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      1 <!DOCTYPE html>
      2 <html>
      3 <body>
      4 <video id="video" loop></video>
      5 <script src="../resources/runner.js"></script>
      6 <script src="resources/canvas_runner.js"></script>
      7 <script>
      8 var videoElement = document.getElementById("video");
      9 var destCanvas2D = document.createElement("canvas");
     10 var destCtx2D = destCanvas2D.getContext("2d");
     11 
     12 function setSize(width, height) {
     13     destCanvas2D.width = width;
     14     destCanvas2D.height = height;
     15 }
     16 
     17 function addPlayCallback(videoElement) {
     18     // This logic makes sure this perf test starts after playing the video.
     19     videoElement.addEventListener("canplaythrough", startVideo, true);
     20     videoElement.addEventListener("play", startPerfTest, true);
     21     videoElement.addEventListener('error', function(ev) {
     22         CanvasRunner.logFatalError("\nmp4 codec is not supported on this platform. Received error event:" + ev.target.error.code + "\n");
     23     }, false);
     24     videoElement.src = "../resources/bear-1280x720.mp4";
     25 }
     26 
     27 function startVideo() {
     28     // loop can emit this event again.
     29     videoElement.removeEventListener("canplaythrough", startVideo, true);
     30     videoElement.play();
     31 }
     32 
     33 function startPerfTest() {
     34     CanvasRunner.start({
     35         description: "This bench test checks the speed on drawing Video element to HW accelerated Canvas2D(1024x1024).",
     36         doRun: doRun,
     37         ensureComplete: ensureComplete});
     38 }
     39 
     40 function doRun() {
     41     // draw Video
     42     destCtx2D.drawImage(videoElement, 0, 0);
     43 }
     44 
     45 function ensureComplete() {
     46     // Calling getImageData() is just to flush out the content when
     47     // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low.
     48     destCtx2D.getImageData(0, 0, 1, 1);
     49 }
     50 
     51 window.onload = function () {
     52     // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size
     53     // but this API is not available in JS or WebPage. Assume the threshold size is 256x257
     54     // and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024.
     55     setSize(1024, 1024);
     56     addPlayCallback(videoElement);
     57 }
     58 
     59 </script>
     60 </body>
     61 </html>
     62