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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL compressed texture size limit conformance test</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/tests/webgl-compressed-texture-size-limit.js"></script>
</head>
<body>
<canvas id="example" width="32" height="32" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
enableJSTestPreVerboseLogging();
description("Checks size limit of the webgl compressed textures")
// 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.
// 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.
// Use a fairly conservative limit for positive test cube map size so OOM is avoided.
runCompressedTextureSizeLimitTest(Math.pow(2, 30), 2048);
var successfullyParsed = true;
</script>
</body>
</html>