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1 <!DOCTYPE html> | 1 <!DOCTYPE html> |
2 <html> | 2 <html> |
3 <body> | 3 <body> |
4 <script src="../resources/runner.js"></script> | 4 <script src="../resources/runner.js"></script> |
5 <script> | 5 <script> |
6 var canvas2D = document.createElement("canvas"); | 6 var canvas2D = document.createElement("canvas"); |
7 var ctx2D = canvas2D.getContext("2d"); | 7 var ctx2D = canvas2D.getContext("2d"); |
8 var canvas3D = document.createElement('canvas'); | 8 var canvas3D = document.createElement('canvas'); |
9 var gl = canvas3D.getContext('experimental-webgl'); | 9 var gl = canvas3D.getContext('experimental-webgl'); |
10 if (!gl) | 10 if (!gl) |
11 PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n"
); | 11 PerfTestRunner.logFatalError("\nWebGL is not supported or enabled on this pl
atform!\n"); |
12 var MEASURE_DRAW_TIMES = 1000; | 12 var MEASURE_DRAW_TIMES = 1000; |
13 var MAX_COUNT = 60000; | 13 var MAX_COUNT = 60000; |
14 var count = 0; | 14 var count = 0; |
15 | 15 |
16 function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) { | 16 function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) { |
17 canvas2D.width = canvas2DWidth; | 17 canvas2D.width = canvas2DWidth; |
18 canvas2D.height = canvas2DHeight; | 18 canvas2D.height = canvas2DHeight; |
19 canvas3D.width = webglWidth; | 19 canvas3D.width = webglWidth; |
20 canvas3D.height = webglHeight; | 20 canvas3D.height = webglHeight; |
21 } | 21 } |
22 | 22 |
23 function rand(range) { | 23 function rand(range) { |
24 return Math.floor(Math.random() * range); | 24 return Math.floor(Math.random() * range); |
25 } | 25 } |
26 | 26 |
27 function renderWebGL(gl) { | 27 function renderWebGL(gl) { |
28 gl.disable(gl.SCISSOR_TEST); | 28 gl.disable(gl.SCISSOR_TEST); |
29 gl.clear(gl.COLOR_BUFER_BIT); | 29 gl.clear(gl.COLOR_BUFER_BIT); |
30 gl.enable(gl.SCISSOR_TEST); | 30 gl.enable(gl.SCISSOR_TEST); |
31 gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024)); | 31 gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024)); |
32 gl.clearColor(Math.random(), Math.random(), Math.random(), 1); | 32 gl.clearColor(Math.random(), Math.random(), Math.random(), 1); |
33 gl.clear(gl.COLOR_BUFFER_BIT); | 33 gl.clear(gl.COLOR_BUFFER_BIT); |
34 } | 34 } |
35 | 35 |
36 function drawWebGLToCanvas2D() { | 36 function drawWebGLToCanvas2D() { |
37 if (gl) { | 37 var start = PerfTestRunner.now(); |
38 var start = PerfTestRunner.now(); | 38 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) { |
39 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) { | 39 // draw static WebGL |
40 // draw static WebGL | 40 ctx2D.drawImage(canvas3D, 0, 0); |
41 ctx2D.drawImage(canvas3D, 0, 0); | 41 } |
42 } | 42 // Calling getImageData() is just to flush out the content when |
43 // Calling getImageData() is just to flush out the content when | 43 // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low. |
44 // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is lo
w. | 44 ctx2D.getImageData(0, 0, 1, 1); |
45 ctx2D.getImageData(0, 0, 1, 1); | 45 count++; |
46 count++; | |
47 | 46 |
48 var elapsedTime = PerfTestRunner.now() - start; | 47 var elapsedTime = PerfTestRunner.now() - start; |
49 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime
); | 48 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime); |
50 } else | |
51 PerfTestRunner.measureValueAsync(0); | |
52 if (count < MAX_COUNT) | 49 if (count < MAX_COUNT) |
53 requestAnimationFrame(drawWebGLToCanvas2D); | 50 requestAnimationFrame(drawWebGLToCanvas2D); |
54 } | 51 } |
55 | 52 |
56 function onCompletedRun() { | 53 function onCompletedRun() { |
57 count = MAX_COUNT; | 54 count = MAX_COUNT; |
58 } | 55 } |
59 | 56 |
60 window.onload = function () { | 57 window.onload = function () { |
61 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'run
s/s', | 58 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'run
s/s', |
62 description: "This bench test checks the speed on drawing static WebGL(1
024x1024) to HW accelerated Canvas2D(1024x1024)."}); | 59 description: "This bench test checks the speed on drawing static WebGL(1
024x1024) to HW accelerated Canvas2D(1024x1024)."}); |
63 // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated C
anvas for a specified size | 60 // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated C
anvas for a specified size |
64 // but this API is not available in JS or WebPage. Assume the threshold size
is 256x257 | 61 // but this API is not available in JS or WebPage. Assume the threshold size
is 256x257 |
65 // and the dest canvas is HW accelerated Canvas when setting its size to 102
4x1024. | 62 // and the dest canvas is HW accelerated Canvas when setting its size to 102
4x1024. |
66 setSize(1024, 1024, 1024, 1024); | 63 setSize(1024, 1024, 1024, 1024); |
67 if (gl) | 64 renderWebGL(gl); |
68 renderWebGL(gl); | |
69 drawWebGLToCanvas2D(); | 65 drawWebGLToCanvas2D(); |
70 } | 66 } |
71 | 67 |
72 </script> | 68 </script> |
73 </body> | 69 </body> |
74 </html> | 70 </html> |
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