vec_array_perf.html 12 KB

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  1. <!DOCTYPE html>
  2. <html>
  3. <!--
  4. Copyright The Closure Library Authors. All Rights Reserved.
  5. Use of this source code is governed by the Apache License, Version 2.0.
  6. See the COPYING file for details.
  7. -->
  8. <head>
  9. <meta http-equiv="X-UA-Compatible" content="IE=edge">
  10. <title>Closure Performance Tests - Vector Array math</title>
  11. <link rel="stylesheet" type="text/css"
  12. href="../testing/performancetable.css"/>
  13. <script type="text/javascript" src="../base.js"></script>
  14. <script type="text/javascript">
  15. goog.require('goog.testing.jsunit');
  16. goog.require('goog.testing.PerformanceTable');
  17. goog.require('goog.vec.Vec4');
  18. goog.require('goog.vec.Mat4');
  19. </script>
  20. </head>
  21. <body>
  22. <h1>Closure Performance Tests - Vector Array Math</h1>
  23. <p>
  24. <strong>User-agent:</strong>
  25. <script type="text/javascript">document.write(navigator.userAgent);</script>
  26. </p>
  27. <p>
  28. These tests compare various methods of performing vector operations on
  29. arrays of vectors.
  30. </p>
  31. <div id="perfTable"></div>
  32. <hr>
  33. <script type="text/javascript">
  34. var table = new goog.testing.PerformanceTable(
  35. goog.dom.getElement('perfTable'));
  36. function createRandomFloat32Array(length) {
  37. var array = new Float32Array(length);
  38. for (var i = 0; i < length; i++) {
  39. array[i] = Math.random();
  40. }
  41. return array;
  42. }
  43. function createRandomIndexArray(length) {
  44. var array = [];
  45. for (var i = 0; i < length; i++) {
  46. array[i] = Math.floor(Math.random() * length);
  47. array[i] = Math.min(length - 1, array[i]);
  48. }
  49. return array;
  50. }
  51. function createRandomVec4Array(length) {
  52. var a = [];
  53. for (var i = 0; i < length; i++) {
  54. a[i] = goog.vec.Vec4.createFromValues(
  55. Math.random(), Math.random(), Math.random(), Math.random());
  56. }
  57. return a;
  58. }
  59. function createRandomMat4() {
  60. var m = goog.vec.Mat4.createFromValues(
  61. Math.random(), Math.random(), Math.random(), Math.random(),
  62. Math.random(), Math.random(), Math.random(), Math.random(),
  63. Math.random(), Math.random(), Math.random(), Math.random(),
  64. Math.random(), Math.random(), Math.random(), Math.random());
  65. return m;
  66. }
  67. function createRandomMat4Array(length) {
  68. var m = [];
  69. for (var i = 0; i < length; i++) {
  70. m[i] = createRandomMat4();
  71. }
  72. return m;
  73. }
  74. /**
  75. * Vec4Object is a 4-vector object with x,y,z,w components.
  76. * @param {number} x The x component.
  77. * @param {number} y The y component.
  78. * @param {number} z The z component.
  79. * @param {number} w The w component.
  80. * @constructor
  81. */
  82. Vec4Object = function(x, y, z, w) {
  83. this.x = x;
  84. this.y = y;
  85. this.z = z;
  86. this.w = w;
  87. };
  88. /**
  89. * Add two vectors.
  90. * @param {Vec4Object} v0 A vector.
  91. * @param {Vec4Object} v1 Another vector.
  92. * @param {Vec4Object} r The result.
  93. */
  94. Vec4Object.add = function(v0, v1, r) {
  95. r.x = v0.x + v1.x;
  96. r.y = v0.y + v1.y;
  97. r.z = v0.z + v1.z;
  98. r.w = v0.w + v1.w;
  99. };
  100. function createRandomVec4ObjectArray(length) {
  101. var a = [];
  102. for (var i = 0; i < length; i++) {
  103. a[i] = new Vec4Object(
  104. Math.random(), Math.random(), Math.random(), Math.random());
  105. }
  106. return a;
  107. }
  108. function setVec4FromArray(v, a, o) {
  109. v[0] = a[o + 0];
  110. v[1] = a[o + 1];
  111. v[2] = a[o + 2];
  112. v[3] = a[o + 3];
  113. }
  114. function setArrayFromVec4(a, o, v) {
  115. a[o + 0] = v[0];
  116. a[o + 1] = v[1];
  117. a[o + 2] = v[2];
  118. a[o + 3] = v[3];
  119. }
  120. /**
  121. * This is the same as goog.vec.Vec4.add(). Use this to avoid namespace lookup
  122. * overheads.
  123. * @param {goog.vec.Vec4.Vec4Like} v0 A vector.
  124. * @param {goog.vec.Vec4.Vec4Like} v1 Another vector.
  125. * @param {goog.vec.Vec4.Vec4Like} r The result.
  126. */
  127. function addVec4(v0, v1, r) {
  128. r[0] = v0[0] + v1[0];
  129. r[1] = v0[1] + v1[1];
  130. r[2] = v0[2] + v1[2];
  131. r[3] = v0[3] + v1[3];
  132. }
  133. function addVec4ByOffset(v0Buf, v0Off, v1Buf, v1Off, rBuf, rOff) {
  134. rBuf[rOff + 0] = v0Buf[v0Off + 0] + v1Buf[v1Off + 0];
  135. rBuf[rOff + 1] = v0Buf[v0Off + 1] + v1Buf[v1Off + 1];
  136. rBuf[rOff + 2] = v0Buf[v0Off + 2] + v1Buf[v1Off + 2];
  137. rBuf[rOff + 3] = v0Buf[v0Off + 3] + v1Buf[v1Off + 3];
  138. }
  139. function addVec4ByOptionalOffset(v0, v1, r, opt_v0Off, opt_v1Off, opt_rOff) {
  140. if (opt_v0Off && opt_v1Off && opt_rOff) {
  141. r[opt_rOff + 0] = v0[opt_v0Off + 0] + v1[opt_v1Off + 0];
  142. r[opt_rOff + 1] = v0[opt_v0Off + 1] + v1[opt_v1Off + 1];
  143. r[opt_rOff + 2] = v0[opt_v0Off + 2] + v1[opt_v1Off + 2];
  144. r[opt_rOff + 3] = v0[opt_v0Off + 3] + v1[opt_v1Off + 3];
  145. } else {
  146. r[0] = v0[0] + v1[0];
  147. r[1] = v0[1] + v1[1];
  148. r[2] = v0[2] + v1[2];
  149. r[3] = v0[3] + v1[3];
  150. }
  151. }
  152. function mat4MultVec4ByOffset(mBuf, mOff, vBuf, vOff, rBuf, rOff) {
  153. var x = vBuf[vOff + 0], y = vBuf[vOff + 1],
  154. z = vBuf[vOff + 2], w = vBuf[vOff + 3];
  155. rBuf[rOff + 0] = x * mBuf[mOff + 0] + y * mBuf[mOff + 4] +
  156. z * mBuf[mOff + 8] + w * mBuf[mOff + 12];
  157. rBuf[rOff + 1] = x * mBuf[mOff + 1] + y * mBuf[mOff + 5] +
  158. z * mBuf[mOff + 9] + w * mBuf[mOff + 13];
  159. rBuf[rOff + 2] = x * mBuf[mOff + 2] + y * mBuf[mOff + 6] +
  160. z * mBuf[mOff + 10] + w * mBuf[mOff + 14];
  161. rBuf[rOff + 3] = x * mBuf[mOff + 3] + y * mBuf[mOff + 7] +
  162. z * mBuf[mOff + 11] + w * mBuf[mOff + 15];
  163. }
  164. var NUM_ITERATIONS = 200000;
  165. function testAddVec4ByOffset() {
  166. var nVecs = NUM_ITERATIONS;
  167. var nVals = nVecs * 4;
  168. var a0 = createRandomFloat32Array(nVals);
  169. var a1 = createRandomFloat32Array(nVals);
  170. var a2 = new Float32Array(nVals);
  171. table.run(
  172. function() {
  173. for (var i = 0; i < nVecs; i++) {
  174. addVec4ByOffset(a0, i * 4, a1, i * 4, a2, i * 4);
  175. }
  176. },
  177. 'Add vectors using offsets');
  178. }
  179. function testAddVec4ByOptionalOffset() {
  180. var nVecs = NUM_ITERATIONS;
  181. var nVals = nVecs * 4;
  182. var a0 = createRandomFloat32Array(nVals);
  183. var a1 = createRandomFloat32Array(nVals);
  184. var a2 = new Float32Array(nVals);
  185. table.run(
  186. function() {
  187. for (var i = 0; i < nVecs; i++) {
  188. addVec4ByOptionalOffset(a0, a1, a2, i * 4, i * 4, i * 4);
  189. }
  190. },
  191. 'Add vectors with optional offsets (requires branch)');
  192. }
  193. /**
  194. * Check the overhead of using an array of individual
  195. * Vec4s (Float32Arrays of length 4).
  196. */
  197. function testAddVec4ByVec4s() {
  198. var nVecs = NUM_ITERATIONS;
  199. var a0 = createRandomVec4Array(nVecs);
  200. var a1 = createRandomVec4Array(nVecs);
  201. var a2 = createRandomVec4Array(nVecs);
  202. table.run(
  203. function() {
  204. for (var i = 0; i < nVecs; i++) {
  205. addVec4(a0[i], a1[i], a2[i]);
  206. }
  207. },
  208. 'Add vectors using an array of Vec4s (Float32Arrays of length 4)');
  209. }
  210. function testAddVec4ByTmp() {
  211. var nVecs = NUM_ITERATIONS;
  212. var nVals = nVecs * 4;
  213. var a0 = createRandomFloat32Array(nVals);
  214. var a1 = createRandomFloat32Array(nVals);
  215. var a2 = new Float32Array(nVals);
  216. table.run(
  217. function() {
  218. var t0 = new Float32Array(4);
  219. var t1 = new Float32Array(4);
  220. for (var i = 0; i < nVecs; i++) {
  221. setVec4FromArray(t0, a0, i * 4);
  222. setVec4FromArray(t1, a1, i * 4);
  223. addVec4(t0, t1, t0);
  224. setArrayFromVec4(a2, i * 4, t0);
  225. }
  226. },
  227. 'Add vectors using tmps');
  228. }
  229. /**
  230. * Check the overhead of using an array of Objects with the implicit hash
  231. * lookups for the x,y,z,w components.
  232. */
  233. function testAddVec4ByObjects() {
  234. var nVecs = NUM_ITERATIONS;
  235. var a0 = createRandomVec4ObjectArray(nVecs);
  236. var a1 = createRandomVec4ObjectArray(nVecs);
  237. var a2 = createRandomVec4ObjectArray(nVecs);
  238. table.run(
  239. function() {
  240. for (var i = 0; i < nVecs; i++) {
  241. Vec4Object.add(a0[i], a1[i], a2[i]);
  242. }
  243. },
  244. 'Add vectors using an array of Objects ' +
  245. '(with implicit hash lookups for the x,y,z,w components)');
  246. }
  247. function testAddVec4BySubarray() {
  248. var nVecs = NUM_ITERATIONS;
  249. var nVals = nVecs * 4;
  250. var a0 = createRandomFloat32Array(nVals);
  251. var a1 = createRandomFloat32Array(nVals);
  252. var a2 = new Float32Array(nVals);
  253. table.run(
  254. function() {
  255. for (var i = 0; i < nVecs; i++) {
  256. var t0 = a0.subarray(i * 4 * 4);
  257. var t1 = a1.subarray(i * 4 * 4);
  258. var t2 = a2.subarray(i * 4 * 4);
  259. addVec4(t0, t1, t2);
  260. }
  261. },
  262. 'Add vectors using Float32Array.subarray()');
  263. }
  264. function testAddVec4ByView() {
  265. var nVecs = NUM_ITERATIONS;
  266. var nVals = nVecs * 4;
  267. var a0 = createRandomFloat32Array(nVals);
  268. var a1 = createRandomFloat32Array(nVals);
  269. var a2 = new Float32Array(nVals);
  270. table.run(
  271. function() {
  272. for (var i = 0; i < nVecs; i++) {
  273. var t0 = new Float32Array(a0.buffer, i * 4 * 4);
  274. var t1 = new Float32Array(a1.buffer, i * 4 * 4);
  275. var t2 = new Float32Array(a2.buffer, i * 4 * 4);
  276. addVec4(t0, t1, t2);
  277. }
  278. },
  279. 'Add vectors using Float32 view');
  280. }
  281. function testMat4MultVec4ByOffset() {
  282. var nVecs = NUM_ITERATIONS;
  283. var nVecVals = nVecs * 4;
  284. var nMatVals = nVecs * 16;
  285. var m = createRandomFloat32Array(nMatVals);
  286. var a0 = createRandomFloat32Array(nVecVals);
  287. var a1 = new Float32Array(nVecVals);
  288. table.run(
  289. function() {
  290. for (var i = 0; i < nVecs; i++) {
  291. mat4MultVec4ByOffset(m, i * 16, a0, i * 4, a1, i * 4);
  292. }
  293. },
  294. 'vec4 = mat4 * vec4 using offsets.');
  295. }
  296. /**
  297. * Check the overhead of using an array of individual
  298. * Vec4s (Float32Arrays of length 4).
  299. */
  300. function testMat4MultVec4ByVec4s() {
  301. var nVecs = NUM_ITERATIONS;
  302. var a0 = createRandomVec4Array(nVecs);
  303. var a1 = createRandomVec4Array(nVecs);
  304. var m = createRandomMat4Array(nVecs);
  305. table.run(
  306. function() {
  307. for (var i = 0; i < nVecs; i++) {
  308. goog.vec.Mat4.multVec4(m[i], a0[i], a1[i]);
  309. }
  310. },
  311. 'vec4 = mat4 * vec4 using arrays of Vec4s and Mat4s');
  312. }
  313. /**
  314. * Do 10x as many for the one vector tests.
  315. * @type {number}
  316. */
  317. var NUM_ONE_ITERATIONS = NUM_ITERATIONS * 10;
  318. function testAddOneVec4ByOffset() {
  319. var a0 = createRandomFloat32Array(4);
  320. var a1 = createRandomFloat32Array(4);
  321. var a2 = new Float32Array(4);
  322. table.run(
  323. function() {
  324. for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
  325. addVec4ByOffset(a0, 0, a1, 0, a2, 0);
  326. }
  327. },
  328. 'Add one vector using offset of 0');
  329. }
  330. function testAddOneVec4() {
  331. var a0 = createRandomFloat32Array(4);
  332. var a1 = createRandomFloat32Array(4);
  333. var a2 = new Float32Array(4);
  334. table.run(
  335. function() {
  336. for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
  337. addVec4(a0, a1, a2);
  338. }
  339. },
  340. 'Add one vector');
  341. }
  342. function testAddOneVec4ByOptionalOffset() {
  343. var a0 = createRandomFloat32Array(4);
  344. var a1 = createRandomFloat32Array(4);
  345. var a2 = new Float32Array(4);
  346. table.run(
  347. function() {
  348. for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
  349. addVec4ByOptionalOffset(a0, a1, a2);
  350. }
  351. },
  352. 'Add one vector with optional offsets (requires branch)');
  353. }
  354. function testAddRandomVec4ByOffset() {
  355. var nVecs = NUM_ITERATIONS;
  356. var nVals = nVecs * 4;
  357. var a0 = createRandomFloat32Array(nVals);
  358. var a1 = createRandomFloat32Array(nVals);
  359. var a2 = new Float32Array(nVals);
  360. var i0 = createRandomIndexArray(nVecs);
  361. var i1 = createRandomIndexArray(nVecs);
  362. var i2 = createRandomIndexArray(nVecs);
  363. table.run(
  364. function() {
  365. for (var i = 0; i < nVecs; i++) {
  366. addVec4ByOffset(a0, i0[i] * 4, a1, i1[i] * 4, a2, i2[i] * 4);
  367. }
  368. },
  369. 'Add random vectors using offsets');
  370. }
  371. function testAddRandomVec4ByVec4s() {
  372. var nVecs = NUM_ITERATIONS;
  373. var a0 = createRandomVec4Array(nVecs);
  374. var a1 = createRandomVec4Array(nVecs);
  375. var a2 = createRandomVec4Array(nVecs);
  376. var i0 = createRandomIndexArray(nVecs);
  377. var i1 = createRandomIndexArray(nVecs);
  378. var i2 = createRandomIndexArray(nVecs);
  379. table.run(
  380. function() {
  381. for (var i = 0; i < nVecs; i++) {
  382. addVec4(a0[i0[i]], a1[i1[i]], a2[i2[i]]);
  383. }
  384. },
  385. 'Add random vectors using an array of Vec4s');
  386. }
  387. // Make sure the tests are run in the order they are defined.
  388. var testCase = new goog.testing.TestCase(document.title);
  389. testCase.order = goog.testing.TestCase.Order.NATURAL;
  390. testCase.autoDiscoverTests();
  391. G_testRunner.initialize(testCase);
  392. </script>
  393. </body>
  394. </html>