Canvas Pixel Manipulation (v162)

Revision 162 of this benchmark created by pierre lepers on


Preparation HTML

<canvas id="canvas" height="256" width="256"></canvas>

Setup

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 Int32Array(buf);

Teardown



            ctx.putImageData(imageData, 0, 0);
        
  

Test runner

Ready to run.

Testing in
TestOps/sec
8-bit Pixel Manipulation
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {
        var index = (y * canvasWidth + x) * 4;


        data[index]   = 55;    // red
        data[++index] = 22;    // green
        data[++index] = 22;    // blue
        data[++index] = 255;      // alpha
    }
}
ready
32-bit Pixel Manipulation
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {

        data32[y * canvasWidth + x] =0xff552222;            // random
    }
}

imageData.data.set(buf8);
ready
buf8
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {
        var index = (y * canvasWidth + x) * 4;


        buf8[index]   = 55;    // red
        buf8[++index] = 22;    // green
        buf8[++index] = 22;    // blue
        buf8[++index] = 255;      // alpha
    }
}
ready

Revisions

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