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-<!DOCTYPE html>
-<html>
-<!--
-Copyright 2011 The Closure Library Authors. All Rights Reserved.
-
-Use of this source code is governed by the Apache License, Version 2.0.
-See the COPYING file for details.
-
--->
-<head>
-<meta http-equiv="X-UA-Compatible" content="IE=edge">
- <title>Closure Performance Tests - Vector Array math</title>
- <link rel="stylesheet" type="text/css"
- href="../testing/performancetable.css"/>
- <script type="text/javascript" src="../base.js"></script>
- <script type="text/javascript">
- goog.require('goog.testing.jsunit');
- goog.require('goog.testing.PerformanceTable');
- goog.require('goog.vec.Vec4');
- goog.require('goog.vec.Mat4');
- </script>
-</head>
-<body>
- <h1>Closure Performance Tests - Vector Array Math</h1>
- <p>
- <strong>User-agent:</strong>
- <script type="text/javascript">document.write(navigator.userAgent);</script>
- </p>
- <p>
- These tests compare various methods of performing vector operations on
- arrays of vectors.
- </p>
- <div id="perfTable"></div>
- <hr>
- <script type="text/javascript">
-
-var table = new goog.testing.PerformanceTable(
- goog.dom.getElement('perfTable'));
-
-function createRandomFloat32Array(length) {
- var array = new Float32Array(length);
- for (var i = 0; i < length; i++) {
- array[i] = Math.random();
- }
- return array;
-}
-
-function createRandomIndexArray(length) {
- var array = [];
- for (var i = 0; i < length; i++) {
- array[i] = Math.floor(Math.random() * length);
- array[i] = Math.min(length - 1, array[i]);
- }
- return array;
-}
-
-function createRandomVec4Array(length) {
- var a = [];
- for (var i = 0; i < length; i++) {
- a[i] = goog.vec.Vec4.createFromValues(
- Math.random(), Math.random(), Math.random(), Math.random());
- }
- return a;
-}
-
-function createRandomMat4() {
- var m = goog.vec.Mat4.createFromValues(
- Math.random(), Math.random(), Math.random(), Math.random(),
- Math.random(), Math.random(), Math.random(), Math.random(),
- Math.random(), Math.random(), Math.random(), Math.random(),
- Math.random(), Math.random(), Math.random(), Math.random());
- return m;
-}
-
-function createRandomMat4Array(length) {
- var m = [];
- for (var i = 0; i < length; i++) {
- m[i] = createRandomMat4();
- }
- return m;
-}
-
-/**
- * Vec4Object is a 4-vector object with x,y,z,w components.
- * @param {number} x The x component.
- * @param {number} y The y component.
- * @param {number} z The z component.
- * @param {number} w The w component.
- * @constructor
- */
-Vec4Object = function(x, y, z, w) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-};
-
-/**
- * Add two vectors.
- * @param {Vec4Object} v0 A vector.
- * @param {Vec4Object} v1 Another vector.
- * @param {Vec4Object} r The result.
- */
-Vec4Object.add = function(v0, v1, r) {
- r.x = v0.x + v1.x;
- r.y = v0.y + v1.y;
- r.z = v0.z + v1.z;
- r.w = v0.w + v1.w;
-};
-
-function createRandomVec4ObjectArray(length) {
- var a = [];
- for (var i = 0; i < length; i++) {
- a[i] = new Vec4Object(
- Math.random(), Math.random(), Math.random(), Math.random());
- }
- return a;
-}
-
-function setVec4FromArray(v, a, o) {
- v[0] = a[o + 0];
- v[1] = a[o + 1];
- v[2] = a[o + 2];
- v[3] = a[o + 3];
-}
-
-function setArrayFromVec4(a, o, v) {
- a[o + 0] = v[0];
- a[o + 1] = v[1];
- a[o + 2] = v[2];
- a[o + 3] = v[3];
-}
-
-/**
- * This is the same as goog.vec.Vec4.add(). Use this to avoid namespace lookup
- * overheads.
- * @param {goog.vec.Vec4.Vec4Like} v0 A vector.
- * @param {goog.vec.Vec4.Vec4Like} v1 Another vector.
- * @param {goog.vec.Vec4.Vec4Like} r The result.
- */
-function addVec4(v0, v1, r) {
- r[0] = v0[0] + v1[0];
- r[1] = v0[1] + v1[1];
- r[2] = v0[2] + v1[2];
- r[3] = v0[3] + v1[3];
-}
-
-function addVec4ByOffset(v0Buf, v0Off, v1Buf, v1Off, rBuf, rOff) {
- rBuf[rOff + 0] = v0Buf[v0Off + 0] + v1Buf[v1Off + 0];
- rBuf[rOff + 1] = v0Buf[v0Off + 1] + v1Buf[v1Off + 1];
- rBuf[rOff + 2] = v0Buf[v0Off + 2] + v1Buf[v1Off + 2];
- rBuf[rOff + 3] = v0Buf[v0Off + 3] + v1Buf[v1Off + 3];
-}
-
-function addVec4ByOptionalOffset(v0, v1, r, opt_v0Off, opt_v1Off, opt_rOff) {
- if (opt_v0Off && opt_v1Off && opt_rOff) {
- r[opt_rOff + 0] = v0[opt_v0Off + 0] + v1[opt_v1Off + 0];
- r[opt_rOff + 1] = v0[opt_v0Off + 1] + v1[opt_v1Off + 1];
- r[opt_rOff + 2] = v0[opt_v0Off + 2] + v1[opt_v1Off + 2];
- r[opt_rOff + 3] = v0[opt_v0Off + 3] + v1[opt_v1Off + 3];
- } else {
- r[0] = v0[0] + v1[0];
- r[1] = v0[1] + v1[1];
- r[2] = v0[2] + v1[2];
- r[3] = v0[3] + v1[3];
- }
-}
-
-function mat4MultVec4ByOffset(mBuf, mOff, vBuf, vOff, rBuf, rOff) {
- var x = vBuf[vOff + 0], y = vBuf[vOff + 1],
- z = vBuf[vOff + 2], w = vBuf[vOff + 3];
- rBuf[rOff + 0] = x * mBuf[mOff + 0] + y * mBuf[mOff + 4] +
- z * mBuf[mOff + 8] + w * mBuf[mOff + 12];
- rBuf[rOff + 1] = x * mBuf[mOff + 1] + y * mBuf[mOff + 5] +
- z * mBuf[mOff + 9] + w * mBuf[mOff + 13];
- rBuf[rOff + 2] = x * mBuf[mOff + 2] + y * mBuf[mOff + 6] +
- z * mBuf[mOff + 10] + w * mBuf[mOff + 14];
- rBuf[rOff + 3] = x * mBuf[mOff + 3] + y * mBuf[mOff + 7] +
- z * mBuf[mOff + 11] + w * mBuf[mOff + 15];
-}
-
-var NUM_ITERATIONS = 200000;
-
-function testAddVec4ByOffset() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- addVec4ByOffset(a0, i * 4, a1, i * 4, a2, i * 4);
- }
- },
- 'Add vectors using offsets');
-}
-
-function testAddVec4ByOptionalOffset() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- addVec4ByOptionalOffset(a0, a1, a2, i * 4, i * 4, i * 4);
- }
- },
- 'Add vectors with optional offsets (requires branch)');
-}
-
-/**
- * Check the overhead of using an array of individual
- * Vec4s (Float32Arrays of length 4).
- */
-function testAddVec4ByVec4s() {
- var nVecs = NUM_ITERATIONS;
- var a0 = createRandomVec4Array(nVecs);
- var a1 = createRandomVec4Array(nVecs);
- var a2 = createRandomVec4Array(nVecs);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- addVec4(a0[i], a1[i], a2[i]);
- }
- },
- 'Add vectors using an array of Vec4s (Float32Arrays of length 4)');
-}
-
-function testAddVec4ByTmp() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
-
- table.run(
- function() {
- var t0 = new Float32Array(4);
- var t1 = new Float32Array(4);
- for (var i = 0; i < nVecs; i++) {
- setVec4FromArray(t0, a0, i * 4);
- setVec4FromArray(t1, a1, i * 4);
- addVec4(t0, t1, t0);
- setArrayFromVec4(a2, i * 4, t0);
- }
- },
- 'Add vectors using tmps');
-}
-
-/**
- * Check the overhead of using an array of Objects with the implicit hash
- * lookups for the x,y,z,w components.
- */
-function testAddVec4ByObjects() {
- var nVecs = NUM_ITERATIONS;
- var a0 = createRandomVec4ObjectArray(nVecs);
- var a1 = createRandomVec4ObjectArray(nVecs);
- var a2 = createRandomVec4ObjectArray(nVecs);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- Vec4Object.add(a0[i], a1[i], a2[i]);
- }
- },
- 'Add vectors using an array of Objects ' +
- '(with implicit hash lookups for the x,y,z,w components)');
-}
-
-function testAddVec4BySubarray() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- var t0 = a0.subarray(i * 4 * 4);
- var t1 = a1.subarray(i * 4 * 4);
- var t2 = a2.subarray(i * 4 * 4);
- addVec4(t0, t1, t2);
- }
- },
- 'Add vectors using Float32Array.subarray()');
-}
-
-function testAddVec4ByView() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- var t0 = new Float32Array(a0.buffer, i * 4 * 4);
- var t1 = new Float32Array(a1.buffer, i * 4 * 4);
- var t2 = new Float32Array(a2.buffer, i * 4 * 4);
- addVec4(t0, t1, t2);
- }
- },
- 'Add vectors using Float32 view');
-}
-
-function testMat4MultVec4ByOffset() {
- var nVecs = NUM_ITERATIONS;
- var nVecVals = nVecs * 4;
- var nMatVals = nVecs * 16;
- var m = createRandomFloat32Array(nMatVals);
- var a0 = createRandomFloat32Array(nVecVals);
- var a1 = new Float32Array(nVecVals);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- mat4MultVec4ByOffset(m, i * 16, a0, i * 4, a1, i * 4);
- }
- },
- 'vec4 = mat4 * vec4 using offsets.');
-}
-
-/**
- * Check the overhead of using an array of individual
- * Vec4s (Float32Arrays of length 4).
- */
-function testMat4MultVec4ByVec4s() {
- var nVecs = NUM_ITERATIONS;
- var a0 = createRandomVec4Array(nVecs);
- var a1 = createRandomVec4Array(nVecs);
- var m = createRandomMat4Array(nVecs);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- goog.vec.Mat4.multVec4(m[i], a0[i], a1[i]);
- }
- },
- 'vec4 = mat4 * vec4 using arrays of Vec4s and Mat4s');
-}
-
-/**
- * Do 10x as many for the one vector tests.
- * @type {number}
- */
-var NUM_ONE_ITERATIONS = NUM_ITERATIONS * 10;
-
-function testAddOneVec4ByOffset() {
- var a0 = createRandomFloat32Array(4);
- var a1 = createRandomFloat32Array(4);
- var a2 = new Float32Array(4);
-
- table.run(
- function() {
- for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
- addVec4ByOffset(a0, 0, a1, 0, a2, 0);
- }
- },
- 'Add one vector using offset of 0');
-}
-
-function testAddOneVec4() {
- var a0 = createRandomFloat32Array(4);
- var a1 = createRandomFloat32Array(4);
- var a2 = new Float32Array(4);
-
- table.run(
- function() {
- for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
- addVec4(a0, a1, a2);
- }
- },
- 'Add one vector');
-}
-
-function testAddOneVec4ByOptionalOffset() {
- var a0 = createRandomFloat32Array(4);
- var a1 = createRandomFloat32Array(4);
- var a2 = new Float32Array(4);
-
- table.run(
- function() {
- for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
- addVec4ByOptionalOffset(a0, a1, a2);
- }
- },
- 'Add one vector with optional offsets (requires branch)');
-}
-
-function testAddRandomVec4ByOffset() {
- var nVecs = NUM_ITERATIONS;
- var nVals = nVecs * 4;
- var a0 = createRandomFloat32Array(nVals);
- var a1 = createRandomFloat32Array(nVals);
- var a2 = new Float32Array(nVals);
- var i0 = createRandomIndexArray(nVecs);
- var i1 = createRandomIndexArray(nVecs);
- var i2 = createRandomIndexArray(nVecs);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- addVec4ByOffset(a0, i0[i] * 4, a1, i1[i] * 4, a2, i2[i] * 4);
- }
- },
- 'Add random vectors using offsets');
-}
-
-function testAddRandomVec4ByVec4s() {
- var nVecs = NUM_ITERATIONS;
- var a0 = createRandomVec4Array(nVecs);
- var a1 = createRandomVec4Array(nVecs);
- var a2 = createRandomVec4Array(nVecs);
- var i0 = createRandomIndexArray(nVecs);
- var i1 = createRandomIndexArray(nVecs);
- var i2 = createRandomIndexArray(nVecs);
-
- table.run(
- function() {
- for (var i = 0; i < nVecs; i++) {
- addVec4(a0[i0[i]], a1[i1[i]], a2[i2[i]]);
- }
- },
- 'Add random vectors using an array of Vec4s');
-}
-
-// Make sure the tests are run in the order they are defined.
-var testCase = new goog.testing.TestCase(document.title);
-testCase.order = goog.testing.TestCase.Order.NATURAL;
-testCase.autoDiscoverTests();
-G_testRunner.initialize(testCase);
-
- </script>
-</body>
-</html>