blob: 06d78af5d5c5c789174a401ccd5fe9c663265835 [file] [log] [blame]
<!-- This benchmark aims to accurately measure the time it takes for CanvasKit to render
an SKP from our test corpus. It is very careful to measure the time between frames. This form
of measurement makes sure we are capturing the GPU draw time. CanvasKit.flush() returns after
it has sent all the instructions to the GPU, but we don't know the GPU is done until the next
frame is requested. Thus, we need to keep track of the time between frames in order to
accurately calculate draw time. Keeping track of the drawPicture and drawPicture+flush is still
useful for telling us how much time we are spending in WASM land and if our drawing is CPU
bound or GPU bound. If total_frame_ms is close to with_flush_ms, we are CPU bound; if
total_frame_ms >> with_flush_ms, we are GPU bound.
<!DOCTYPE html>
<title>CanvasKit SKP Perf</title>
<meta charset="utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="/static/canvaskit.js" type="text/javascript" charset="utf-8"></script>
<script src="/static/benchmark.js" type="text/javascript" charset="utf-8"></script>
<style type="text/css" media="screen">
body {
margin: 0;
padding: 0;
<button id="start_bench">Start Benchmark</button>
<canvas id=anim width=1000 height=1000 style="height: 1000px; width: 1000px;"></canvas>
<script type="text/javascript" charset="utf-8">
const WIDTH = 1000;
const HEIGHT = 1000;
const WARM_UP_FRAMES = 10;
const MAX_FRAMES = 201; // This should be sufficient to have low noise.
const SKP_PATH = '/static/test.skp';
(function() {
const loadKit = CanvasKitInit({
locateFile: (file) => '/static/' + file,
const loadSKP = fetch(SKP_PATH).then((resp) => {
return resp.arrayBuffer();
Promise.all([loadKit, loadSKP]).then((values) => {
const [CanvasKit, skpBytes] = values;
const loadStart =;
const skp = CanvasKit.MakePicture(skpBytes);
const loadTime = - loadStart;
window._perfData = {
skp_load_ms: loadTime,
console.log('loaded skp', skp, loadTime);
if (!skp) {
window._error = 'could not read skp';
const urlSearchParams = new URLSearchParams(;
let glversion = 2;
if (urlSearchParams.has('webgl1')) {
glversion = 1;
const surface = getSurface(CanvasKit, glversion);
if (!surface) {
console.error('Could not make surface', window._error);
const canvas = surface.getCanvas();
document.getElementById('start_bench').addEventListener('click', async () => {
const clearColor = CanvasKit.WHITE;
function draw() {
const results = await startTimingFrames(draw, surface, WARM_UP_FRAMES, MAX_FRAMES);
Object.assign(window._perfData, results);
window._perfDone = true;
console.log('Perf is ready');
window._perfReady = true;