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1<!DOCTYPE html>
2<html>
3<body>
4<script src="../resources/runner.js"></script>
5<script src="resources/canvas_runner.js"></script>
6<script>
7var sourceCanvas2D = document.createElement("canvas");
8var sourceCtx2D = sourceCanvas2D.getContext("2d");
9var destCanvas2D = document.createElement("canvas");
10var destCtx2D = destCanvas2D.getContext("2d");
11
12function setSize(sourceWidth, sourceHeight, destWidth, destHeight) {
13    sourceCanvas2D.width = sourceWidth;
14    sourceCanvas2D.height = sourceHeight;
15    destCanvas2D.width = destWidth;
16    destCanvas2D.height = destHeight;
17}
18
19function rand(range) {
20    return Math.floor(Math.random() * range);
21}
22
23function 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
28function doRun() {
29    fillCanvas(sourceCtx2D, sourceCanvas2D);
30    // draw dynamic Canvas
31    destCtx2D.drawImage(sourceCanvas2D, 0, 0);
32}
33
34function 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
40window.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