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drawimage vs putimagedata 3
(version: 0)
Comparing performance of:
drawImage vs putImageData
Created:
5 years ago
by:
Guest
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HTML Preparation code:
<canvas id="canvas" width="1400" height="1400"></canvas>
Script Preparation code:
var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var cacheG = document.createElement('canvas'); var cacheD = cacheG.getContext('2d'); cacheG.width = 1200; cacheG.height = 1200; cacheD.beginPath(); cacheD.fillStyle = '#000'; cacheD.arc(600, 600, 600, 0, Math.PI * 2, true); cacheD.fill(); var d = cacheD.getImageData(0,0,12,12)
Tests:
drawImage
ctx.drawImage(cacheG, 6, 6);
putImageData
ctx.putImageData(d, 6, 6);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
drawImage
putImageData
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
**Benchmark Explanation** The provided benchmark tests the performance of two methods to draw an image on a canvas: `drawImage` and `putImageData`. The test is designed to compare the execution speed of these two methods. **Options Being Compared** The two options being compared are: 1. **drawImage**: This method draws an image from a source canvas onto the current canvas. It takes four arguments: the source canvas, the x-coordinate of the top-left corner of the destination rectangle, and the y-coordinate of the top-left corner of the destination rectangle. 2. **putImageData**: This method copies pixel data from one canvas to another. It takes six arguments: the image data object, the x-coordinate of the top-left corner of the destination rectangle, the y-coordinate of the top-left corner of the destination rectangle, and the width and height of the source image. **Pros and Cons** * **drawImage**: Pros: + Easier to use, as it's a built-in method on the canvas object. + Less error-prone, as it handles many details automatically (e.g., handling image scaling). * Cons: + May be slower than `putImageData` for large images or complex transformations. * **putImageData**: Pros: + More flexible and customizable, as it allows for precise control over pixel data manipulation. + Can be faster for large images or complex transformations. **Library Used** In this benchmark, the `putImageData` method uses a library called `getImageData`, which is not explicitly mentioned in the benchmark JSON. However, based on its usage, it appears to be a utility function that returns an image data object, which can be used with `putImageData`. **Special JS Feature or Syntax** The benchmark uses no special JavaScript features or syntax other than standard ECMAScript. **Other Alternatives** If you need to draw images on a canvas, there are several alternative methods you could use: * **canvas.toDataURL()**: This method returns a data URL representing the image, which can be used with `drawImage` or as an input for another library. * **HTML5 Canvas APIs**: The canvas API provides many other features and methods beyond just drawing images, such as pixel manipulation, transformation, and filtering. In summary, the benchmark is testing the performance of two popular methods for drawing images on a canvas: `drawImage` and `putImageData`. The choice between these methods depends on your specific use case and requirements.
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