1 <!DOCTYPE html> 2 <html> 3 <body> 4 <script src="../resources/runner.js"></script> 5 <script> 6 var canvas2D = document.createElement("canvas"); 7 var ctx2D = canvas2D.getContext("2d"); 8 var canvas3D = document.createElement('canvas'); 9 var gl = canvas3D.getContext('experimental-webgl'); 10 if (!gl) 11 PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n"); 12 var MEASURE_DRAW_TIMES = 1000; 13 var MAX_COUNT = 60000; 14 var count = 0; 15 16 function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) { 17 canvas2D.width = canvas2DWidth; 18 canvas2D.height = canvas2DHeight; 19 canvas3D.width = webglWidth; 20 canvas3D.height = webglHeight; 21 } 22 23 function rand(range) { 24 return Math.floor(Math.random() * range); 25 } 26 27 function renderWebGL(gl) { 28 gl.disable(gl.SCISSOR_TEST); 29 gl.clear(gl.COLOR_BUFER_BIT); 30 gl.enable(gl.SCISSOR_TEST); 31 gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024)); 32 gl.clearColor(Math.random(), Math.random(), Math.random(), 1); 33 gl.clear(gl.COLOR_BUFFER_BIT); 34 } 35 36 function drawWebGLToCanvas2D() { 37 if (gl) { 38 var start = PerfTestRunner.now(); 39 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) { 40 // draw static WebGL 41 ctx2D.drawImage(canvas3D, 0, 0); 42 } 43 // Calling getImageData() is just to flush out the content when 44 // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low. 45 ctx2D.getImageData(0, 0, 1, 1); 46 count++; 47 48 var elapsedTime = PerfTestRunner.now() - start; 49 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime); 50 } else 51 PerfTestRunner.measureValueAsync(0); 52 if (count < MAX_COUNT) 53 requestAnimationFrame(drawWebGLToCanvas2D); 54 } 55 56 function onCompletedRun() { 57 count = MAX_COUNT; 58 } 59 60 window.onload = function () { 61 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s', 62 description: "This bench test checks the speed on drawing static WebGL(1024x1024) to HW accelerated Canvas2D(1024x1024)."}); 63 // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size 64 // 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 1024x1024. 66 setSize(1024, 1024, 1024, 1024); 67 if (gl) 68 renderWebGL(gl); 69 drawWebGLToCanvas2D(); 70 } 71 72 </script> 73 </body> 74 </html> 75