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<!--

/*
** Copyright (c) 2015 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

-->

<!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>