attachShader(program, vs);
     43  gl.attachShader(program, fs);
     44  gl.bindAttribLocation(program, 0, 'pos');
     45  gl.linkProgram(program);
     46  gl.useProgram(program);
     47  return program;
     48 }
     49 
     50 let program = createProgram(
     51  compileShader(gl.VERTEX_SHADER, `
     52    varying vec2 uv;
     53    attribute vec2 pos;
     54    void main() { uv = pos; gl_Position = vec4(pos*2.0-vec2(1.0,1.0),0,1); }`),
     55  compileShader(gl.FRAGMENT_SHADER, `
     56    precision lowp float;
     57    uniform sampler2D tex;
     58    varying vec2 uv;
     59    void main() { gl_FragColor = texture2D(tex,uv); }`));
     60 
     61 gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
     62 gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
     63 gl.vertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 0, 0);
     64 gl.enableVertexAttribArray(0);
     65 
     66 let texture = gl.createTexture();
     67 gl.bindTexture(gl.TEXTURE_2D, texture);
     68 
     69 // Test uploading an image
     70 const expectedColor = [42, 84, 128, 255];
     71 const offset = SIZE - 4;
     72 view.set(expectedColor, offset);
     73 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, view, offset);
     74 wtu.glErrorShouldBe(gl, gl.NO_ERROR);
     75 
     76 // Test rendering with that image
     77 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
     78 
     79 // Verify that we rendered what we expected
     80 wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor, "texImage2D produced expected color");
     81 var successfullyParsed = true;
     82 </script>
     83 <script src="../../js/js-test-post.js"></script>
     84 </body>
     85 </html>