155 lines
4 KiB
HTML
155 lines
4 KiB
HTML
<!--
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Copyright (c) 2019 The Khronos Group Inc.
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Use of this source code is governed by an MIT-style license that can be
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found in the LICENSE.txt file.
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>Float32Array garbage collection test</title>
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<link rel="stylesheet" href="../resources/js-test-style.css"/>
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<script src="../js/js-test-pre.js"></script>
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<script src="../js/webgl-test-utils.js"> </script>
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</head>
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<body>
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<canvas id="canvas" width="40" height="40"></canvas>
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<div id="description"></div>
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<div id="console"></div>
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<script id="vshader" type="x-shader/x-vertex">
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attribute vec2 inPosition;
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attribute vec4 inColor;
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varying vec4 color;
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void main()
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{
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color = inColor;
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gl_Position = vec4(inPosition, 0.0, 1.0);
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}
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</script>
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<script id="fshader" type="x-shader/x-fragment">
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precision mediump float;
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varying vec4 color;
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void main()
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{
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if (color == vec4(0.0))
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discard;
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gl_FragColor = color;
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}
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</script>
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<script>
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"use strict";
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description("Allocates a buffer object and then updates it repeatedly using throw-away Float32Array objects. " +
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"Ideally, this should not result in a browser crash or instability, since GC should be able to collect all Float32Arrays.");
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var wtu = WebGLTestUtils;
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var vertices = [];
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var w = 0.25;
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for (var x = -1; x < 1; x += w) {
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for (var y = -1; y < 1; y += w) {
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vertices.push(x + w, y + w);
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vertices.push(x, y + w);
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vertices.push(x, y );
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vertices.push(x + w, y + w);
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vertices.push(x, y );
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vertices.push(x + w, y );
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}
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}
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var numVertices = (vertices.length / 2);
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var gl;
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var squareBuffer;
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var buffer;
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var updateBufferData;
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var drawIterationsPerTest = 100;
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function initGL() {
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gl = wtu.create3DContext("canvas");
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var attribs = ["inPosition", "inColor"];
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wtu.setupProgram(gl, ["vshader", "fshader"], attribs);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.BLEND);
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squareBuffer = gl.createBuffer();
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gl.enableVertexAttribArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, squareBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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buffer = gl.createBuffer();
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gl.enableVertexAttribArray(1);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);
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}
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var testIndex = -1;
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var drawIterations = 0;
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var size = 0;
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function runNextTest() {
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++testIndex;
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var prevSize = size;
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size = Math.pow(2, testIndex) * numVertices * 16;
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if (size > 2 * 1024 * 1024 && prevSize <= 2 * 1024 * 1024) {
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if (!confirm("The following tests can cause unresponsiveness or instability. Press OK to continue.")) {
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testFailed("Tests aborted");
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return;
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}
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}
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if (size > 64 * 1024 * 1024) {
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gl.deleteBuffer(buffer);
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testPassed("Tests finished");
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return;
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}
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debug('Initializing buffer with size: ' + size);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, size, gl.DYNAMIC_DRAW);
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updateBufferData = new Float32Array(size / 4);
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debug("Drawing " + drawIterationsPerTest + " times, each time creating a new throw-away Float32Array of size " + size + " and using it to update the buffer");
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drawIterations = 0;
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doDraw();
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};
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var doDraw = function() {
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gl.clearColor(0, 255, 0, 255);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Update the array buffer with a throw-away Float32Array
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(updateBufferData));
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gl.drawArrays(gl.TRIANGLES, 0, numVertices);
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var error = gl.getError();
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if (error !== gl.NO_ERROR) {
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testFailed("drawArrays failed with error " + wtu.glEnumToString(gl, error));
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return;
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}
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if (drawIterations < drawIterationsPerTest) {
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++drawIterations;
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requestAnimationFrame(doDraw);
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} else {
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runNextTest();
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}
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};
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initGL();
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runNextTest();
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var successfullyParsed = true;
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</script>
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</body>
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</html>
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