<!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>