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Image vs ImageBitmap 2
(version: 0)
Comparing performance of:
Image vs ImageBitmap
Created:
7 years ago
by:
Guest
Jump to the latest result
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'); img.addEventListener('load', function() { Promise.all([ createImageBitmap(img) ]).then(function(images) { imageBitmap = images[0]; doneLoading = true; }, false); }); img.src = 'https://media.discordapp.net/attachments/447410261289205781/574359442913492992/unknown.png';
Tests:
Image
if (doneLoading) ctx.drawImage(img,0,0);
ImageBitmap
if (doneLoading) ctx2.drawImage(imageBitmap,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
ImageBitmap
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
one month ago
)
User agent:
Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/146.0.0.0 Safari/537.36
Browser/OS:
Chrome 146 on Linux
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Test name
Executions per second
Image
96173616.0 Ops/sec
ImageBitmap
104321040.0 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's dive into the explanation of the provided benchmark. **Benchmark Definition and Script Preparation Code** The benchmark is designed to compare the performance of two approaches: using an `Image` object and using an `ImageBitmap`. The script preparation code sets up the necessary environment for both tests: 1. It creates two canvases with the same dimensions. 2. It gets a reference to the 2D drawing context for each canvas (`ctx` and `ctx2`). 3. It defines a variable `img` as an instance of the `Image` object, which will be used to load an image from a URL. 4. It sets up an event listener on the `img` object to handle when the image is loaded. **Benchmark Definition and Individual Test Cases** The benchmark definition consists of two individual test cases: 1. **"Image"`**: This test case uses the `ctx.drawImage()` method to draw the `img` object onto the canvas. 2. **"ImageBitmap"`**: This test case uses the `ctx2.drawImage()` method to draw an `ImageBitmap` object onto the canvas, which is created from the loaded `imageBitmap` variable. **Options Compared** The benchmark compares the performance of two approaches: 1. **Using an `Image` object**: The `img` object is used directly in the `ctx.drawImage()` method. 2. **Using an `ImageBitmap`**: The loaded image is converted to an `ImageBitmap` object, which is then used in the `ctx2.drawImage()` method. **Pros and Cons of Each Approach** **Using an `Image` object**: Pros: * More straightforward and intuitive approach * May be faster since it avoids additional conversions Cons: * May require more resources (e.g., memory) due to the large image size * May introduce additional overhead due to the direct drawing operations **Using an `ImageBitmap`**: Pros: * Can avoid some of the overhead associated with direct drawing operations * May be more efficient since it allows for more optimized rendering pipelines Cons: * Requires converting the image to an `ImageBitmap` object, which may introduce additional latency * May require more resources (e.g., memory) due to the additional conversion step **Other Considerations** The benchmark also takes into account other factors that might affect performance, such as: * The device platform and operating system used for testing * The number of executions per second (which can indicate the overall throughput of the test) **Library Used: ImageBitmap** The `ImageBitmap` API is a modern JavaScript API introduced in ECMAScript 2018. It allows converting an image to a bitmap representation, which can be useful for various purposes, such as: * Converting images between different formats (e.g., PNG to JPEG) * Creating thumbnails or miniatures of images * Optimizing image processing workflows **Special JS Feature/Syntax** The benchmark uses the `Promise.all()` method to wait for both the image to load and the conversion to an `ImageBitmap` object to complete before proceeding with the test. This allows handling asynchronous operations in a more elegant way. However, without further context or information, it's difficult to say if this is a special JavaScript feature or syntax. If you have any additional questions or clarification regarding this point, please let me know!
Related benchmarks:
Image vs ImageBitmap with context2d
canvas2d.drawImage(imageElement) vs createImageBitmap(imageElement)
drawImage Image vs Bitmap
Canvas Image vs Image Bitmap
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