Home | History | Annotate | Download | only in Canvas
      1 <!DOCTYPE html>
      2 <html>
      3 <body>
      4 <script src="../resources/runner.js"></script>
      5 <script src="resources/canvas_runner.js"></script>
      6 <script>
      7 var canvas2D = document.createElement("canvas");
      8 var ctx2D = canvas2D.getContext("2d");
      9 var canvas3D = document.createElement('canvas');
     10 var gl = canvas3D.getContext('experimental-webgl');
     11 if (!gl)
     12     CanvasRunner.logFatalError("\nWebGL is not supported or enabled on this platform!\n");
     13 
     14 function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) {
     15     canvas2D.width = canvas2DWidth;
     16     canvas2D.height = canvas2DHeight;
     17     canvas3D.width = webglWidth;
     18     canvas3D.height = webglHeight;
     19 }
     20 
     21 function rand(range) {
     22     return Math.floor(Math.random() * range);
     23 }
     24 
     25 function renderWebGL(gl) {
     26     gl.disable(gl.SCISSOR_TEST);
     27     gl.clear(gl.COLOR_BUFER_BIT);
     28     gl.enable(gl.SCISSOR_TEST);
     29     gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024));
     30     gl.clearColor(Math.random(), Math.random(), Math.random(), 1);
     31     gl.clear(gl.COLOR_BUFFER_BIT);
     32 }
     33 
     34 function doRun() {
     35     renderWebGL(gl);
     36     // draw dynamic WebGL
     37     ctx2D.drawImage(canvas3D, 0, 0);
     38 }
     39 
     40 function ensureComplete() {
     41     // Calling getImageData() is just to flush out the content when
     42     // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low.
     43     ctx2D.getImageData(0, 0, 1, 1);
     44 }
     45 
     46 window.onload = function () {
     47     // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size
     48     // but this API is not available in JS or WebPage. Assume the threshold size is 256x257
     49     // and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024.
     50     setSize(1024, 1024, 1024, 1024);
     51     renderWebGL(gl);
     52     CanvasRunner.start({
     53         description: "This bench test checks the speed on drawing dynamic WebGL(1024x1024) to HW accelerated Canvas2D(1024x1024).",
     54         doRun: doRun,
     55         ensureComplete: ensureComplete});
     56 }
     57 
     58 </script>
     59 </body>
     60 </html>
     61