1<!DOCTYPE html> 2<html> 3<body> 4<script src="../resources/runner.js"></script> 5<script> 6var sourceCanvas2D = document.createElement("canvas"); 7var sourceCtx2D = sourceCanvas2D.getContext("2d"); 8var destCanvas2D = document.createElement("canvas"); 9var destCtx2D = destCanvas2D.getContext("2d"); 10var MEASURE_DRAW_TIMES = 1000; 11var MAX_COUNT = 60000; 12var count = 0; 13 14function setSize(sourceWidth, sourceHeight, destWidth, destHeight) { 15 sourceCanvas2D.width = sourceWidth; 16 sourceCanvas2D.height = sourceHeight; 17 destCanvas2D.width = destWidth; 18 destCanvas2D.height = destHeight; 19} 20 21function rand(range) { 22 return Math.floor(Math.random() * range); 23} 24 25function fillCanvas(ctx2d, canvas2d) { 26 ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")"; 27 ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height); 28} 29 30function drawCanvas2DToCanvas2D() { 31 var start = PerfTestRunner.now(); 32 for (var i = 0; i < MEASURE_DRAW_TIMES; i++) { 33 fillCanvas(sourceCtx2D, sourceCanvas2D); 34 // draw dynamic Canvas 35 destCtx2D.drawImage(sourceCanvas2D, 0, 0); 36 } 37 // Calling getImageData() is just to flush out the content when 38 // accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low. 39 destCtx2D.getImageData(0, 0, 1, 1); 40 count++; 41 42 var elapsedTime = PerfTestRunner.now() - start; 43 PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime); 44 if (count < MAX_COUNT) 45 requestAnimationFrame(drawCanvas2DToCanvas2D); 46} 47 48function onCompletedRun() { 49 count = MAX_COUNT; 50} 51 52window.onload = function () { 53 PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s', 54 description: "This bench test checks the speed on drawing dynamic 2d Canvas(1024x1024) to HW accelerated Canvas2D(1024x1024)."}); 55 // It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size 56 // but this API is not available in JS or WebPage. Assume the threshold size is 256x257 57 // and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024. 58 setSize(1024, 1024, 1024, 1024); 59 fillCanvas(sourceCtx2D, sourceCanvas2D); 60 drawCanvas2DToCanvas2D(); 61} 62 63</script> 64</body> 65</html> 66