blob: 984e01970ff690cd43c08843302ac683900dc016 [file] [log] [blame]
<!DOCTYPE html>
<html>
<body>
<script src="../resources/runner.js"></script>
<script>
var sourceCanvas3D = document.createElement('canvas');
var sourceCtx = sourceCanvas3D.getContext('experimental-webgl');
var destCanvas3D = document.createElement('canvas');
var destCtx = destCanvas3D.getContext('experimental-webgl');
if (!sourceCtx || !destCtx)
PerfTestRunner.log("\nWebGL is not supported or enabled on this platform!\n");
var MEASURE_DRAW_TIMES = 100;
var MAX_COUNT = 60000;
var count = 0;
function setSize(width, height) {
sourceCanvas3D.width = width;
sourceCanvas3D.height = height;
destCanvas3D.width = width;
destCanvas3D.height = height;
}
function rand(range) {
return Math.floor(Math.random() * range);
}
function renderWebGL(gl) {
gl.disable(gl.SCISSOR_TEST);
gl.clear(gl.COLOR_BUFER_BIT);
gl.enable(gl.SCISSOR_TEST);
gl.scissor(rand(1024), rand(1024), rand(1024), rand(1024));
gl.clearColor(Math.random(), Math.random(), Math.random(), 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
function uploadWebGLToWebGLTexture() {
if (sourceCtx && destCtx) {
var tex = destCtx.createTexture();
destCtx.bindTexture(destCtx.TEXTURE_2D, tex);
var start = PerfTestRunner.now();
for (var i = 0; i < MEASURE_DRAW_TIMES; i++) {
destCtx.texImage2D(destCtx.TEXTURE_2D, 0, destCtx.RGBA, destCtx.RGBA, destCtx.UNSIGNED_BYTE, sourceCanvas3D);
}
destCtx.readPixels(0, 0, 1, 1, sourceCtx.RGBA, sourceCtx.UNSIGNED_BYTE, new Uint8Array(4));
destCtx.deleteTexture(tex);
count++;
var elapsedTime = PerfTestRunner.now() - start;
PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime);
} else
PerfTestRunner.measureValueAsync(0);
if (count < MAX_COUNT)
requestAnimationFrame(uploadWebGLToWebGLTexture);
}
function onCompletedRun() {
count = MAX_COUNT;
}
window.onload = function () {
PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s',
description: "This benchmark checks the speed on uploading WebGL(1024x1024) to WebGL Texture(1024x1024)."});
setSize(1024, 1024);
if (sourceCtx)
renderWebGL(sourceCtx);
uploadWebGLToWebGLTexture();
}
</script>
</body>
</html>