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drawImage: Copy from image or canvas2
(version: 0)
Comparing performance of:
copy image section vs copy canvas section vs copy imageBitmap
Created:
5 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas id="target" width="200" height="200"></canvas>
Script Preparation code:
var imagebase = "data:image/png;base64,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"; var image = document.createElement('img'); image.src = imagebase; var canvas = document.createElement('canvas'); canvas.width = 200; canvas.height = 200; var ctx = canvas.getContext('2d'); var imageloaded = false; var imageBitmap; image.onload = async function() { ctx.drawImage(image, 0, 0); imageloaded = true; imageBitmap = await createImageBitmap(image) }; var drawcanvas = document.getElementById('target'); var drawctx = drawcanvas.getContext('2d');
Tests:
copy image section
drawctx.drawImage(image, 50, 50, 120, 120, 5, 5, 120, 120);
copy canvas section
drawctx.drawImage(canvas, 50, 50, 120, 120, 5, 5, 120, 120);
copy imageBitmap
drawctx.drawImage(imageBitmap, 50, 50, 120, 120, 5, 5, 120, 120);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (3)
Previous results
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Test case name
Result
copy image section
copy canvas section
copy imageBitmap
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
To analyze and provide a solution for this problem, I'll break it down into steps. **Problem Analysis** The provided code snippet appears to be part of a benchmarking test for image rendering performance in different browsers. The goal is to compare the execution times of three different methods: 1. Drawing an image directly onto the canvas. 2. Using the `createImageBitmap` API to convert an image to a bitmap, and then drawing it on the canvas. 3. Using a canvas element to render an image. **Step 1: Identify Performance Bottlenecks** Based on the benchmark definitions, I assume that: * The image rendering performance is affected by factors such as image size, resolution, and quality. * Browser differences in image decoding, caching, and rendering engines can also impact performance. * System resources (CPU, GPU, memory) are likely to affect execution times. **Step 2: Consider Optimization Strategies** To optimize the code for better performance: 1. **Image optimization**: Compress images using techniques like TinyPNG or MozJPEG to reduce file size. 2. **Browser caching**: Ensure that browsers cache frequently used resources (e.g., images) to avoid re-downloading them on subsequent requests. 3. **Canvas optimization**: Use canvas features like `imageSmoothingQuality` and `imageCanvasPixelArr` to improve rendering performance. 4. **API usage**: Leverage modern APIs like `createImageBitmap` for better performance and feature support. **Step 3: Code Refactoring** Based on the analysis, I would suggest refactoring the code to: * Use image optimization techniques (e.g., TinyPNG compression) before sending images over the network. * Utilize browser caching mechanisms (e.g., ETag headers) to reduce unnecessary re-downloads. * Optimize canvas rendering using techniques like `imageSmoothingQuality` and `imageCanvasPixelArr`. * Leverage modern APIs like `createImageBitmap` for improved performance and feature support. **Code Refactoring Example** Here's an example of how the refactored code might look: ```javascript // Image optimization const image = await loadImage('https://example.com/image.jpg'); image.compress(TinyPNG.compressionLevel, async (compressedImage) => { // Send compressed image to the server or cache it locally }); // Browser caching if (cacheSupport() && cacheExists(image)) { drawctx.drawImage(compressedImage, 50, 50, 120, 120); } else { drawctx.drawImage(image, 50, 50, 120, 120); } // Canvas optimization drawcanvas.width = 200; drawcanvas.height = 200; drawctx.drawImage(compressedImage, 0, 0); // Modern API usage const imageBitmap = await createImageBitmap(compressedImage); drawctx.drawImage(imageBitmap, 50, 50, 120, 120); ``` **Conclusion** By applying these optimization strategies and refactoring the code to utilize modern APIs and browser features, we can potentially improve performance by reducing unnecessary image re-downloads, leveraging caching mechanisms, and optimizing canvas rendering.
Related benchmarks:
drawImage: Copy from image or canvas
drawImage: Copy from image or canvas
drawImage: Copy from image or canvas
drawImage: Copy from image or canvas 2
drawImage: Copy from image or canvas - test
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