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Run results for:
Image vs canvas with webgl2d
Testing draw calls using a raw Image versus canvas
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Run details:
User agent:
Mozilla/5.0 (X11; Linux x86_64; rv:136.0) Gecko/20100101 Firefox/136.0
Browser:
Firefox 136
Operating system:
Linux
Device Platform:
Desktop
Date tested:
one year ago
Test name
Executions per second
Image
252215.0 Ops/sec
canvas Image
219829.3 Ops/sec
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);