out-of-resources.html (3637B)
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 Out Of Resources Test</title> 12 <link rel="stylesheet" href="../resources/js-test-style.css"/> 13 <script src="../../devtools/src/debug/webgl-debug.js"></script> 14 <script src="../js/js-test-pre.js"></script> 15 <script src="../js/webgl-test-utils.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 <canvas id="canvas2" width="2" height="2"> </canvas> 22 <script> 23 "use strict"; 24 wtu = WebGLTestUtils; 25 window.onload = init; 26 debug("Tests a WebGL program that tries to use all of vram."); 27 28 function init() { 29 if (confirm( 30 "After clicking OK your machine may become unresponsive or crash.")) { 31 main(); 32 } else { 33 debug("cancelled"); 34 } 35 } 36 37 function main() { 38 debug(""); 39 debug("Canvas.getContext"); 40 41 var gl = wtu.create3DContext("canvas"); 42 if (!gl) { 43 testFailed("context does not exist"); 44 } else { 45 testPassed("context exists"); 46 47 var program = wtu.setupColorQuad(gl); 48 gl.useProgram(program); 49 50 debug(""); 51 debug("Checking for out of memory handling."); 52 53 var size = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); 54 debug("max render buffer size: " + size); 55 56 var allocateFramebuffers = true; 57 var itervalId; 58 var count = 0; 59 60 gl = WebGLDebugUtils.makeDebugContext(gl, function(err, functionName, args) { 61 assertMsg(err == gl.OUT_OF_MEMORY, 62 "correctly returns gl.OUT_OF_MEMORY when out of memory"); 63 stop("got: " + wtu.glEnumToString(gl, err)); 64 }); 65 66 var fbos = []; 67 68 intervalId = window.setInterval(function() { 69 ++count; 70 var mem = count * size * size * 4; 71 debug("#" + count + " : memory allocated so far " + (mem / 1024 / 1024) + "MB"); 72 var tex = gl.createTexture(); 73 gl.bindTexture(gl.TEXTURE_2D, tex); 74 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); 75 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); 76 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); 77 gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 78 gl.texImage2D(gl.TEXTURE_2D, 79 0, // level 80 gl.RGBA, // internalFormat 81 size, // width 82 size, // height 83 0, // border 84 gl.RGBA, // format 85 gl.UNSIGNED_BYTE, // type 86 null); // data 87 var err = gl.getError(); 88 if (err != gl.NO_ERROR) { 89 stop("got error: " + wtu.glEnumToString(gl, err)); 90 return; 91 } 92 if (allocateFramebuffers) { 93 var fb = gl.createFramebuffer(); 94 gl.bindFramebuffer(gl.FRAMEBUFFER, fb); 95 gl.framebufferTexture2D( 96 gl.FRAMEBUFFER, 97 gl.COLOR_ATTACHMENT0, 98 gl.TEXTURE_2D, 99 tex, 100 0); 101 var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); 102 if (status != gl.FRAMEBUFFER_COMPLETE) { 103 stop("got: " + wtu.glEnumToString(gl, status)); 104 return; 105 } 106 // use the framebuffer 107 wtu.drawFloatColorQuad(gl, [1, Math.random(), 1, 1]); 108 } 109 }, 200); 110 111 function stop(msg) { 112 debug(msg); 113 window.clearInterval(intervalId); 114 finishTest(); 115 } 116 } 117 } 118 </script> 119 </body> 120 </html>