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Tests two different methods of manipulating pixels using the canvas.
<canvas id="canvas" height="600" width="600">
</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 _data32 = new DataView(buf);
//We will set alpha to full opacity
//ONLY ONCE, so that we are free to
//write 25% less bytes for the 8-bit test:
///
var cc=canvasHeight*canvasWidth*4;
for(var r=3; r<cc; r+=4)
data[r]=255; //Alpha
var x=0,y=0;
ctx.putImageData(imageData, 0, 0);
Ready to run.
Test | Ops/sec | |
---|---|---|
8-bit Pixel Manipulation |
| ready |
32-bit Pixel Manipulation |
| ready |
8-Bit with summed indexes |
| ready |
8-Bit with incrementing indexes |
| ready |
32-Bit with DataViews |
| ready |
Original, Slower 32-Bit Procedure |
| ready |
You can edit these tests or add more tests to this page by appending /edit to the URL.