blob: 7e4e057c090227ae97ec6d345329876b82eb1ab2 [file] [log] [blame]
<!DOCTYPE html>
<html>
<body>
<script src="../resources/runner.js"></script>
<script>
var sourceCanvas2D = document.createElement("canvas");
var sourceCtx2D = sourceCanvas2D.getContext("2d");
var destCanvas2D = document.createElement("canvas");
var destCtx2D = destCanvas2D.getContext("2d");
var MEASURE_DRAW_TIMES = 1000;
var MAX_COUNT = 60000;
var count = 0;
function setSize(sourceWidth, sourceHeight, destWidth, destHeight) {
sourceCanvas2D.width = sourceWidth;
sourceCanvas2D.height = sourceHeight;
destCanvas2D.width = destWidth;
destCanvas2D.height = destHeight;
}
function rand(range) {
return Math.floor(Math.random() * range);
}
function fillCanvas(ctx2d, canvas2d) {
ctx2d.fillStyle = "rgba(" + rand(255) + "," + rand(255) + "," + rand(255) + "," + rand(255) + ")";
ctx2d.fillRect(0, 0, canvas2d.width, canvas2d.height);
}
function drawCanvas2DToCanvas2D() {
var start = PerfTestRunner.now();
for (var i = 0; i < MEASURE_DRAW_TIMES; i++) {
// draw static Canvas
destCtx2D.drawImage(sourceCanvas2D, 0, 0);
}
// Calling getImageData() is just to flush out the content when
// accelerated 2D canvas is in use. The cost of reading 1x1 pixels is low.
destCtx2D.getImageData(0, 0, 1, 1);
count++;
var elapsedTime = PerfTestRunner.now() - start;
PerfTestRunner.measureValueAsync(MEASURE_DRAW_TIMES * 1000 / elapsedTime);
if (count < MAX_COUNT)
requestAnimationFrame(drawCanvas2DToCanvas2D);
}
function onCompletedRun() {
count = MAX_COUNT;
}
window.onload = function () {
PerfTestRunner.prepareToMeasureValuesAsync({done: onCompletedRun, unit: 'runs/s',
description: "This bench test checks the speed on drawing static 2d Canvas(1024x1024) to HW accelerated Canvas2D(1024x1024)."});
// It should use setMinimumAccelerated2dCanvasSize() to enable accelerated Canvas for a specified size
// but this API is not available in JS or WebPage. Assume the threshold size is 256x257
// and the dest canvas is HW accelerated Canvas when setting its size to 1024x1024.
setSize(1024, 1024, 1024, 1024);
fillCanvas(sourceCtx2D, sourceCanvas2D);
drawCanvas2DToCanvas2D();
}
</script>
</body>
</html>