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canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v3)
(version: 0)
Comparing performance of:
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
Created:
4 years ago
by:
Guest
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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://www.apple.com/105/media/us/airpods-pro/2019/1299e2f5_9206_4470_b28e_08307a42f19b/anim/sequence/large/01-hero-lightpass/0025.jpg';
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)
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Test case name
Result
canvas2d.drawImage(imageElement)
createImageBitmap(imageElement)
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
**Overview of the Benchmark** The provided JSON represents a JavaScript benchmark test case for comparing two approaches: `canvas2d.drawImage` and `createImageBitmap`. The goal is to determine which method is more efficient when drawing an image on a canvas. **Approaches Compared** Two approaches are compared: 1. **canvas2d.drawImage**: This approach uses the 2D drawing context of a canvas element to draw the image. 2. **createImageBitmap**: This approach uses the `createImageBitmap` API to convert the image into a bitmap, which is then drawn on a new canvas. **Pros and Cons of Each Approach** **canvas2d.drawImage** Pros: * Fast rendering, as it leverages the GPU for drawing * Less memory-intensive, as it only loads the image once Cons: * Can be slower for large images due to the overhead of rendering on the GPU * May require more resources (e.g., CPU, GPU) compared to `createImageBitmap` **createImageBitmap** Pros: * Can be faster for large images, as it allows for more efficient use of memory and processing power * Reduces the need for repeated rendering on the GPU Cons: * More memory-intensive, as it requires loading the image twice (once as a bitmap and once as an image) * Can be slower due to the additional processing steps required by `createImageBitmap` **Library Used** The library used in this benchmark is not explicitly stated. However, based on the code provided, it appears that the `createImageBitmap` API is being used, which is a part of the Web APIs specification. **Special JS Feature/Syntax** This benchmark does not use any special JavaScript features or syntax beyond what is required to implement the two approaches. **Other Considerations** When choosing between these approaches, consider the specific requirements of your project: * For small images and simple graphics, `canvas2d.drawImage` may be sufficient. * For large images or complex graphics, `createImageBitmap` may be a better choice for performance reasons. * Keep in mind that both approaches can have varying degrees of performance depending on factors like hardware, browser versions, and image sizes. **Alternatives** If you need to compare other JavaScript rendering approaches or techniques, consider the following alternatives: * WebGL: A low-level API for rendering 2D and 3D graphics. * WebAssembly: A binary format that can be used to compile languages into efficient machine code. * Three.js or Pixi.js: High-level libraries for creating interactive web applications with 3D graphics capabilities. Keep in mind that each alternative has its own strengths, weaknesses, and use cases.
Related benchmarks:
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v2)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement) (v321)
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
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