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Tests two different methods of manipulating pixels using the canvas.
NOTE: Now takes endianness into account.
<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);
// 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 rgba_LE(pixels, index, r, g, b, a) {
pixels[index] = (a << 24) | // alpha
(b << 16) | // blue
(g << 8) | // green
r; // red
}
function rgba_BE(pixels, index, r, g, b, a) {
pixels[index] = (r << 24) | // red
(g << 16) | // green
(b << 8) | // blue
a; // alpha
}
function rgba_8bit(pixels, index, r, g, b, a) {
pixels[index] = r;
pixels[++index] = g;
pixels[++index] = b;
pixels[++index] = a;
}
var rgba_32 = isLittleEndian ? rgba_LE : rgba_BE;
ctx.putImageData(imageData, 0, 0);
Ready to run.
Test | Ops/sec | |
---|---|---|
8-bit Pixel Manipulation |
| ready |
32-bit Pixel Manipulation |
| ready |
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