bd71936196
We also catch any errors that happen during running the test or flushing. This allows them to show up in the CI logs. For skottie-frames in particular, we stop clearing the canvas before each render, as that was masking an error (and not how we do things on skottie.skia.org). Change-Id: I83936a35b6c314da76a0a64e15deaabd156e71f2 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/421923 Reviewed-by: Kevin Lubick <kjlubick@google.com>
111 lines
4.0 KiB
JavaScript
111 lines
4.0 KiB
JavaScript
// Shared benchmarking functions such as surface creation, measurement, publishing to perf.skia.org
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function getSurface(CanvasKit, webglversion) {
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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', null /* colorspace */, {'majorVersion': webglversion});
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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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if (webglversion !== surface.openGLversion) {
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window._error = 'Want WebGL version '+webglversion+' but got '+surface.openGLversion;
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return null;
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}
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} else {
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surface = CanvasKit.MakeSWCanvasSurface('anim');
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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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// Time the drawing and flushing of a frame drawing function on a given surface.
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// drawFn is expected to be a zero arg function making draw calls to a canvas
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// warmupFrames - Run this number of frames before starting to measure things.
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// This allows us to make sure the noise from the first few renders (e.g shader
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// compilation, caches) is removed from the data we capture.
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// Stops after timeoutMillis if provided
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// Teturns a promise that resolves with the dict of measurements.
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function startTimingFrames(drawFn, surface, warmupFrames, maxFrames, timeoutMillis) {
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return new Promise((resolve, reject) => {
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const totalFrame = new Float32Array(maxFrames);
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const withFlush = new Float32Array(maxFrames);
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const withoutFlush = new Float32Array(maxFrames);
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let warmUp = warmupFrames > 0;
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let idx = -1;
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let previousFrame;
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function drawFrame() {
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let start, afterDraw, end;
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try {
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start = performance.now();
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drawFn();
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afterDraw = performance.now();
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surface.flush();
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end = performance.now();
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} catch (e) {
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console.error(e);
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window._error = e.stack || e.toString();
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return;
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}
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if (warmUp) {
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idx++;
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if (idx >= warmupFrames) {
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idx = -1;
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warmUp = false;
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}
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window.requestAnimationFrame(drawFrame);
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return;
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}
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if (idx >= 0) {
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// Fill out total time the previous frame took to draw.
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totalFrame[idx] = start - previousFrame;
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}
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previousFrame = start;
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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 (!window._perfData) {
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window._perfData = {};
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}
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if (idx >= withFlush.length) {
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resolve({
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// The total time elapsed between the same point during the drawing of each frame.
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// This is the most relevant measurement for normal drawing tests.
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'total_frame_ms': Array.from(totalFrame).slice(0, idx),
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// The time taken to run the code under test and call surface.flush()
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'with_flush_ms': Array.from(withFlush).slice(0, idx),
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// The time taken to run the code under test
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// This is the most relevant measurement for non-drawing tests such as matrix inversion.
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'without_flush_ms': Array.from(withoutFlush).slice(0, idx),
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});
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return;
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}
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// We can fill out this frame's intermediate steps.
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withFlush[idx] = end - start;
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withoutFlush[idx] = afterDraw - start;
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if (timeoutMillis && ((beginTest + timeoutMillis) < performance.now())) {
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console.log(`test aborted due to timeout after ${idx} frames`);
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reject(`test aborted due to timeout after ${idx} frames`);
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return;
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}
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window.requestAnimationFrame(drawFrame);
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}
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const beginTest = performance.now();
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window.requestAnimationFrame(drawFrame);
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}); // new promise
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}
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