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Tests two different methods of manipulating pixels using the canvas.
NOTE: Now takes endianness into account.
Test calling sub function in a loop.
<canvas id="canvas" height="256" width="256"></canvas>
var canvas = document.getElementById('canvas');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var ctx = canvas.getContext('2d');
var imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
var data = imageData.data;
var buf = new ArrayBuffer(imageData.data.length);
var buf8 = new Uint8ClampedArray(buf);
var data32 = new Uint32Array(buf);
var view = new DataView(buf);
// Determine whether Uint32 is little- or big-endian.
data32[1] = 0x0a0b0c0d;
var isLittleEndian = true;
if (buf[4] === 0x0a && buf[5] === 0x0b && buf[6] === 0x0c &&
buf[7] === 0x0d) {
isLittleEndian = false;
}
function getPixel(data, x, y) {
var val = data[y * canvasWidth + x];
return [(val) & 0xFF, (val >> 8) & 0xFF, (val >> 16) & 0xFF, (val >> 24) & 0xFF];
}
function setPixel(data, x, y, r, g, b, a) {
if (isLittleEndian) {
data[y * canvasWidth + x] =
(a << 24) | // alpha
(b << 16) | // blue
(g << 8) | // green
r; // red
} else {
data[y * canvasWidth + x] =
(r << 24) | // red
(g << 16) | // green
(b << 8) | // blue
a; // alpha
}
}
for (var y = 0; y < canvasHeight; ++y) {
for (var x = 0; x < canvasWidth; ++x) {
var index = (y * canvasWidth + x) * 4;
var value = x * y & 0xff;
data[index] = value; // red
data[++index] = value; // green
data[++index] = value; // blue
data[++index] = 255; // alpha
}
}
ctx.putImageData(imageData, 0, 0);
Ready to run.
Test | Ops/sec | |
---|---|---|
8-bit Pixel Manipulation |
| ready |
32-bit Pixel Manipulation |
| ready |
32-bit Pixel Manipulation with get & setPixel call |
| ready |
You can edit these tests or add more tests to this page by appending /edit to the URL.