skia2/tools/perf-canvaskit-puppeteer/benchmark.js

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// Shared benchmarking functions such as surface creation, measurement, publishing to perf.skia.org
function getSurface(CanvasKit, webglversion) {
let surface;
if (window.location.hash.indexOf('gpu') !== -1) {
surface = CanvasKit.MakeWebGLCanvasSurface('anim', null /* colorspace */, {'majorVersion': webglversion});
if (!surface) {
window._error = 'Could not make GPU surface';
return null;
}
let c = document.getElementById('anim');
// If CanvasKit was unable to instantiate a WebGL context, it will fallback
// to CPU and add a ck-replaced class to the canvas element.
if (c.classList.contains('ck-replaced')) {
window._error = 'fell back to CPU';
return null;
}
if (webglversion != surface.openGLversion) {
window._error = 'Want WebGL version '+webglversion+' but got '+surface.openGLversion;
return null;
}
} else {
surface = CanvasKit.MakeSWCanvasSurface('anim');
if (!surface) {
window._error = 'Could not make CPU surface';
return null;
}
}
return surface;
}
// time the drawing and flushing of a frame drawing function on a given surface.
// drawFn is expected to be a zero arg function making draw calls to a canvas
// warmupFrames - Run this number of frames before starting to measure things.
// This allows us to make sure the noise from the first few renders (e.g shader
// compilation, caches) is removed from the data we capture.
// Stops after timeoutMillis if provided
function startTimingFrames(drawFn, surface, warmupFrames, maxFrames, timeoutMillis) {
const totalFrame = new Float32Array(maxFrames);
const withFlush = new Float32Array(maxFrames);
const withoutFlush = new Float32Array(maxFrames);
let warmUp = warmupFrames > 0;
let idx = -1;
let previousFrame;
function drawFrame() {
const start = performance.now();
drawFn();
const afterDraw = performance.now();
surface.flush();
const end = performance.now();
if (warmUp) {
idx++;
if (idx >= warmupFrames) {
idx = -1;
warmUp = false;
}
window.requestAnimationFrame(drawFrame);
return;
}
if (idx >= 0) {
// Fill out total time the previous frame took to draw.
totalFrame[idx] = start - previousFrame;
}
previousFrame = start;
idx++;
// If we have maxed out the frames we are measuring or have completed the animation,
// we stop benchmarking.
if (!window._perfData) {
window._perfData = {};
}
if (idx >= withFlush.length) {
window._perfData.total_frame_ms = Array.from(totalFrame).slice(0, idx);
window._perfData.with_flush_ms = Array.from(withFlush).slice(0, idx);
window._perfData.without_flush_ms = Array.from(withoutFlush).slice(0, idx);
window._perfDone = true;
return;
}
// We can fill out this frame's intermediate steps.
withFlush[idx] = end - start;
withoutFlush[idx] = afterDraw - start;
if (timeoutMillis && ((beginTest + timeoutMillis) < performance.now())) {
console.log('test aborted due to timeout');
return;
}
window.requestAnimationFrame(drawFrame);
}
const beginTest = performance.now();
window.requestAnimationFrame(drawFrame);
}