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drawImage Image vs Bitmap
(version: 0)
Comparing performance of:
Image vs Bitmap
Created:
4 years ago
by:
Guest
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Script Preparation code:
var img = new window.Image() var imageBitmap const canvas = document.createElement('canvas') canvas.width = 640 canvas.height = 480 var ctx = canvas.getContext('2d') var promise = new Promise(resolve => { img.addEventListener('load', function() { window.createImageBitmap(img) .then(function(bitmap) { imageBitmap = bitmap resolve() }) }) }) img.src = 'https://1.bp.blogspot.com/-52MtzD0GfX0/WvP52CL1WjI/AAAAAAAAOVw/_OpK4JHeWK01d-7IiZ6vzojYGhXqLRXrACLcBGAs/s1600/EMxediL.jpg';
Tests:
Image
promise.then(()=> ctx.drawImage(img, 0, 0));
Bitmap
promise.then(()=> ctx.drawImage(imageBitmap, 0, 0));
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
Image
Bitmap
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 Overview** The provided JSON represents a JavaScript benchmark test case on the MeasureThat.net website. The test compares two approaches: drawing an image using the `drawImage` method and converting it to a bitmap using the Web API's `createImageBitmap` function. **Options Compared** The benchmark tests two options: 1. **Drawing the image directly**: Using the `drawImage` method to render the image on the canvas. 2. **Converting the image to a bitmap**: Converting the image to a bitmap using the `createImageBitmap` function and then drawing it on the canvas. **Pros and Cons of Each Approach** **Drawing the Image Directly** Pros: * Simple and straightforward approach * No additional library or API calls required Cons: * May be slower due to the need to render the image directly on the canvas, which can be computationally expensive **Converting the Image to a Bitmap** Pros: * Can potentially be faster since the bitmap conversion step is separate from rendering the image * Can take advantage of hardware acceleration for bitmap creation Cons: * Requires additional library or API calls (in this case, `createImageBitmap`) * May introduce additional overhead due to the creation of a new object and the need to manage its lifetime **Library Used** The benchmark uses the Web API's `createImageBitmap` function from the `window.createImageBitmap()` method. This function is used to create a bitmap representation of an image, which can then be drawn on the canvas. **Special JS Feature or Syntax** There are no special JavaScript features or syntax used in this benchmark that would require specific knowledge or expertise. **Other Alternatives** Other alternatives for drawing images on the web include: * Using WebGL (Web Graphics Library) to render images directly * Utilizing canvas's `drawImage` method with other optimizations, such as caching images or using texture atlasing * Leveraging browser-specific APIs like Windows' Direct2D or Chromium's Skia In conclusion, this benchmark provides a clear comparison between two approaches to drawing images on the web. The choice of approach depends on the specific use case and performance requirements.
Related benchmarks:
Image vs ImageBitmap with context2d
Image vs ImageBitmap 2
Canvas Image vs Image Bitmap
drawImage() img vs canvas vs bitmap + cropping, fix loading
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