chromium/third_party/blink/perf_tests/webcodecs/videoFrame-texImage2d.html

<!DOCTYPE html>
<html>
<head>
<title>Test VideoFrame texImage2D() performance</title>
</head>
<body>
<script src="../resources/runner.js"></script>
<script src="videoFrame-utils.js"></script>
<canvas id="canvas" width="1280" height="720"></canvas>

<script id="fragment-shader" type="glsl">
  uniform sampler2D tex;
  void main(void) {
    mediump vec2 coord = vec2(gl_FragCoord.x/1280.0, 1.0 - (gl_FragCoord.y/720.0));
    mediump vec4 sample = texture2D(tex, coord);
    gl_FragColor = vec4(sample.r, sample.g, sample.b, 1.0);
  }
</script>

<script id="vertex-shader" type="glsl">
  attribute vec2 c;
  void main(void) {
    gl_Position=vec4(c, 0.0, 1.0);
  }
</script>
<script>

(async function() {
  let frame = await createDecodedFrame();
  if (frame == null) {
    PerfTestRunner.logFatalError("No frame decoded");
    return;
  }

  const canvas = document.getElementById("canvas");
  const gl = canvas.getContext('webgl2');
  const format = gl.RGBA;
  gl.viewport(0, 0, canvas.width, canvas.height);

  const vs = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vs, document.getElementById('vertex-shader').innerText);
  gl.compileShader(vs);

  const fs = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fs, document.getElementById('fragment-shader').innerText);
  gl.compileShader(fs);

  if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
    TEST.log(gl.getShaderInfoLog(fs));
  }

  const program = gl.createProgram();
  gl.attachShader(program, vs);
  gl.attachShader(program, fs);
  gl.linkProgram(program);
  gl.useProgram(program);

  const vb = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vb);
  gl.bufferData(
    gl.ARRAY_BUFFER, new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]),
    gl.STATIC_DRAW);

  const coordLoc = gl.getAttribLocation(program, 'c');
  gl.vertexAttribPointer(coordLoc, 2, gl.FLOAT, false, 0, 0);
  gl.enableVertexAttribArray(coordLoc);

  gl.clearColor(1, 1, 1, 1);
  gl.clear(gl.COLOR_BUFFER_BIT);

  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);

  PerfTestRunner.measureInnerRAFTime({
    description: "CPU time for texImage2D()",
    run() {
      for (let i = 0; i < 10; i++) {
        gl.texImage2D(gl.TEXTURE_2D, 0, format, format, gl.UNSIGNED_BYTE, frame);
        gl.generateMipmap(gl.TEXTURE_2D);

        gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
        gl.finish();
      }
    }
  });
})();
</script>
</body>
</html>