Canvas Draw Image vs fill rect

JavaScript performance comparison

Test case created

Preparation code

<canvas id="myCanvas" width="600" height="400"></canvas>
<img id="myImg" src="" />
Benchmark.prototype.setup = function() {
    var canvas = document.getElementById('myCanvas');
    var ctx = canvas.getContext('2d');
    var img = document.getElementById('myImg');
    ctx.mozImageSmoothingEnabled = false;
    ctx.scale(4, 4);

Preparation code output

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Testing in unknown unknown
Test Ops/sec
Draw Image
ctx.drawImage(img, 0, 0, img.width * 4, img.heigh * 4);
Fill Rect
ctx.fillStyle = ctx.createPattern(img, 'repeat');
ctx.fillRect(0, 0, img.width, img.height);

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