servo/tests/blink_perf_tests/perf_tests/webcodecs/videoFrame-texImage2d.html
Jonathan Schwender ee781b71b4
tests: Vendor blink perf tests (#38654)
Vendors the [blink perf
tests](https://chromium.googlesource.com/chromium/src/+/HEAD/third_party/blink/perf_tests/).
These perf tests are useful to evaluate the performance of servo. 
The license that governs the perf tests is included in the folder. 
Running benchmark cases automatically is left to future work.

The update.py script is taken from mozjs and slightly adapted, so we can
easily filter
(and patch if this should be necessary in the future.

Testing: This PR just adds the perf_tests, but does not use or modify
them in any way.

---------

Signed-off-by: Jonathan Schwender <schwenderjonathan@gmail.com>
2025-08-17 09:54:04 +00:00

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HTML
Vendored

<!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>