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Run results for:
PutImageData vs DrawImage
GetImageData with PutImageData vs just DrawImage
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Run details:
User agent:
Mozilla/5.0 (Linux; Android 5.1; A1603) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/95.0.4638.74 Mobile Safari/537.36
Browser:
Chrome Mobile 95
Operating system:
Android 5.1
Device Platform:
Mobile
Date tested:
one year ago
Test name
Executions per second
DrawImage whole master into di canvas
18024.2 Ops/sec
PutImageData whole master into pid canvas
586.8 Ops/sec
DrawImage half master into di canvas
14008.9 Ops/sec
PutImageData half master into pid canvas
773.8 Ops/sec
HTML Preparation code:
<canvas id='master' width='100' height='100'></canvas> <canvas id='pid' width='100' height='100'></canvas> <canvas id='di' width='100' height='100'></canvas>
Script Preparation code:
var master = document.getElementById('master'); var masterctx = master.getContext('2d'); var pid = document.getElementById('pid').getContext('2d'); var di = document.getElementById('di').getContext('2d'); masterctx.fillRect(0,0,50,50); masterctx.fillStyle = "red"; masterctx.fillRect(50,50,100,100);
Tests:
DrawImage whole master into di canvas
di.drawImage(master,0,0);
PutImageData whole master into pid canvas
let imgData = masterctx.getImageData(0,0,100,100); pid.putImageData(imgData,0,0);
DrawImage half master into di canvas
di.drawImage(master,25,0,50,100,25,0,50,100);
PutImageData half master into pid canvas
let imgData = masterctx.getImageData(25,0,75,100); pid.putImageData(imgData,25,0);