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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>Tests that resources allocated by a WebGL context are freed in a reasonable timeframe.</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="32" height="32">
</canvas>
<script>
"use strict";
description();
debug("Creates a WebGL context and textures consuming ~80 MB of video memory, then reloads the page and does it over again.")
debug("GPU memory usage should be capped. It should not grow unboundedly.")
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(document.getElementById("canvas"));
var textures = [];
for (var ii = 0; ii < 20; ++ii) {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1024, 1024, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null);
textures.push(tex);
}
setTimeout(function() { debug("Reloading..."); window.location.reload(); }, 500);
var successfullyParsed = true;
</script>
</body>
</html>