Home | History | Annotate | Download | only in Canvas
      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 = 100;
     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             renderWebGL(gl);
     41             // draw dynamic WebGL
     42             ctx2D.drawImage(canvas3D, 0, 0);
     43         }
     44         // Calling getImageData() is just to flush out the content when
     45         // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low.
     46         ctx2D.getImageData(0, 0, 1, 1);
     47         count++;
     48 
     49         var elapsedTime = PerfTestRunner.now() - start;
     50         PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime);
     51     } else
     52         PerfTestRunner.measureValueAsync(0);
     53     if (count < MAX_COUNT)
     54         requestAnimationFrame(drawWebGLToCanvas2D);
     55 }
     56 
     57 function onCompletedRun() {
     58     count = MAX_COUNT;
     59 }
     60 
     61 window.onload = function () {
     62     PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s',
     63         description: "This bench test checks the speed on drawing dynamic WebGL(1024x1024) to HW accelerated Canvas2D(1024x1024)."});
     64     // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size
     65     // but this API is not available in JS or WebPage. Assume the threshold size is 256x257
     66     // and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024.
     67     setSize(1024, 1024, 1024, 1024);
     68     if (gl)
     69         renderWebGL(gl);
     70     drawWebGLToCanvas2D();
     71 }
     72 
     73 </script>
     74 </body>
     75 </html>
     76