texsubimage2d-4gb-wasm-memory.html (2806B)
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.texSubImage2D() 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.texSubImage2D() 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.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 1, 1); 74 gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, view, offset); 75 wtu.glErrorShouldBe(gl, gl.NO_ERROR); 76 77 // Test rendering with that image 78 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 79 80 // Verify that we rendered what we expected 81 wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor, "texSubImage2D produced expected color"); 82 var successfullyParsed = true; 83 </script> 84 <script src="../../js/js-test-post.js"></script> 85 </body> 86 </html>