1<!DOCTYPE html> 2<html> 3<body> 4<script src="../resources/runner.js"></script> 5<script> 6var canvas2D = document.createElement("canvas"); 7var ctx2D = canvas2D.getContext("2d"); 8var canvas3D = document.createElement('canvas'); 9var gl = canvas3D.getContext('experimental-webgl'); 10if (!gl) 11 PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n"); 12var MEASURE_DRAW_TIMES = 100; 13var MAX_COUNT = 60000; 14var count = 0; 15 16function setSize(canvas2DWidth, canvas2DHeight, webglWidth, webglHeight) { 17 canvas2D.width = canvas2DWidth; 18 canvas2D.height = canvas2DHeight; 19 canvas3D.width = webglWidth; 20 canvas3D.height = webglHeight; 21} 22 23function rand(range) { 24 return Math.floor(Math.random() * range); 25} 26 27function 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 36function 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 57function onCompletedRun() { 58 count = MAX_COUNT; 59} 60 61window.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