<!DOCTYPE html>
<html>
<head>
<title>
Test CPU performance of the WebGLRenderingContext.drawArrays binding
</title>
<script src="../resources/runner.js"></script>
</head>
<body>
<canvas id="canvas" width=400 height=400></canvas>
<script>
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl');
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
const vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, `
attribute vec3 a_coord;
void main() {
gl_Position = vec4(a_coord, 1.0);
}`);
gl.compileShader(vertShader);
const fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, `
precision mediump float;
uniform vec3 u_color;
void main() {
gl_FragColor = vec4(u_color, 1.0);
}`);
gl.compileShader(fragShader);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
const aCoord = gl.getAttribLocation(shaderProgram, 'a_coord');
const uColor = gl.getUniformLocation(shaderProgram, 'u_color');
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(aCoord, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(aCoord);
gl.clearColor(0, 0, 0, 1);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform3fv(uColor, [0, 1, 0]);
const iterations = 10000;
PerfTestRunner.measureInnerRAFTime({
description: `CPU time for ${iterations} calls to WebGLRenderingContext.drawArrays`,
warmUpCount: 10,
run() {
gl.clear(gl.COLOR_BUFFER_BIT);
for (let i = 0; i < iterations; ++i) {
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
}
});
</script>
</body>
</html>