dom/canvas/test/webgl-conf/checkout/conformance2/wasm/texsubimage2d-16gb-wasm-memory.html
author Gabriel Luong <gabriel.luong@gmail.com>
Sun, 13 Jul 2025 02:28:40 +0000 (16 hours ago)
changeset 796385 23185ed855a5b168943bde8ebe8ec946cd83f675
parent 733882 f84653591dd8f1b955c0215059e19d6b82a52016
permissions -rw-r--r--
Bug 1972159 - Part 25: Enable Compose Homepage by default and remove associated settings and Nimbus flags r=android-reviewers,devota Differential Revision: https://phabricator.services.mozilla.com/D254598
<!--
Copyright (c) 2023 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>gl.texSubImage2D() test to Wasm Memory 16GB in size.</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>
<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description(document.title);
debug("Tests that gl.texSubImage2D() can be called on WebAssembly Memory 16GB in size.");
debug("");
let wtu = WebGLTestUtils;
let gl = wtu.create3DContext("canvas", undefined, 2);

const PAGE = 65536;
const SIZE = 16*1024*1024*1024;
let view = new Uint8Array(new WebAssembly.Memory({ index: 'i64', initial: SIZE/PAGE }).buffer);

function compileShader(type, src) {
  let shader = gl.createShader(type);
  gl.shaderSource(shader, src);
  gl.compileShader(shader);
  let log = gl.getShaderInfoLog(shader);
  if (log) debug(log);
  return shader;
}

function createProgram(vs, fs) {
  let program = gl.createProgram();
  gl.attachShader(program, vs);
  gl.attachShader(program, fs);
  gl.bindAttribLocation(program, 0, 'pos');
  gl.linkProgram(program);
  gl.useProgram(program);
  return program;
}

let program = createProgram(
  compileShader(gl.VERTEX_SHADER, `
    varying vec2 uv;
    attribute vec2 pos;
    void main() { uv = pos; gl_Position = vec4(pos*2.0-vec2(1.0,1.0),0,1); }`),
  compileShader(gl.FRAGMENT_SHADER, `
    precision lowp float;
    uniform sampler2D tex;
    varying vec2 uv;
    void main() { gl_FragColor = texture2D(tex,uv); }`));

gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, 0, 0);
gl.enableVertexAttribArray(0);

let texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

// Test uploading an image
const expectedColor = [42, 84, 128, 255];
const offset = SIZE - 4;
view.set(expectedColor, offset);
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, 1, 1);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, view, offset);
wtu.glErrorShouldBe(gl, gl.NO_ERROR);

// Test rendering with that image
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

// Verify that we rendered what we expected
wtu.checkCanvasRect(gl, 0, 0, 1, 1, expectedColor, "texSubImage2D produced expected color");
var successfullyParsed = true;
</script>
<script src="../../js/js-test-post.js"></script>
</body>
</html>