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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>