chromium/third_party/blink/perf_tests/webgl/binding-typed-array-uniforms.html

<!DOCTYPE html>
<html>

<head>
  <title>
    Test CPU performance of the WebGL typed array uniform uploads 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');

    function compileOrReportError(shader) {
      gl.compileShader(shader);
      const message = gl.getShaderInfoLog(shader);
      if (message.length > 0) {
        throw new Error(message);
      }
    }

    const vertShader = gl.createShader(gl.VERTEX_SHADER);
    gl.shaderSource(vertShader, `
      uniform mat4 transform_matrix;
      uniform vec3 position_offset;
      attribute vec2 a_coord;
      void main() {
        gl_Position = transform_matrix * vec4(a_coord, 0.0, 1.0) + vec4(position_offset, 0.0);
      }`);
    compileOrReportError(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);
      }`);
    compileOrReportError(fragShader);

    const shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertShader);
    gl.attachShader(shaderProgram, fragShader);
    gl.linkProgram(shaderProgram);

    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
      const info = gl.getProgramInfoLog(shaderProgram);
      throw new Error('Could not compile WebGL program. \n\n' + info);
    }
    gl.useProgram(shaderProgram);

    // Initialize uniforms
    const aCoord = gl.getAttribLocation(shaderProgram, 'a_coord');
    const uColor = gl.getUniformLocation(shaderProgram, 'u_color');
    const transformLoc = gl.getUniformLocation(shaderProgram, 'transform_matrix');
    const offsetLoc = gl.getUniformLocation(shaderProgram, 'position_offset');

    // Initialize vertices
    const vertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.enableVertexAttribArray(aCoord);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
      -1.0, 1.0,
      1.0, -1.0,
      1.0, 1.0,
      -1.0, 1.0,
      -1.0, -1.0,
      1.0, -1.0]), gl.STATIC_DRAW);
    gl.vertexAttribPointer(aCoord, 2, gl.FLOAT, false, 0, 0);

    gl.clearColor(0, 0, 0, 1);
    gl.viewport(0, 0, canvas.width, canvas.height);

    const tilesPerSide = 50;
    const iterations = tilesPerSide;
    let transformMatrix = new Float32Array(16);
    let offset = new Float32Array(3);
    let ripeness = 0;

    {
      transformMatrix[15] = 1.0;
      const scaleFactor = 1.0 / tilesPerSide;
      transformMatrix[0] = scaleFactor;
      transformMatrix[5] = scaleFactor;
      transformMatrix[10] = scaleFactor;
    }

    PerfTestRunner.measureInnerRAFTime({
      description: `CPU time for ${iterations} calls to WebGLRenderingContext.uniformMatrix4fv`,
      warmUpCount: 10,
      iterationCount: iterations,
      run() {
        gl.clear(gl.COLOR_BUFFER_BIT);
        for (var yy = 0; yy < tilesPerSide; ++yy) {
          for (var xx = 0; xx < tilesPerSide; ++xx) {
            gl.uniform3fv(uColor, [ripeness, 1 - ripeness, 0]);
    
            gl.uniformMatrix4fv(transformLoc, false, transformMatrix);
            offset[0] = 2.0 * ((0.5 + xx) / tilesPerSide) - 1.0;
            offset[1] = 2.0 * ((0.5 + yy) / tilesPerSide) - 1.0;
            gl.uniform3fv(offsetLoc, offset);
            gl.drawArrays(gl.TRIANGLES, 0, 6);
          }
        }
        ripeness = ripeness < 1 ? ripeness += 0.02 : 0;
      }
    });
  </script>
</body>

</html>