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 8var canvas2D = document.createElement("canvas"); 9var ctx2D = canvas2D.getContext("2d"); 10var canvas3D = document.createElement('canvas'); 11var gl = canvas3D.getContext('experimental-webgl'); 12if(!gl) 13 CanvasRunner.logFatalError("\nWebGL is not supported or enabled on this platform!\n"); 14var tex = null; 15 16function setSize(width, height) { 17 canvas2D.width = width; 18 canvas2D.height = height; 19 canvas3D.width = width; 20 canvas3D.height = height; 21} 22 23function rand(range) { 24 return Math.floor(Math.random() * range); 25} 26 27function fillCanvas(ctx2d, canvas2d) { 28 ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")"; 29 ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height); 30} 31 32function preRun() { 33 tex = gl.createTexture(); 34 gl.bindTexture(gl.TEXTURE_2D, tex); 35} 36 37function doRun() { 38 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas2D); 39} 40 41function ensureComplete() { 42 gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); 43} 44 45function postRun() { 46 gl.deleteTexture(tex); 47} 48 49window.onload = function () { 50 setSize(1024, 1024); 51 fillCanvas(ctx2D, canvas2D); 52 CanvasRunner.start({ 53 description: "This bench test checks the speed on uploading 2d Canvas(1024x1024) to Webgl Texture(1024x1024).", 54 preRun: preRun, 55 doRun: doRun, 56 ensureComplete: ensureComplete, 57 postRun: postRun}); 58} 59 60</script> 61</body> 62</html> 63