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What is the fastest way to draw on a canvas? Image from public URL? Image from data URL? Image from URL.createObjectURL? Canvas used as image?
I'm testing this to know what method to use for storing and blitting tiles in a 2D tile engine.
<canvas id="c1" width="400" height="300"></canvas>
<script>
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var bloburl= window.URL || window.webkitURL;
var url = null;
var img = new Image();
img.onload = function() {
var t = document.createElement('canvas');
t.width = img.width;
t.height = img.height
var c = t.getContext('2d');
c.drawImage(img, 0, 0);
var base64canv = document.createElement('canvas');
base64canv.width = img.width;
base64canv.height = img.height;
basectx = base64canv.getContext('2d');
basectx.drawImage(canvas, 0, 0);
tdimg.src = canvas.toDataURL();
t = document.createElement('canvas');
t.width = t.height = 400;
c = t.getContext('2d');
c.drawImage(img, 0, 0);
canvas.toBlob(function(blob){
urlimg.src = bloburl.createObjectURL(blob);
});
cvsimg.getContext('2d').drawImage(img, 0, 0);
var c1 = document.getElementById('c1').getContext('2d');
imgpix = c1.getImageData(0,0,400,400);
}
img.src = url;
var imgpix;
var tdimg = new Image();
var urlimg = new Image();
var cvsimg = document.createElement('canvas');
</script>
ctx.clearRect(0, 0, canvas.width, canvas.height);
Ready to run.
Test | Ops/sec | |
---|---|---|
Web URL Image |
| ready |
data URL Image |
| ready |
createObjectURL Image |
| ready |
Canvas Image |
| ready |
putImageData (pixel render) |
| ready |
You can edit these tests or add more tests to this page by appending /edit to the URL.