WebGL Texture Loading Performance

JavaScript performance comparison

Revision 5 of this test case created

Preparation code

<script>
  var glcanvas = document.createElement('canvas');
  var gl = glcanvas.getContext('experimental-webgl');
  gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
  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>

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Testing in unknown unknown
Test Ops/sec
texImage2D 1024
gl.bindTexture(gl.TEXTURE_2D, tex1024);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img1024);
pending…
texSubImage2D 1024
gl.bindTexture(gl.TEXTURE_2D, tex1024);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, img1024);
pending…
texImage2D 512
gl.bindTexture(gl.TEXTURE_2D, tex512);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img512);
pending…
texSubImage2D 512
gl.bindTexture(gl.TEXTURE_2D, tex512);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, img512);
pending…
texImage2D 256
gl.bindTexture(gl.TEXTURE_2D, tex256);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img256);
pending…
texSubImage2D 256
gl.bindTexture(gl.TEXTURE_2D, tex256);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, img256);
pending…

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