drawImage from different sources (v64)

Revision 64 of this benchmark created on


Preparation HTML

<canvas id="cnv" width="320" height="240">
</canvas>
<img id="img" src="http://mozilla.org/media/img/firefox/template/header-logo-inverse.png" style="display: none" />

<canvas id="canvasOnScreen" width="240" height="320" />

Setup

function createCanvas(w, h) {
    var canvas = document.createElement('canvas');
    canvas.setAttribute('width', w);
    canvas.setAttribute('height', h);
    return canvas;
  }
  
  // globals
  var g_ctx = document.getElementById('cnv').getContext('2d');
  var g_img = document.getElementById('img');
  var g_offscreenCanvas = document.getElementById('canvasOnScreen');
  g_offscreenCanvas.getContext('2d').drawImage(g_img, 0, 0);

Test runner

Ready to run.

Testing in
TestOps/sec
img
g_ctx.drawImage(g_img, 0, 0, 180, 70, 0, 0, 180, 70);
ready
not-in-dom canvas
g_ctx.drawImage(g_offscreenCanvas, 0, 0, 180, 70, 0, 0, 180, 70);
ready

Revisions

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