WebGL Texture Loading Performance
JavaScript performance comparison
Preparation code
<script>
var glcanvas = document.createElement('canvas');
var gl = glcanvas.getContext('experimental-webgl');
var canvas1024 = document.createElement('canvas');
canvas1024.width = 1024;
canvas1024.height = 1024;
var img1024 = new Image();
var tex1024 = gl.createTexture();
img1024.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, tex1024);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img1024);
};
img1024.src = canvas1024.toDataURL();
var canvas512 = document.createElement('canvas');
canvas512.width = 512;
canvas512.height = 512;
var img512 = new Image();
var tex512 = gl.createTexture();
img512.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, tex512);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img512);
};
img512.src = canvas512.toDataURL();
var canvas256 = document.createElement('canvas');
canvas256.width = 256;
canvas256.height = 256;
var img256 = new Image();
var tex256 = gl.createTexture();
img256.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, tex256);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img256);
};
img256.src = canvas256.toDataURL();
</script>
Test runner
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| Test | Ops/sec | |
|---|---|---|
texImage2D 1024 |
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texSubImage2D 1024 |
|
pending… |
texImage2D 512 |
|
pending… |
texSubImage2D 512 |
|
pending… |
texImage2D 256 |
|
pending… |
texSubImage2D 256 |
|
pending… |
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Revisions
You can edit these tests or add even more tests to this page by appending /edit to the URL. Here’s a list of current revisions for this page:
- Revision 1: published by Brian Chirls
- Revision 2: published by Brandon Jones
- Revision 3: published by Carlos R.
- Revision 5: published
- Revision 6: published by Ken Russell
- Revision 7: published by Jhonny
- Revision 8: published by Michael Bebenita
- Revision 9: published
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