Double Chrome hextile perf again. Add canvas test.
- By dereferencing the 'data' field of the imageData object before the loop, the hextile performance on Chrome is down to 140ms or so for a full 800x600 update. Still have to fall back to Canvas operations for firefox. - Fix RQ empty after reorder bug.
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@ -12,6 +12,8 @@
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// Everything namespaced inside Canvas
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var Canvas = {
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prefer_js : false,
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c_x : 0,
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c_y : 0,
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c_wx : 0,
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@ -99,6 +101,10 @@ init: function (id, width, height, keyDown, keyUp,
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Canvas.prevStyle = "";
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if (Browser.Engine.webkit) {
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Canvas.prefer_js = true;
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}
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console.log("<< Canvas.init");
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},
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@ -122,35 +128,6 @@ stop: function () {
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document.body.removeEvents('contextmenu');
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},
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draw: function () {
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var img, x, y;
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/* Border */
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Canvas.ctx.stroke();
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Canvas.ctx.rect(0, 0, Canvas.c_wx, Canvas.c_wy);
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Canvas.ctx.stroke();
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/*
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// Does not work in firefox
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var himg = new Image();
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himg.src = "head_ani2.gif"
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Canvas.ctx.drawImage(himg, 10, 10);
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*/
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/* Test array image data */
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//img = Canvas.ctx.createImageData(50, 50);
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img = Canvas.ctx.getImageData(0, 0, 50, 50);
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for (y=0; y< 50; y++) {
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for (x=0; x< 50; x++) {
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img.data[(y*50 + x)*4 + 0] = 255 - parseInt((255 / 50) * y, 10);
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img.data[(y*50 + x)*4 + 1] = parseInt((255 / 50) * y, 10);
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img.data[(y*50 + x)*4 + 2] = parseInt((255 / 50) * x, 10);
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img.data[(y*50 + x)*4 + 3] = 255;
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}
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}
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Canvas.ctx.putImageData(img, 100, 100);
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},
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/*
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* Tile rendering functions optimized for rendering engines.
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*
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@ -159,10 +136,11 @@ draw: function () {
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* gecko, Javascript array handling is much slower.
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*/
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getTile: function(x, y, width, height, color) {
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var img, p, red, green, blue, j, i;
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var img, data, p, red, green, blue, j, i;
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img = {'x': x, 'y': y, 'width': width, 'height': height,
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'data': []};
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if (Browser.Engine.webkit) {
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if (Canvas.prefer_js) {
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data = img.data;
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red = color[0];
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green = color[1];
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blue = color[2];
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@ -182,8 +160,9 @@ getTile: function(x, y, width, height, color) {
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},
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setTile: function(img, x, y, w, h, color) {
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var p, red, green, blue, width, j, i;
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if (Browser.Engine.webkit) {
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var data, p, red, green, blue, width, j, i;
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if (Canvas.prefer_js) {
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data = img.data;
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width = img.width;
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red = color[0];
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green = color[1];
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@ -191,9 +170,9 @@ setTile: function(img, x, y, w, h, color) {
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for (j = 0; j < h; j++) {
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for (i = 0; i < w; i++) {
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p = (x + i + ((y + j) * width) ) * 4;
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img.data[p + 0] = red;
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img.data[p + 1] = green;
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img.data[p + 2] = blue;
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data[p + 0] = red;
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data[p + 1] = green;
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data[p + 2] = blue;
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//img.data[p + 3] = 255; // Set Alpha
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}
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}
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@ -203,7 +182,7 @@ setTile: function(img, x, y, w, h, color) {
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},
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putTile: function(img) {
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if (Browser.Engine.webkit) {
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if (Canvas.prefer_js) {
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Canvas.rgbxImage(img.x, img.y, img.width, img.height, img.data);
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//Canvas.ctx.putImageData(img, img.x, img.y);
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} else {
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@ -213,14 +192,17 @@ putTile: function(img) {
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rgbxImage: function(x, y, width, height, arr) {
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var img, i;
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var img, i, data;
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/* Old firefox and Opera don't support createImageData */
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img = Canvas.ctx.getImageData(0, 0, width, height);
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//console.log("rfbxImage: img: " + img + " x: " + x + " y: " + y + " width: " + width + " height: " + height);
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//img.data = arr.slice();
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data = img.data;
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for (i=0; i < (width * height); i++) {
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img.data[i*4 + 0] = arr[i*4 + 0];
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img.data[i*4 + 1] = arr[i*4 + 1];
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img.data[i*4 + 2] = arr[i*4 + 2];
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img.data[i*4 + 3] = 255; // Set Alpha
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data[i*4 + 0] = arr[i*4 + 0];
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data[i*4 + 1] = arr[i*4 + 1];
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data[i*4 + 2] = arr[i*4 + 2];
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data[i*4 + 3] = 255; // Set Alpha
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}
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Canvas.ctx.putImageData(img, x, y);
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@ -1,11 +1,22 @@
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<html>
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<head><title>Canvas Experiments</title></head>
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<head><title>Canvas Performance Test</title></head>
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<body>
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Iterations: <input id='iterations' style='width:50' value="100">
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<input id='startButton' type='button' value='Start' style='width:100px'
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onclick="start();">
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<br><br>
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Canvas:<br>
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<canvas id="tutorial" width="640" height="480"
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<canvas id="canvas" width="640" height="20"
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style="border-style: dotted; border-width: 1px;">
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Canvas not supported.
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</canvas>
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<br>
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Results:<br>
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<textarea id="messages" style="font-size: 9;" cols=80 rows=25></textarea>
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</body>
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<!--
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@ -18,11 +29,92 @@
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<script src="../include/canvas.js"></script>
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<script>
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var msg_cnt = 0;
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var width = 800, height = 600;
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var iterations;
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function message(str) {
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console.log(str);
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cell = $('messages');
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cell.innerHTML += msg_cnt + ": " + str + "\n";
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cell.scrollTop = cell.scrollHeight;
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}
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function draw () {
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var img, x, y;
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/* Border */
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Canvas.ctx.stroke();
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Canvas.ctx.rect(0, 0, Canvas.c_wx, Canvas.c_wy);
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Canvas.ctx.stroke();
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/*
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// Does not work in firefox
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var himg = new Image();
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himg.src = "head_ani2.gif"
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Canvas.ctx.drawImage(himg, 10, 10);
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*/
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/* Test array image data */
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//img = Canvas.ctx.createImageData(50, 50);
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img = Canvas.ctx.getImageData(0, 0, 50, 50);
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for (y=0; y< 50; y++) {
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for (x=0; x< 50; x++) {
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img.data[(y*50 + x)*4 + 0] = 255 - parseInt((255 / 50) * y, 10);
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img.data[(y*50 + x)*4 + 1] = parseInt((255 / 50) * y, 10);
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img.data[(y*50 + x)*4 + 2] = parseInt((255 / 50) * x, 10);
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img.data[(y*50 + x)*4 + 3] = 255;
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}
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}
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Canvas.ctx.putImageData(img, 100, 100);
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}
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function start () {
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$('startButton').value = "Running";
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$('startButton').disabled = true;
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setTimeout(start_delayed, 250);
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iterations = $('iterations').value;
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}
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function start_delayed () {
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message("Running test: prefer Javascript");
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Canvas.prefer_js = true;
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var time1 = run_test();
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message("prefer Javascript: " + time1 + "ms total, " +
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(time1 / iterations) + "ms per frame");
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message("Running test: prefer Canvas ops");
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Canvas.prefer_js = false;
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var time2 = run_test();
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message("prefer Canvas ops: " + time2 + "ms total, " +
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(time2 / iterations) + "ms per frame");
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$('startButton').disabled = false;
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$('startButton').value = "Start";
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}
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function run_test () {
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var color, start_time = (new Date()).getTime();
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for (var i=0; i < iterations; i++) {
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color = [128, 128, (255 / iterations) * i, 0];
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for (var x=0; x < width; x = x + 16) {
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for (var y=0; y < width; y = y + 16) {
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var tile = Canvas.getTile(x, y, 16, 16, color);
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Canvas.setTile(tile, 0, 0, 16, 16, color);
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Canvas.putTile(tile);
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}
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}
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}
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var end_time = (new Date()).getTime();
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return (end_time - start_time);
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}
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window.onload = function() {
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console.log("here1");
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Canvas.init('tutorial', 640, 480);
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Canvas.draw();
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console.log("here2");
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Canvas.init('canvas', width, height);
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Canvas.stop(); // Shut-off event interception
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$('iterations').value = 10;
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draw();
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message("Canvas initialized");
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}
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</script>
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</html>
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