4ad6b50df3
Leftover from https://skia-review.googlesource.com/c/skia/+/291182 Change-Id: I7350839d43299846e9e9cbc58425013eb063b041 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/291356 Reviewed-by: Kevin Lubick <kjlubick@google.com>
198 lines
6.7 KiB
HTML
198 lines
6.7 KiB
HTML
<!-- This benchmark aims to accurately measure the time it takes for Skottie to load the JSON and
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turn it into an animation, as well as the times for the first hundred frames (and, as a subcomponent
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of that, the seek times of the first hundred frames). This is set to mimic how a real-world user
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would display the animation (e.g. using clock time to determine where to seek, not frame numbers).
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-->
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<!DOCTYPE html>
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<html>
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<head>
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<title>Skottie-WASM Perf</title>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="/static/canvaskit.js" type="text/javascript" charset="utf-8"></script>
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<style type="text/css" media="screen">
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body {
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margin: 0;
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padding: 0;
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}
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</style>
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</head>
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<body>
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<main>
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<button id="start_bench">Start Benchmark</button>
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<br>
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<canvas id=anim width=1000 height=1000 style="height: 1000px; width: 1000px;"></canvas>
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</main>
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<script type="text/javascript" charset="utf-8">
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const WIDTH = 1000;
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const HEIGHT = 1000;
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// We sample MAX_FRAMES or until MAX_SAMPLE_SECONDS has elapsed.
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const MAX_FRAMES = 600; // ~10s at 60fps
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const MAX_SAMPLE_MS = 30 * 1000; // in case something takes a while, stop after 30 seconds.
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const LOTTIE_JSON_PATH = '/static/lottie.json';
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const ASSETS_PATH = '/static/assets/';
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(function() {
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const loadKit = CanvasKitInit({
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locateFile: (file) => '/static/' + file,
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});
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const loadLottie = fetch(LOTTIE_JSON_PATH).then((resp) => {
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return resp.text()
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});
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const loadFontsAndAssets = loadLottie.then((jsonStr) => {
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const lottie = JSON.parse(jsonStr);
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const promises = [];
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promises.push(...loadFonts(lottie.fonts));
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promises.push(...loadAssets(lottie.assets));
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return Promise.all(promises);
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});
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Promise.all([loadKit, loadLottie, loadFontsAndAssets]).then((values) => {
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const [CanvasKit, json, externalAssets] = values;
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console.log(externalAssets);
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const assets = {};
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for (const asset of externalAssets) {
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if (asset) {
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assets[asset.name] = asset.bytes;
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}
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}
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const loadStart = performance.now();
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const animation = CanvasKit.MakeManagedAnimation(json, assets);
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const loadTime = performance.now() - loadStart;
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const duration = animation.duration() * 1000;
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const bounds = {fLeft: 0, fTop: 0, fRight: WIDTH, fBottom: HEIGHT};
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const surface = getSurface(CanvasKit);
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if (!surface) {
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console.error('Could not make surface', window._error);
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return;
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}
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const canvas = surface.getCanvas();
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document.getElementById('start_bench').addEventListener('click', () => {
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const clearColor = CanvasKit.WHITE;
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const frames = new Float32Array(MAX_FRAMES);
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const seeks = new Float32Array(MAX_FRAMES);
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let idx = 0;
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const firstFrame = Date.now();
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function drawFrame() {
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const now = performance.now();
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// Actually draw stuff.
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const seek = ((Date.now() - firstFrame) / duration) % 1.0;
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const damage = animation.seek(seek);
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const afterSeek = performance.now();
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if (damage.fRight > damage.fLeft && damage.fBottom > damage.fTop) {
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canvas.clear(clearColor);
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animation.render(canvas, bounds);
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}
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surface.flush();
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// FPS measurement
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frames[idx] = performance.now() - now;
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seeks[idx] = afterSeek - now;
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idx++;
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// If we have maxed out the frames we are measuring or have completed the animation,
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// we stop benchmarking.
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if (idx >= frames.length || (Date.now() - firstFrame) > MAX_SAMPLE_MS) {
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window._perfData = {
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frames_ms: Array.from(frames).slice(0, idx),
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seeks_ms: Array.from(seeks).slice(0, idx),
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json_load_ms: loadTime,
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};
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window._perfDone = true;
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return;
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}
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window.requestAnimationFrame(drawFrame);
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}
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window.requestAnimationFrame(drawFrame);
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});
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console.log('Perf is ready');
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window._perfReady = true;
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});
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})();
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function getSurface(CanvasKit) {
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let surface;
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if (window.location.hash.indexOf('gpu') !== -1) {
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surface = CanvasKit.MakeWebGLCanvasSurface('anim', WIDTH, HEIGHT);
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if (!surface) {
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window._error = 'Could not make GPU surface';
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return null;
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}
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let c = document.getElementById('anim');
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// If CanvasKit was unable to instantiate a WebGL context, it will fallback
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// to CPU and add a ck-replaced class to the canvas element.
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if (c.classList.contains('ck-replaced')) {
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window._error = 'fell back to CPU';
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return null;
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}
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} else {
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surface = CanvasKit.MakeSWCanvasSurface('anim', WIDTH, HEIGHT);
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if (!surface) {
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window._error = 'Could not make CPU surface';
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return null;
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}
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}
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return surface;
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}
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function loadFonts(fonts) {
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const promises = [];
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if (!fonts || !fonts.list) {
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return promises;
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}
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for (const font of fonts.list) {
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if (font.fName) {
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promises.push(fetch(`${ASSETS_PATH}/${font.fName}.ttf`).then((resp) => {
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// fetch does not reject on 404
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if (!resp.ok) {
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console.error(`Could not load ${font.fName}.ttf: status ${resp.status}`);
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return null;
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}
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return resp.arrayBuffer().then((buffer) => {
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return {
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'name': font.fName,
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'bytes': buffer
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};
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});
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})
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);
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}
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}
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return promises;
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}
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function loadAssets(assets) {
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const promises = [];
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for (const asset of assets) {
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// asset.p is the filename, if it's an image.
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// Don't try to load inline/dataURI images.
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const should_load = asset.p && asset.p.startsWith && !asset.p.startsWith('data:');
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if (should_load) {
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promises.push(fetch(`${ASSETS_PATH}/${asset.p}`)
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.then((resp) => {
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// fetch does not reject on 404
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if (!resp.ok) {
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console.error(`Could not load ${asset.p}: status ${resp.status}`);
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return null;
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}
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return resp.arrayBuffer().then((buffer) => {
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return {
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'name': asset.p,
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'bytes': buffer
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};
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});
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})
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);
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}
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}
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return promises;
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}
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</script>
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</body>
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</html>
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