Canvas Pixel Manipulation (v84)

Revision 84 of this benchmark created on


Description

Tests manipulating pixels in canvas with and without y*canvasWidth

Preparation HTML

<canvas id="canvas" height="448" width="768">
</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
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);
ctx.putImageData(imageData, 0, 0);
ready
32-bit Pixel Manipulation w/index lookup
var index = 0;
for (var y = 0; y < canvasHeight; ++y) {
  for (var x = 0; x < canvasWidth; ++x) {
    var value = x * y & 0xff;

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

imageData.data.set(buf8);
ctx.putImageData(imageData, 0, 0);
ready
var ch = canvasHeight;
var cw = canvasWidth;
var index = 0;
for (var y = 1; y < ch; ++y) {
  for (var x = 1; x < cw; ++x) {
    var value = x * y & 0xff;

    data32[index++] = (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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