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 sourceCanvas2D = document.createElement("canvas"); 8 var sourceCtx2D = sourceCanvas2D.getContext("2d"); 9 var destCanvas2D = document.createElement("canvas"); 10 var destCtx2D = destCanvas2D.getContext("2d"); 11 12 function setSize(sourceWidth, sourceHeight, destWidth, destHeight) { 13 sourceCanvas2D.width = sourceWidth; 14 sourceCanvas2D.height = sourceHeight; 15 destCanvas2D.width = destWidth; 16 destCanvas2D.height = destHeight; 17 } 18 19 function rand(range) { 20 return Math.floor(Math.random() * range); 21 } 22 23 function fillCanvas(ctx2d, canvas2d) { 24 ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")"; 25 ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height); 26 } 27 28 function doRun() { 29 fillCanvas(sourceCtx2D, sourceCanvas2D); 30 // draw dynamic Canvas 31 destCtx2D.drawImage(sourceCanvas2D, 0, 0); 32 } 33 34 function ensureComplete() { 35 // Calling getImageData() is just to flush out the content when 36 // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low. 37 destCtx2D.getImageData(0, 0, 1, 1); 38 } 39 40 window.onload = function () { 41 // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size 42 // but this API is not available in JS or WebPage. Assume the threshold size is 256x257 43 // and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024. 44 setSize(1024, 1024, 1024, 1024); 45 fillCanvas(sourceCtx2D, sourceCanvas2D); 46 CanvasRunner.start({ 47 description: "This bench test checks the speed on drawing dynamic 2d Canvas(1024x1024) to HW accelerated Canvas2D(1024x1024).", 48 doRun: doRun, 49 ensureComplete: ensureComplete}); 50 } 51 52 </script> 53 </body> 54 </html> 55