<head lang="en">
<title>Ripple - asm.js test</title>
<script type="text/javascript" src="http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.4/jquery.min.js"></script>
<script type="text/javascript">
window.onload = function() {
ripple('myCanvas', 'http://lorempixel.com/600/450/');
}
</script>
</head>
<body>
<button id="nonOptimized" disabled>Without asm.js</button>
<button id="optimized">With asm.js</button>
<button id="pseudoOptimized">With asm.js (no directive)</button>
<p>Click on the image below.</p>
<canvas id="myCanvas" style="border: 1px solid black"></canvas>
<div id="benchmark"></div>
<p>This is a test of asm.js optimization, with three cases:</p>
<ul>
<li>Running ordinary JavaScript.</li>
<li>Running valid asm.js JavaScript, with the "use asm" directive included.</li>
<li>Running valid asm.js JavaScript, with the "use asm" directive omitted.</li>
</ul>
<p>RESULTS (as of 8/1/2015):
<br>Chrome: asm.js runs much slower, especially if the code includes the "use asm"; directive.
<br>Firefox: asm.js runs slightly slower, and extremely slowly if the code <i>lacks</i> the "use asm"; directive.
<br>Safari: asm.js runs slightly slower; the "use asm"; directive has no effect.
</p>
<div id="console-log"></div>
</body>
// Version of module not using asm.js
function NonAsmWaveModule(stdlib, foreign, heapBuffer) {
var w = foreign.width, h = foreign.height, wh = w * h;
var velocityDampingBitShift = 7, forceDampingBitShift = 2, gammaBitShift = 12;
var ioImage_offset = 0;
var masterImage_offset = wh;
var u0_offset = 2 * wh;
var u1_offset = 3 * wh;
var vel_offset = 4 * wh;
var force_offset = 5 * wh;
var unsignedHeap = new stdlib.Uint32Array(heapBuffer);
var signedHeap = new stdlib.Int32Array(heapBuffer);
function applyCap(x) {
return x < -0x60000000 ? -0x60000000 : (x > 0x60000000 ? 0x60000000 : x);
}
/*
* Applies the wave equation d2u/dt2 = c*c*(d2u/dx2+d2u/dy2)
* where all derivatives on the right are partial 2nd derivatives
*/
function iterate() {
var index = 0, i = 0, j = 0;
var uCen = 0, uNorth = 0, uSouth = 0, uEast = 0, uWest = 0;
var totalCycles = 4;
for (var cycle = 0; cycle < totalCycles; cycle++) {
index = 0;
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
if (i == 0) {
index++;
continue;
}
if (i + 1 == h) {
index++;
continue;
}
if (j == 0) {
index++;
continue;
}
if (j + 1 == w) {
index++;
continue;
}
uCen = signedHeap [u0_offset + index];
uNorth = signedHeap[u0_offset + index - w];
uSouth = signedHeap[u0_offset + index + w];
uWest = signedHeap[u0_offset + index - 1];
uEast = signedHeap[u0_offset + index + 1];
var uxx = (((uWest + uEast) >> 1) -...
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