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Initial commit;

master
Benjamin Bouvier 2 years ago
commit
4de94b22d7
  1. 4
      Build/04cfd823429f9d23bbb0a65451607432.js
  2. BIN
      Build/0a1ea651b285098b5a58d26de84082ff.unityweb
  3. BIN
      Build/16170859095e774f917b593ba59e6169.unityweb
  4. BIN
      Build/173a0070d0d48013ba9f0e0a9b62ab5f.unityweb
  5. BIN
      Build/5d7d8a22aba8714f900eedb51af8471f.unityweb
  6. 14
      Build/b902fbf38adfeb66aff351adf71388a1.json
  7. 48
      TemplateData/Stats.js
  8. 44
      TemplateData/Timer.js
  9. 40
      TemplateData/UI.js
  10. 1428
      TemplateData/UnityLoader.js
  11. 24
      TemplateData/UnityProgress.js
  12. BIN
      TemplateData/favicon.ico
  13. BIN
      TemplateData/progressEmpty.Dark.png
  14. BIN
      TemplateData/progressFull.Dark.png
  15. BIN
      TemplateData/progressLogo.Dark.png
  16. 48
      TemplateData/style.css
  17. 115
      index.html

4
Build/04cfd823429f9d23bbb0a65451607432.js

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Build/0a1ea651b285098b5a58d26de84082ff.unityweb

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Build/b902fbf38adfeb66aff351adf71388a1.json

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{
"companyName": "Unity Technologies",
"productName": "Benchmarks",
"dataUrl": "5d7d8a22aba8714f900eedb51af8471f.unityweb",
"wasmCodeUrl": "16170859095e774f917b593ba59e6169.unityweb",
"wasmFrameworkUrl": "0a1ea651b285098b5a58d26de84082ff.unityweb",
"wasmSymbolsUrl": "173a0070d0d48013ba9f0e0a9b62ab5f.unityweb",
"TOTAL_MEMORY": 16777216,
"graphicsAPI": ["WebGL 2.0", "WebGL 1.0"],
"webglContextAttributes": {"preserveDrawingBuffer": false},
"splashScreenStyle": "Dark",
"backgroundColor": "#231F20",
"cacheControl": {"default": "must-revalidate"}
}

48
TemplateData/Stats.js

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var Stats= {
Memory: {
init: function(initialHeapSize){
this.element = UI.createSection("Memory (mb)");
this.initialHeapSize = this.heapSize = initialHeapSize;
this.updateInterval = setInterval(() => {
Stats.Memory.updateText();
}, 1000);
this.updateText();
},
updateText: function(){
Stats.Memory.element.innerText = "Initial Heap Size: " + (Stats.Memory.initialHeapSize / 1024 / 1024);
Stats.Memory.element.innerText += "\nHeap Size: " + (gameInstance.Module.asmLibraryArg.getTotalMemory() / 1024 / 1024);
Stats.Memory.element.innerText += "\nHigh Watermark: " + (gameInstance.Module.HEAP32[gameInstance.Module.asmLibraryArg.DYNAMICTOP_PTR>> 2] / 1024 / 1024).toFixed(0);
}
},
Loading: {
timers: [],
init: function(Module){
this.element = UI.createSection("Load Times (ms)");
this.updateInterval = setInterval(function(){
Stats.Loading.updateText();
}, 500);
// UnityLoader.Job.schedule(Module, "wasmFrameworkDownloadFinished", ["downloadWasmFramework"], downloadFinishedJob.bind(null, "WebAssembly Framwork"));
UnityLoader.Job.schedule(Module, "downloadFinished", ["downloadWasmCode", "downloadData", "downloadWasmFramework"], this.downloadFinishedJob);
},
term: function(){
Stats.Loading.updateText();
clearInterval(Stats.Loading.updateInterval);
},
updateText: function(){
Stats.Loading.element.innerText = "";
Stats.Loading.timers.forEach(function(timer) {
Stats.Loading.element.innerText += timer.toString();
Stats.Loading.element.innerText += "\n";
});
},
downloadFinishedJob: function (Module, job) {
Stats.Loading.timers.unshift(
new Timer("Data", Module.Jobs["downloadData"]),
new Timer("Code", Module.Jobs["downloadWasmCode"]),
new Timer("Framework", Module.Jobs["downloadWasmFramework"])
);
}
}
};

44
TemplateData/Timer.js

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var Timer = /** @class */ (function () {
function Timer(label, job) {
this.label = label;
if (job == null) {
this.startTime = performance.now();
}
else {
this.job = job;
this.set(job.starttime, job.endtime);
}
}
Timer.prototype.start = function () {
this.startTime = performance.now();
};
Timer.prototype.stop = function () {
this.endTime = performance.now();
};
Timer.prototype.set = function (startTime, endTime) {
this.startTime = startTime;
this.endTime = endTime;
};
Timer.prototype.isDone = function () {
return typeof this.endTime != "undefined";
};
Timer.prototype.toString = function () {
var text = this.label + ": ";
if (this.isDone()) {
// text += (this.endTime - this.startTime).toFixed(2);
text += (this.endTime - this.startTime).toFixed(0);
if ((typeof this.job !== "undefined") && this.job.result.value.cached) {
text += " (from cache)";
}
}
else {
var progress = ((performance.now() - this.startTime).toFixed(2) / 1000) % 3;
text += "in progress ";
for (i = 0; i < progress; i++) {
text += ".";
}
}
return text;
};
return Timer;
}());

40
TemplateData/UI.js

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var UI= {
init: function(container, onQuit){
this.container = container;
this.main = document.createElement("div");
this.main.id = "overlay";
this.main.style.bottom = "0px";
this.container.appendChild(this.main);
// this.createButton("Reload with #no-cache");
this.createButton("X", function() {
onQuit();
UI.container.removeChild(UI.main);
});
if (!UnityLoader.SystemInfo.mobile)
this.createButton("Enable Fullscreen", function(){
gameInstance.SetFullscreen(1);
});
},
createButton: function (text, callback) {
var button = document.createElement("button");
button.className = "button";
var t = document.createTextNode(text);
button.appendChild(t);
button.addEventListener("click", callback);
this.main.appendChild(button);
},
createSection: function(title) {
var section = document.createElement("p");
section.id = "section";
section.innerText = title;
var content = document.createElement("p");
content.id = "section-content";
section.appendChild(content);
this.main.appendChild(section);
return content;
}
}

1428
TemplateData/UnityLoader.js

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24
TemplateData/UnityProgress.js

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function UnityProgress(gameObject, progress) {
if (!gameObject.Module)
return;
if (!gameObject.logo) {
gameObject.logo = document.createElement("div");
gameObject.logo.className = "logo " + gameObject.Module.splashScreenStyle;
gameObject.container.appendChild(gameObject.logo);
}
if (!gameObject.progress) {
gameObject.progress = document.createElement("div");
gameObject.progress.className = "progress " + gameObject.Module.splashScreenStyle;
gameObject.progress.empty = document.createElement("div");
gameObject.progress.empty.className = "empty";
gameObject.progress.appendChild(gameObject.progress.empty);
gameObject.progress.full = document.createElement("div");
gameObject.progress.full.className = "full";
gameObject.progress.appendChild(gameObject.progress.full);
gameObject.container.appendChild(gameObject.progress);
}
gameObject.progress.full.style.width = (100 * progress) + "%";
gameObject.progress.empty.style.width = (100 * (1 - progress)) + "%";
if (progress == 1)
gameObject.logo.style.display = gameObject.progress.style.display = "none";
}

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TemplateData/favicon.ico

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TemplateData/progressEmpty.Dark.png

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TemplateData/progressFull.Dark.png

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TemplateData/progressLogo.Dark.png

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48
TemplateData/style.css

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.webgl-content * {border: 0; margin: 0; padding: 0}
.webgl-content {position: absolute; top: 50%; left: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);}
.webgl-content .logo, .progress {position: absolute; left: 50%; top: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);}
.webgl-content .logo {background: url('progressLogo.Light.png') no-repeat center / contain; width: 154px; height: 130px;}
.webgl-content .progress {height: 18px; width: 141px; margin-top: 90px;}
.webgl-content .progress .empty {background: url('progressEmpty.Light.png') no-repeat right / cover; float: right; width: 100%; height: 100%; display: inline-block;}
.webgl-content .progress .full {background: url('progressFull.Light.png') no-repeat left / cover; float: left; width: 0%; height: 100%; display: inline-block;}
.webgl-content .logo.Dark {background-image: url('progressLogo.Dark.png');}
.webgl-content .progress.Dark .empty {background-image: url('progressEmpty.Dark.png');}
.webgl-content .progress.Dark .full {background-image: url('progressFull.Dark.png');}
.webgl-content .footer {margin-top: 5px; height: 38px; line-height: 38px; font-family: Helvetica, Verdana, Arial, sans-serif; font-size: 18px;}
.webgl-content .footer .webgl-logo, .title, .fullscreen {height: 100%; display: inline-block; background: transparent center no-repeat;}
.webgl-content .footer .webgl-logo {background-image: url('webgl-logo.png'); width: 204px; float: left;}
.webgl-content .footer .title {margin-right: 10px; float: right;}
.webgl-content .footer .fullscreen {background-image: url('fullscreen.png'); width: 38px; float: right;}
#overlay {
position: absolute;
left: 0px;
bottom: 0px;
background-color: #ababab80;
font-family: Helvetica, Verdana, Arial;
}
#section {
color: #202050;
background-color: #7d7d7d80;
font-weight: bold;
margin: 6px;
padding: 4px;
}
#section-content {
font-weight: normal;
}
.webgl-content .button {
/*border: 10px; margin: 10px; padding: 10px*/
position: absolute;
top: 0px;
left: 0px;
padding: 5px;
color: #202050;
background-color: #7d7d7d;
}

115
index.html

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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Benchmarks</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script src="TemplateData/UnityProgress.js"></script>
<!-- <script src="Build/04cfd823429f9d23bbb0a65451607432.js"></script> -->
<script src="TemplateData/UnityLoader.js"></script>
<script src="TemplateData/Timer.js"></script>
<script src="TemplateData/UI.js"></script>
<script src="TemplateData/Stats.js"></script>
<script>
var timeToScreen = new Timer("Time to Screen");
var timeToInteractive = new Timer("Time to Interactive");
Stats.Loading.timers.push(timeToScreen, timeToInteractive);
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/b902fbf38adfeb66aff351adf71388a1.json", {
onProgress: UnityProgress,
compatibilityCheck: function (gameInstance, onsuccess, onerror) {
if (!UnityLoader.SystemInfo.hasWebGL) {
gameInstance.popup("Your browser does not support WebGL",
[{text: "OK", callback: onerror}]);
} else if (["Edge", "Firefox", "Chrome", "Safari"].indexOf(UnityLoader.SystemInfo.browser) == -1) {
gameInstance.popup("Please note that your browser is not currently supported for this Unity WebGL content. Press OK if you wish to continue anyway.",
[{text: "OK", callback: onsuccess}]);
} else {
UI.init(document.body, function(){
Stats.Loading.term();
});
Stats.Loading.init(gameInstance.Module);
onsuccess();
}
},
Module : {
cacheControl: {"default": "immutable"},
wasmRequest: function (wasmInstantiate, callback) {
var wasmInstantiation = null;
if (this.wasmCache) {
this.wasmCache.request = {
wasmInstantiate: function(moduleOrBinary){
return new Promise(function(success){
wasmInstantiation = new Timer("WebAssembly Instantiation");
Stats.Loading.timers.push(wasmInstantiation);
wasmInstantiate(moduleOrBinary).then(function(result){
wasmInstantiation.stop();
success(result);
});
});
},
callback: callback
};
this.wasmCache.update();
} else {
wasmInstantiation = new Timer("WebAssembly Instantiation");
Stats.Loading.timers.push(wasmInstantiation);
wasmInstantiate(this.wasmBinary).then(function (result) {
wasmInstantiation.stop();
callback(result.instance);
});
}
},
onRuntimeInitialized: function () {
Module = this;
var engineInitialization = new Timer("Engine Initialization");
Stats.Loading.timers.push(engineInitialization);
Stats.Memory.init(Module.TOTAL_MEMORY);
Module.postRun.unshift(function () {
var savedReallocBuffer = Module.reallocBuffer;
Module.reallocBuffer = function(size) {
var retValue = savedReallocBuffer(size);
// TODO: notify runtime about heap resize
return retValue;
}
engineInitialization.stop();
});
}
}
});
</script>
</head>
<body style="background-color: black">
<div class="webgl-content">
<div id="gameContainer" style="width: 1280px; height: 720px"></div>
</div>
<script>
var startLoadingTime = Date.now();
var timeToLoad = 0;
var timeToStableFPS = 0;
var lastFrame = 0;
function SampleFrame() {
var curTime = Date.now();
if (timeToLoad == 0) {
timeToLoad = curTime - startLoadingTime;
timeToScreen.stop();
console.log ("Loading took " + timeToLoad + "ms");
// LoadingTimes.element.innerText += "\nTime to first frame: " + (curTime - LoadingTimes.wasmDownloadEndTime);
}
if (timeToStableFPS == 0) {
var frameTime = curTime - lastFrame;
if (frameTime < 55) {
timeToStableFPS = curTime - startLoadingTime - timeToLoad;
timeToInteractive.stop();
Stats.Loading.term();
console.log ("Stabilizing took " + timeToStableFPS + "ms");
// LoadingTimes.element.innerText += "\nTime to interactive: " + (curTime - LoadingTimes.wasmDownloadEndTime);
}
lastFrame = curTime;
}
}
</script>
</body>
</html>
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