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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 Out Of Memory 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>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
debug("This tests WebGL running out of memory.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas");
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
debug("Allocating shaders.");
function makeBigShader() {
var lines = [];
var line = "// ";
for (var ii = 0; ii < 1024; ++ii) {
line += String.fromCharCode(48 + ii % 10);
}
for (var ii = 0; ii < 1024; ++ii) {
lines[ii] = line;
}
var oneMB = lines.join();
for (var ii = 0; ii < 64; ++ii) {
lines[ii] = oneMB;
}
return lines.join("\n");
}
var shaderSource = makeBigShader();
debug("created " + Math.floor(shaderSource.length / 1024 / 1024) + "MB shader");
var intervalId;
var count = 0;
function makeShader() {
++count;
debug ("creating shader #" + count + " mem = " + Math.floor(shaderSource.length * count / 1024 / 1024) + "MB");
var shader = gl.createShader(gl.VERTEX_SHADER);
if (shader == null) {
window.clearInterval(intervalId);
testPassed("createShader returns null"); // not sure this is a passing
finishTest();
} else {
gl.shaderSource(shader, shaderSource);
var err = gl.getError();
if (err != gl.NO_ERROR) {
window.clearInterval(intervalId);
assertMsg(err == gl.OUT_OF_MEMORY, "shaderSource returns OUT_OF_MEMORY");
finishTest();
}
}
}
intervalId = window.setInterval(makeShader, 1000/15);
}
</script>
<script src="../js/js-test-post.js"></script>
</body>
</html>