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Image vs ImageBitmap vs cv with context2d
(version: 0)
Testing draw calls using a raw Image versus an ImageBitmap
Comparing performance of:
Image vs canvas
Created:
4 years ago
by:
Guest
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Script Preparation code:
var img = new Image(); var imageBitmap; var doneLoading = false; let canvas = document.createElement('canvas'); canvas.width = 640; canvas.height = 480; let canvas2 = document.createElement('canvas'); canvas2.width = 640; canvas2.height = 480; let canvas3 = document.createElement('canvas'); canvas3.width = 640; canvas3.height = 480; var ctx = canvas.getContext('2d'); var ctx2 = canvas2.getContext('2d'); var ctx3 = canvas2.getContext('2d'); var cv = document.createElement('canvas'); cv.width = 700; cv.height = 700; var cvx = cv.getContext('2d'); img.addEventListener('load', function() { cvx.drawImage(img,0,0); }); img.src = 'https://1.bp.blogspot.com/-52MtzD0GfX0/WvP52CL1WjI/AAAAAAAAOVw/_OpK4JHeWK01d-7IiZ6vzojYGhXqLRXrACLcBGAs/s1600/EMxediL.jpg';
Tests:
Image
if (doneLoading) ctx.drawImage(img,0,0);
canvas
if (doneLoading) ctx3.drawImage(cv,0,0);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
Image
canvas
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
**Benchmark Explanation** The provided JSON represents a benchmark test case for measuring the performance of different approaches to draw images on a canvas or using an ImageBitmap. **Options Compared** There are two options being compared: 1. **Image**: This approach uses the `drawImage` method to draw an image on a 2D drawing context (`ctx`). The image is loaded from a URL using the `src` attribute of the `Image` object. 2. **Canvas**: This approach uses an ImageBitmap and the `drawImage` method to draw an image on another canvas element. **Pros and Cons** * **Image Approach** + Pros: - Simple and straightforward implementation - Does not require additional libraries or features + Cons: - May have performance issues due to slow loading times of the image - Can be sensitive to canvas size and resolution * **Canvas Approach (with ImageBitmap)** + Pros: - Can potentially outperform the `drawImage` method by leveraging the GPU acceleration of ImageBitmap - Reduces memory allocation for the canvas context + Cons: - Requires additional libraries or features (specifically, ImageBitmap) - May have more complex implementation compared to the `drawImage` method **Library and Purpose** * **ImageBitmap**: An API that allows you to create a bitmap representation of an image. This can be used as a canvas source, allowing for GPU acceleration and reduced memory allocation. **Special JS Feature or Syntax** There is no special JavaScript feature or syntax being utilized in this benchmark test case. The focus is on the performance comparison between two approaches using standard JavaScript APIs. **Other Alternatives** * **WebGL**: Another API that can be used to leverage GPU acceleration, but it requires more complex setup and knowledge of shader languages. * **Canvas rendering with shaders**: This approach uses WebGL under the hood to render the canvas, allowing for improved performance. However, this is a more advanced topic that may not be relevant to this benchmark. **Additional Considerations** The choice between these approaches can depend on various factors, such as: * Performance requirements * Browser support (ImageBitmap might require newer browsers) * Development complexity and expertise Overall, the Image vs ImageBitmap vs cv with context2d benchmark test case provides a useful comparison of two common approaches to drawing images in JavaScript, highlighting the trade-offs between simplicity and performance.
Related benchmarks:
Image vs ImageBitmap with context2d
Image vs ImageBitmap vs canvas with context2d
Image vs canvas with 2d
Image vs canvas with webgl2d
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