37a4bedfc8
Doing this will avoid the unreliable frames at the start (setup related) and at the end (teardown related). Also: * Increase timeouts in lottie-web-perf.js and skottie-wasm-perf.js since we are looping twice now. * Fix bug where ret code was 0 if puppeteer test failed. NoTry: true Bug: skia:9237 Change-Id: I0933ecb87113b40c162712076c38fb7379b352d4 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/226836 Reviewed-by: Joe Gregorio <jcgregorio@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org> Commit-Queue: Ravi Mistry <rmistry@google.com>
80 lines
2.4 KiB
HTML
80 lines
2.4 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<title>Lottie-Web Perf</title>
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<meta charset="utf-8" />
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<meta http-equiv="X-UA-Compatible" content="IE=egde,chrome=1">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="/res/lottie.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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<div style="width:1000px;height:1000px" class=anim></div>
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</main>
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<script type="text/javascript" charset="utf-8">
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(function () {
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const PATH = '/res/lottie.json';
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const RENDERER = 'svg';
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const MAX_FRAMES = 25;
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const MAX_LOOPS = 2;
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// Get total number of frames of the animation from the hash.
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const hash = window.location.hash;
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const totalFrames = hash.slice(1);
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console.log("Lottie has " + totalFrames + "total frames");
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// Load the animation with autoplay false. We will control which
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// frame to seek to and then will measure performance.
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let anim = lottie.loadAnimation({
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container: document.querySelector('.anim'),
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renderer: RENDERER,
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loop: false,
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autoplay: false,
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path: PATH,
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rendererSettings: {
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preserveAspectRatio:'xMidYMid meet'
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},
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});
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const t_rate = 1.0 / (MAX_FRAMES - 1);
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let frame = 0;
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let loop = 0;
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const drawFrame = () => {
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if (frame >= MAX_FRAMES) {
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// Reached the end of one loop.
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loop++;
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if (loop == MAX_LOOPS) {
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// These are global variables to talk with puppeteer.
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window._lottieWebDone = true;
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return;
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}
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// Reset frame to restart the loop.
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frame = 0;
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}
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let t1 = Math.max(Math.min(t_rate * frame, 1.0), 0.0);
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let seekToFrame = totalFrames * t1;
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if (seekToFrame >= totalFrames-1) {
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// bodymovin player sometimes draws blank when requesting
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// to draw the very last frame. Subtracting a small value
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// seems to fix this and make it draw the last frame.
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seekToFrame -= .001;
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}
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anim.goToAndStop(seekToFrame, true /* isFrame */);
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console.log("Used seek: " + (seekToFrame/totalFrames));
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frame++;
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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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</script>
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</body>
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</html>
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