Toggle navigation
MeasureThat.net
Create a benchmark
Tools
Feedback
FAQ
Register
Log In
Run results for:
drawImage() img vs canvas vs bitmap + cropping, fix loading
Go to the benchmark
Embed
Embed Benchmark Result
Run details:
User agent:
Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/122.0.0.0 Mobile Safari/537.36 EdgA/122.0.0.0
Browser:
Chrome Mobile 122
Operating system:
Android
Device Platform:
Mobile
Date tested:
one year ago
Test name
Executions per second
empty
7759128.0 Ops/sec
canvas
98981.5 Ops/sec
bitmap
61669.0 Ops/sec
image
88899.5 Ops/sec
Script Preparation code:
var canvas = document.createElement('canvas') var context = canvas.getContext('2d') var bitmap var img = new Image() img.onload = async () => { canvas.width = img.width canvas.height = img.height context.drawImage(img, 0, 0) bitmap = await createImageBitmap(img) } img.src = 'https://1.bp.blogspot.com/-52MtzD0GfX0/WvP52CL1WjI/AAAAAAAAOVw/_OpK4JHeWK01d-7IiZ6vzojYGhXqLRXrACLcBGAs/s1600/EMxediL.jpg' var c = document.createElement('canvas').getContext('2d') // bitmap && c.drawImage(img, 250, 250, 250, 250, 0, 0, 1000, 1000) // bitmap && c.drawImage(canvas, 250, 250, 250, 250, 0, 0, 1000, 1000) // bitmap && c.drawImage(bitmap, 250, 250, 250, 250, 0, 0, 1000, 1000)
Tests:
empty
bitmap
canvas
bitmap && c.drawImage(canvas, 250, 250, 250, 250, 0, 0, 1000, 1000)
bitmap
bitmap && c.drawImage(bitmap, 250, 250, 250, 250, 0, 0, 1000, 1000)
image
bitmap && c.drawImage(img, 250, 250, 250, 250, 0, 0, 1000, 1000)