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canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v2)
(version: 0)
Comparing performance of:
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
Created:
5 years ago
by:
Guest
Jump to the latest result
Script Preparation code:
var img = new Image(); var canvas = document.createElement('canvas'); var resCanvas = document.createElement('canvas'); var isReady = false; var frameRaw1 = null; var frameRaw2 = null; var result = null; img.addEventListener('load', function() { createImageBitmap(img).then(function(imageBitmap) { frameRaw2 = imageBitmap; canvas.width = frameRaw2.width; canvas.height = frameRaw2.height; frameRaw1 = canvas.getContext('2d'); resCanvas.width = frameRaw2.width; resCanvas.height = frameRaw2.height; result = resCanvas.getContext('2d'); isReady = true; }); }); img.src = 'https://media.discordapp.net/attachments/447410261289205781/574359442913492992/unknown.png';
Tests:
canvas2d.drawImage(imageElement)
frameRaw1.clearRect(0, 0, canvas.width, canvas.height); frameRaw1.drawImage(img, 0, 0); result.drawImage(canvas, 0, 0);
createImageBitmap(imageElement)
createImageBitmap(img).then(function(r) { frameRaw2 = imageBitmap; result.drawImage(frameRaw2, 0, 0); });
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
canvas2d.drawImage(imageElement)
createImageBitmap(imageElement)
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
2 months ago
)
User agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/145.0.0.0 Safari/537.36 Edg/145.0.0.0
Browser/OS:
Chrome 145 on Windows
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Test name
Executions per second
canvas2d.drawImage(imageElement)
0.0 Ops/sec
createImageBitmap(imageElement)
129735.8 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down what is tested in the provided JSON benchmark. The test is comparing two approaches: 1. `canvas2d.drawImage(imageElement)` 2. `createImageBitmap(imageElement)` **What are these approaches?** * `canvas2d.drawImage(imageElement)` is a low-level method that draws an image on a 2D canvas context. It requires manual management of the image's pixels, which can be slow and error-prone. * `createImageBitmap(imageElement)` is a higher-level API that creates a bitmap representation of an image element. This allows for faster rendering and manipulation of images without the need for manual pixel management. **Pros and Cons** * **`canvas2d.drawImage(imageElement)`** + Pros: - Can be used to manipulate individual pixels, which can be useful for custom graphics or games. - Allows for more direct control over image rendering. + Cons: - Requires manual pixel management, which can lead to performance issues and errors if not done correctly. - Can be slow due to the need for repeated updates to the canvas context. * **`createImageBitmap(imageElement)`** + Pros: - Faster rendering and manipulation of images without manual pixel management. - Reduces the risk of performance issues and errors associated with low-level pixel management. + Cons: - May not offer as much direct control over image rendering or manipulation. - Can be less intuitive for developers who are familiar with low-level graphics APIs. **Library:** In this benchmark, `createImageBitmap` is a Web API provided by modern browsers. It allows developers to create bitmap representations of images without having to manually manage pixels. This library provides a convenient and efficient way to work with images in web applications. **Special JS feature or syntax:** None mentioned in the benchmark definition. However, it's worth noting that the use of `async/await` in the script preparation code is a modern JavaScript feature introduced in ECMAScript 2017 (ES7). This syntax allows for more concise and readable asynchronous code. **Alternatives:** Other alternatives to these approaches include: * Using other graphics APIs like WebGL or HTML5 Canvas without the `createImageBitmap` API. * Employing manual pixel management using techniques like bit manipulation or array indexing. * Utilizing libraries like Pixi.js, Phaser, or Fabric.js that provide higher-level abstraction and simplified graphics functionality. In general, the choice of approach depends on the specific requirements and constraints of your project. If you need fine-grained control over image rendering and manipulation, `canvas2d.drawImage(imageElement)` might be a better choice. However, if speed and convenience are more important, `createImageBitmap(imageElement)` could be a more suitable option.
Related benchmarks:
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v3)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v321)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
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