| <!-- |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| --> |
| |
| <!DOCTYPE html> |
| <html> |
| <head> |
| <meta charset="utf-8"> |
| <title>WebGL Texture Switch Conformance Tests</title> |
| <link rel="stylesheet" href="../../resources/js-test-style.css"/> |
| <script src="../../js/js-test-pre.js"></script> |
| <script src="../../js/webgl-test-utils.js"></script> |
| </head> |
| <body> |
| <div id="description"></div> |
| <div id="console"></div> |
| <script> |
| "use strict"; |
| description("Ensures that switching the texture referenced by a sampler uniform performs reasonably well."); |
| var wtu = WebGLTestUtils; |
| var canvas = document.createElement('canvas'); |
| canvas.width = 32; |
| canvas.height = 32; |
| var gl = wtu.create3DContext(canvas); |
| if (!gl) { |
| testFailed("context does not exist"); |
| finishTest(); |
| } else { |
| var program = wtu.setupTexturedQuad(gl); |
| var tex = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE0); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| |
| var tex2 = gl.createTexture(); |
| gl.activeTexture(gl.TEXTURE1); |
| gl.bindTexture(gl.TEXTURE_2D, tex); |
| gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| |
| var loc = gl.getUniformLocation(program, "tex"); |
| |
| var RUNTIME = 2000; |
| var THRESHOLD = 0.8; |
| var baseStartTime = 0; |
| var baseFrameCount = 0; |
| var testStartTime = 0; |
| var testFrameCount = 0; |
| |
| baseStartTime = Date.now(); |
| function drawBaseline() { |
| for (var i = 0; i < 400; ++i) { |
| gl.uniform1i(loc, 0); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| gl.uniform1i(loc, 0); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| } |
| |
| ++baseFrameCount; |
| |
| if (Date.now() - baseStartTime > RUNTIME) { |
| testStartTime = Date.now(); |
| requestAnimationFrame(drawTest); |
| } else { |
| requestAnimationFrame(drawBaseline); |
| } |
| } |
| |
| function drawTest() { |
| for (var i = 0; i < 400; ++i) { |
| gl.uniform1i(loc, 0); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| gl.uniform1i(loc, 1); |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| } |
| |
| ++testFrameCount; |
| |
| if (Date.now() - testStartTime > RUNTIME) { |
| var perfString = " - achieved " + testFrameCount + " frames in " + ((Date.now() - testStartTime) / 1000.0) + |
| " seconds (" + (testFrameCount / baseFrameCount).toFixed(2) + " times baseline performance)"; |
| if (testFrameCount > baseFrameCount * THRESHOLD) { |
| testPassed("Texture switching did not significantly hurt performance" + perfString); |
| } else { |
| testFailed("Texture switching significantly hurt performance" + perfString); |
| } |
| console.log(testFrameCount); |
| finishTest(); |
| } else { |
| requestAnimationFrame(drawTest); |
| } |
| } |
| |
| requestAnimationFrame(drawBaseline); |
| } |
| var successfullyParsed = true; |
| </script> |
| </body> |
| </html> |
| |