skia2/tools/perf-canvaskit-puppeteer/skottie-frames.html
Kevin Lubick 5443bb32a2 [canvaskit] Start a generic puppeteer perfing system.
IMPORTANT LESSON: when bringing in node (and possibly other
executables) via CIPD, add them to the path in gen_tasks_logic
so the parent executable (the task driver itself) has the right
PATH set. Otherwise, the subprocesses it spawns might grab the
wrong version because of how golang handles environments of
subprocesses.

This is starting as a fork of Skottie WASM. I hope to have a more unified
system for creating and running benchmarks.

Overall overview:
gen_tasks_logic.go creates a task in task.json that compiles
CanvasKit and the task drivers and then executes our task
(i.e. perf_puppeteer.go)

perf_puppeteer runs a node program (perf-with-puppeteer.js)
that uses puppeteer to execute benchmarking code on an
html page (canvaskit-skottie-frames-load.html).

I needed to update the node package so npm could be updated from
3.x to 6.14.4 so it knew about `npm ci`. This may not have been
entirely necessary, given the problems of executing the correct
npm (see important lesson above), but it hasn't broken things
further, so more up-to-date is probably a good thing.

Suggested Review Order:
 - canvaskit-skottie-frames-load.html (note it is similar to
   skottie-wasm-perf.html, but it waits for a button click
   to start animating and records times from the main JS thread
   itself)
 - perf-with-puppeteer.js (similar to skottie-wasm-perf.js, but
   has some things made optional [e.g. tracing])
 - perf_puppeteer_test.go (shows the inputs/outputs of various steps)
 - perf_puppeteer.go
 - Everything else.


Change-Id: I380e81b825f36682c257664d488267edaf36369e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/285783
Commit-Queue: Kevin Lubick <kjlubick@google.com>
Reviewed-by: Eric Boren <borenet@google.com>
2020-05-01 19:23:08 +00:00

198 lines
6.7 KiB
HTML

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