Canvas Pixel Manipulation (v82)

Revision 82 of this benchmark created on


Preparation HTML

<canvas id="canvas" height="512" width="512"></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 Uint32Array(buf);

Teardown



            ctx.putImageData(imageData, 0, 0);
        
  

Test runner

Ready to run.

Testing in
TestOps/sec
draw rect
for (var y = 0; y < canvasHeight; ++y) {
  for (var x = 0; x < canvasWidth; ++x) {

    var value = x * y & 0xff;

    ctx.fillStyle = 'rgba(' + value + ',' + value + ',' + value + ',' + 255 + ')';
    ctx.fillRect(x, y, 1, 1);
  }
}
ready
32-bit Pixel Manipulation
for (var y = 0; y < canvasHeight; ++y) {
  for (var x = 0; x < canvasWidth; ++x) {
    var value = x * y & 0xff;

    data32[y * canvasWidth + x] =
      (255 << 24) | // alpha
    (value << 16) | // blue
    (value << 8) | // green
    value; // red
  }
}

imageData.data.set(buf8);
ready
put imagedata
for (var y = 0; y < canvasHeight; ++y) {
  for (var x = 0; x < canvasWidth; ++x) {
    var value = x * y & 0xff;

    data32[y * canvasWidth + x] =
      (255 << 24) | // alpha
    (value << 16) | // blue
    (value << 8) | // green
    value; // red
  }
}

imageData.data.set(buf8);
ctx.putImageData(imageData, 0, 0);
ready

Revisions

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