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Side by Side Diff: PerformanceTests/Canvas/upload-canvas-2d-to-texture.html

Issue 200253002: Make canvas perf tests run less than 6 sec. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Improve more Created 6 years, 9 months ago
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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 6
7 var canvas2D = document.createElement("canvas"); 7 var canvas2D = document.createElement("canvas");
8 var ctx2D = canvas2D.getContext("2d"); 8 var ctx2D = canvas2D.getContext("2d");
9 var canvas3D = document.createElement('canvas'); 9 var canvas3D = document.createElement('canvas');
10 var gl = canvas3D.getContext('experimental-webgl'); 10 var gl = canvas3D.getContext('experimental-webgl');
11 if(!gl) 11 if(!gl)
12 PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n" ); 12 PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n" );
13 var MEASURE_DRAW_TIMES = 1000; 13 var MEASURE_DRAW_TIMES = 50;
14 var MAX_COUNT = 60000; 14 var MAX_MEASURE_DRAW_TIMES = 1000;
15 var count = 0; 15 var MAX_MEASURE_TIME_PER_FRAME = 1000; // 1 sec
16 16
17 function setSize(width, height) { 17 function setSize(width, height) {
18 canvas2D.width = width; 18 canvas2D.width = width;
19 canvas2D.height = height; 19 canvas2D.height = height;
20 canvas3D.width = width; 20 canvas3D.width = width;
21 canvas3D.height = height; 21 canvas3D.height = height;
22 } 22 }
23 23
24 function rand(range) { 24 function rand(range) {
25 return Math.floor(Math.random() * range); 25 return Math.floor(Math.random() * range);
26 } 26 }
27 27
28 function fillCanvas(ctx2d, canvas2d) { 28 function fillCanvas(ctx2d, canvas2d) {
29 ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")"; 29 ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")";
30 ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height); 30 ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height);
31 } 31 }
32 32
33 function uploadCanvas2DToWebGLTexture() { 33 function uploadCanvas2DToWebGLTexture() {
34 if (gl) { 34 if (gl) {
35 var tex = gl.createTexture(); 35 var tex = gl.createTexture();
36 gl.bindTexture(gl.TEXTURE_2D, tex); 36 gl.bindTexture(gl.TEXTURE_2D, tex);
37 37
38 var start = PerfTestRunner.now(); 38 var start = PerfTestRunner.now();
39 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) { 39 var count = 0;
40 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2D); 40 while ((PerfTestRunner.now() - start <= MAX_MEASURE_TIME_PER_FRAME) && ( count * MEASURE_DRAW_TIMES < MAX_MEASURE_DRAW_TIMES)) {
41 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) {
42 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BY TE, canvas2D);
43 }
44 count++;
41 } 45 }
42 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); 46 gl.finish();
Ken Russell (switch to Gerrit) 2014/03/17 06:03:24 The earlier implementation using readPixels was be
47 var elapsedTime = PerfTestRunner.now() - start;
43 gl.deleteTexture(tex); 48 gl.deleteTexture(tex);
44 count++;
45 49
46 var elapsedTime = PerfTestRunner.now() - start; 50 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * count * 1000 / ela psedTime);
47 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime );
48 } else 51 } else
49 PerfTestRunner.measureValueAsync(0); 52 PerfTestRunner.measureValueAsync(0);
50 if (count < MAX_COUNT) 53
51 requestAnimationFrame(uploadCanvas2DToWebGLTexture); 54 requestAnimationFrame(uploadCanvas2DToWebGLTexture);
52 } 55 }
53 56
54 function onCompletedRun() { 57 function onCompletedRun() {
55 count = MAX_COUNT;
56 } 58 }
57 59
58 window.onload = function () { 60 window.onload = function () {
59 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'run s/s', 61 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'run s/s',
60 description: "This bench test checks the speed on uploading 2d Canvas(10 24x1024) to Webgl Texture(1024x1024)."}); 62 description: "This bench test checks the speed on uploading 2d Canvas(10 24x1024) to Webgl Texture(1024x1024)."});
61 setSize(1024, 1024); 63 setSize(1024, 1024);
62 fillCanvas(ctx2D, canvas2D); 64 fillCanvas(ctx2D, canvas2D);
63 uploadCanvas2DToWebGLTexture(); 65 uploadCanvas2DToWebGLTexture();
64 } 66 }
65 67
66 </script> 68 </script>
67 </body> 69 </body>
68 </html> 70 </html>
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