skia2/tools/perf-canvaskit-puppeteer/benchmark.js
Kevin Lubick 6df5cd28db [canvaskit] Revert raster change.
Drawing to a Premul Raster Surface and then copying out Unpremul pixels
was 15x slower. Drawing to an Unpremul Raster surface was a little
slower than the previous RasterDirect surface.

Out of an abundance of caution, I'm going back to the way things were.
We can revisit drawing to a Raster surface in the future.

This also adds better error handling to the SkottieFrames test which
thankfully caught this regression.

Bug: skia:10717
Change-Id: Ib8b9d490c92e013c3311adb1d08de5fa0fc0351c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/334356
Reviewed-by: Kevin Lubick <kjlubick@google.com>
2020-11-12 14:49:47 +00:00

104 lines
3.8 KiB
JavaScript

// 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
// Teturns a promise that resolves with the dict of measurements.
function startTimingFrames(drawFn, surface, warmupFrames, maxFrames, timeoutMillis) {
return new Promise((resolve, reject) => {
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) {
resolve({
// The total time elapsed between the same point during the drawing of each frame.
// This is the most relevant measurement for normal drawing tests.
'total_frame_ms': Array.from(totalFrame).slice(0, idx),
// The time taken to run the code under test and call surface.flush()
'with_flush_ms': Array.from(withFlush).slice(0, idx),
// The time taken to run the code under test
// This is the most relevant measurement for non-drawing tests such as matrix inversion.
'without_flush_ms': Array.from(withoutFlush).slice(0, idx),
});
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 after ${idx} frames`);
reject(`test aborted due to timeout after ${idx} frames`);
return;
}
window.requestAnimationFrame(drawFrame);
}
const beginTest = performance.now();
window.requestAnimationFrame(drawFrame);
}); // new promise
}