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Image vs canvas with webgl2d
(version: 0)
Testing draw calls using a raw Image versus canvas
Comparing performance of:
Image vs canvas Image
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; var ctx = canvas.getContext('2d'); var ctx2 = 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); doneLoading = true; }); 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 Image
if (doneLoading) ctx2.drawImage(cv,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
Image
canvas Image
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
9 months ago
)
User agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/134.0.0.0 Safari/537.36 Edg/134.0.0.0
Browser/OS:
Chrome 134 on Windows
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Test name
Executions per second
Image
10304763.0 Ops/sec
canvas Image
320517.8 Ops/sec
Related benchmarks:
Image vs ImageBitmap with context2d
Image vs ImageBitmap vs cv with context2d
Image vs ImageBitmap vs canvas with context2d
Image vs canvas with 2d
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