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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>
 
 
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