<!--
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>
