gecko/content/canvas/test/webgl/more/performance/jsToGLOverhead.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">
Tests.autorun = false;
Tests.message = "This might take a second or two";
Tests.testGLOverhead = function() {
var gl = document.getElementById("gl").getContext(GL_CONTEXT_ID);
var fakeGl = {getError: function(){ return 0; }};
time("testGLOverhead", function() {
for (var i=0; i<1000000; i++)
gl.getError();
});
time("testJSOverhead", function() {
for (var i=0; i<1000000; i++)
fakeGl.getError();
});
time("testLoopOverhead", function() {
for (var i=0; i<1000000;)
i++;
});
}
</script>
<style>canvas{ position:absolute; }</style>
</head><body>
<canvas id="gl" width="16" height="16"></canvas>
<h3>1000000x gl.getError() (measuring JS->GL call overhead)</h3>
<p id="testGLOverhead"></p>
<h3>1000000x fakeGl.getError() (measuring JS->JS call overhead)</h3>
<p id="testJSOverhead"></p>
<h3>1000000x i++ (measuring loop overhead)</h3>
<p id="testLoopOverhead"></p>
</body></html>