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[gecko.git] / dom / canvas / test / webgl-conf / checkout / extra / webgl-compressed-texture-size-limit-stress.html
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1 <!--
2 Copyright (c) 2019 The Khronos Group Inc.
3 Use of this source code is governed by an MIT-style license that can be
4 found in the LICENSE.txt file.
5 -->
7 <!DOCTYPE html>
8 <html>
9 <head>
10 <meta charset="utf-8">
11 <title>WebGL compressed texture size limit stress test</title>
12 <link rel="stylesheet" href="../resources/js-test-style.css"/>
13 <script src="../js/js-test-pre.js"></script>
14 <script src="../js/webgl-test-utils.js"></script>
15 <script src="../js/tests/webgl-compressed-texture-size-limit.js"></script>
16 </head>
17 <body>
18 <canvas id="example" width="32" height="32" style="width: 40px; height: 40px;"></canvas>
19 <div id="description"></div>
20 <div id="console"></div>
21 <script>
22 "use strict";
23 enableJSTestPreVerboseLogging();
24 description("Checks size limit of the webgl compressed textures. Variation on the corresponding conformance test that stresses the browser with large ArrayBuffer allocations, and both valid and invalid large texture uploads.")
26 // Use the theoretical 4 GB - 1 byte limit for ArrayBuffer allocations.
27 // The maximum texture size is often so large that it will certainly cause OOM with a cube map, so limit the positive test to a somewhat smaller size, even though this is a stress test.
28 runCompressedTextureSizeLimitTest(Math.pow(2, 32) - 1, 8192);
30 var successfullyParsed = true;
31 </script>
32 </body>
33 </html>