out-of-vram.html (2737B)
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 VRAM 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 </head> 16 <body> 17 <div id="description"></div> 18 <div id="console"></div> 19 <canvas id="canvas" width="2" height="2"> </canvas> 20 <script> 21 "use strict"; 22 debug("This tests WebGL running out of vram."); 23 24 debug(""); 25 debug("Canvas.getContext"); 26 27 var wtu = WebGLTestUtils; 28 var canvas = document.getElementById("canvas"); 29 try { 30 var gl = wtu.create3DContext(canvas); 31 } catch(e) { 32 } 33 if (!gl) { 34 testFailed("could not create context"); 35 } else { 36 testPassed("context exists"); 37 38 var args = wtu.getUrlArguments(); 39 40 canvas.addEventListener('webglcontextlost', contextLost, false); 41 42 function contextLost(e) { 43 e.preventDefault(); 44 debug("***context lost***"); 45 } 46 47 function contextRestored(e) { 48 debug("***context restored***"); 49 } 50 51 var program = wtu.setupTexturedQuad(gl); 52 gl.useProgram(program); 53 54 debug(""); 55 debug("Allocating textures."); 56 57 var intervalId; 58 var count = 0; 59 var textureMem = 0; 60 var textures = []; 61 var size = 2048; 62 var limit = (args.limit ? args.limit : 8192) * 1024 * 1024; 63 64 debug("limit: " + InMB(limit)) 65 66 function InMB(v) { 67 return "" + Math.floor(v / 1024 / 1024) + "MB"; 68 } 69 70 function makeTexture() { 71 if (gl.isContextLost()) { 72 stop("out of memory"); 73 return; 74 } 75 ++count; 76 textureMem += size * size * 4; 77 if (textureMem > limit) { 78 stop("reached limit"); 79 return; 80 } 81 debug ("creating texture #" + count + " mem = " + InMB(textureMem)); 82 var texture = gl.createTexture(); 83 textures.push(texture); 84 gl.bindTexture(gl.TEXTURE_2D, texture); 85 gl.texImage2D(gl.TEXTURE_2D, 86 0, // level 87 gl.RGBA, // internalFormat 88 size, // width 89 size, // height 90 0, // border 91 gl.RGBA, // format 92 gl.UNSIGNED_BYTE, // type 93 null); // data 94 var err = gl.getError(); 95 if (err != gl.NO_ERROR) { 96 stop("got error: " + wtu.glEnumToString(gl, err)); 97 return; 98 } 99 // use the texture 100 wtu.clearAndDrawUnitQuad(gl); 101 } 102 103 intervalId = window.setInterval(makeTexture, 1000 / 15); 104 105 } 106 107 function stop(msg) { 108 window.clearInterval(intervalId); 109 testPassed(msg); 110 finishTest(); 111 } 112 </script> 113 </body> 114 </html>