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1 <!DOCTYPE html> | |
2 <html> | |
3 <body> | |
4 <script src="../resources/runner.js"></script> | |
5 <script> | |
6 var imgHeight = 1024; | |
7 var imgWidth = 1024; | |
8 var canvas = document.createElement("canvas"); | |
9 canvas.width = imgWidth; | |
10 canvas.height = imgHeight; | |
11 var context = canvas.getContext('2d'); | |
12 var image = context.createImageData(imgWidth, imgHeight); | |
13 | |
14 function rand(range) { | |
15 return Math.floor(Math.random() * range); | |
16 } | |
17 | |
18 function setImageData() { | |
Justin Novosad
2015/10/06 02:17:53
I would call this initializeImageData.
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19 for(var i = 0; i < image.data.length; i+= 4) | |
Justin Novosad
2015/10/06 02:17:53
if you just incremented i by 1, you would not need
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20 for(var j = 0; j < 4; j++) | |
21 image.data[i+j] = rand(255); | |
Justin Novosad
2015/10/06 02:17:52
Not that it matters much, but to produce values be
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22 } | |
23 | |
24 function imageBitmapFromImageData() { | |
25 createImageBitmap(image, 0, 0, imgWidth, imgHeight); | |
Justin Novosad
2015/10/06 02:17:53
Add a comment to explain that the return Promise i
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26 } | |
27 | |
28 setImageData(); | |
29 PerfTestRunner.measureRunsPerSecond({run: imageBitmapFromImageData, description: "This bench test checks the speed on creating ImageBitmap from ImageData(1024x1 024)."}); | |
30 </script> | |
31 </body> | |
32 </html> | |
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