WebGL texImage2D vs texSubImage2D

JavaScript performance comparison

Revision 15 of this test case created

Preparation code

<script>
  var size = 256;
  var buffer = new Uint8Array(size*size*4);

  var canvas = document.createElement('canvas');
  canvas.width = 640;
  canvas.height = 480;
 
  var gl = canvas.getContext('experimental-webgl');
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);

  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
                size, size, 0,
                gl.RGBA, gl.UNSIGNED_BYTE,
                null);
</script>

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Testing in unknown unknown
Test Ops/sec
texImage2D full texture
for(var i = 0; i < 100; i++) {
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA,
                size, size, 0,
                gl.RGBA, gl.UNSIGNED_BYTE,
                buffer);
}
//gl.finish();
pending…
texSubImage2D full texture
for(var i = 0; i < 100; i++) {
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   0, 0, size, size,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
}
//gl.finish();
pending…
texSubImage2D partial texture
for(var i = 0; i < 100; i++) {
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   1, 1, size-2, size-2,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
}
//gl.finish();
pending…
texSubImage2D 4 quadrants
for(var i = 0; i < 100; i++) {
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   0, 0, size/2, size/2,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   0, size/2, size/2, size/2,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   size/2, 0, size/2, size/2,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
  gl.texSubImage2D(gl.TEXTURE_2D, 0,
                   size/2, size/2, size/2, size/2,
                   gl.RGBA, gl.UNSIGNED_BYTE,
                   buffer);
}
//gl.finish();
pending…

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