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Unified Diff: PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.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: Introduce canvas_runner.js to remove duplicated code. Created 6 years, 9 months ago
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Index: PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.html
diff --git a/PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.html b/PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.html
index 261bc27fc9392445cc7979fec13633977d751536..1118122892b5eb3d2560abac1e5709130d1f01b9 100644
--- a/PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.html
+++ b/PerformanceTests/Canvas/draw-dynamic-webgl-to-hw-accelerated-canvas-2d.html
@@ -2,16 +2,14 @@
<html>
<body>
<script src="../resources/runner.js"></script>
+<script src="resources/canvas_runner.js"></script>
<script>
var canvas2D = document.createElement("canvas");
var ctx2D = canvas2D.getContext("2d");
var canvas3D = document.createElement('canvas');
var gl = canvas3D.getContext('experimental-webgl');
if (!gl)
- PerfTestRunner.logFatalError("\nWebGL is not supported or enabled on this platform!\n");
-var MEASURE_DRAW_TIMES = 100;
-var MAX_COUNT = 60000;
-var count = 0;
+ CanvasRunner.logFatalError("\nWebGL is not supported or enabled on this platform!\n");
function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) {
canvas2D.width = canvas2DWidth;
@@ -33,37 +31,28 @@ function renderWebGL(gl) {
gl.clear(gl.COLOR_BUFFER_BIT);
}
-function drawWebGLToCanvas2D() {
- var start = PerfTestRunner.now();
- for (var i = 0; i < MEASURE_DRAW_TIMES; i++) {
- renderWebGL(gl);
- // draw dynamic WebGL
- ctx2D.drawImage(canvas3D, 0, 0);
- }
+function doRun() {
+ renderWebGL(gl);
+ // draw dynamic WebGL
+ ctx2D.drawImage(canvas3D, 0, 0);
+}
+
+function ensureComplete() {
// Calling getImageData() is just to flush out the content when
// accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low.
ctx2D.getImageData(0, 0, 1, 1);
- count++;
-
- var elapsedTime = PerfTestRunner.now() - start;
- PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime);
- if (count < MAX_COUNT)
- requestAnimationFrame(drawWebGLToCanvas2D);
-}
-
-function onCompletedRun() {
- count = MAX_COUNT;
}
window.onload = function () {
- PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s',
- description: "This bench test checks the speed on drawing dynamic WebGL(1024x1024) to HW accelerated Canvas2D(1024x1024)."});
// It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size
// but this API is not available in JS or WebPage. Assume the threshold size is 256x257
// and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024.
setSize(1024, 1024, 1024, 1024);
renderWebGL(gl);
- drawWebGLToCanvas2D();
+ CanvasRunner.start({
+ description: "This bench test checks the speed on drawing dynamic WebGL(1024x1024) to HW accelerated Canvas2D(1024x1024).",
+ doRun: doRun,
+ ensureComplete: ensureComplete});
}
</script>

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