Canvas Draw Image vs fill rect

JavaScript performance comparison

Revision 12 of this test case created

Preparation code

<canvas id="myCanvas" width="600" height="400"></canvas>
<img id="myImg" src="http://upload.wikimedia.org/wikipedia/commons/f/f0/Pixelart-tv-iso.png" />
<script>
Benchmark.prototype.setup = function() {
    var canvas = document.getElementById('myCanvas');
    var ctx = canvas.getContext('2d');
   
    var m_canvas = document.createElement('canvas');
            m_canvas.width = 1;
            m_canvas.height = 1;                                
            var m_context = m_canvas.getContext('2d');
            m_context.fillStyle = '#ccc';
            m_context.fillRect(0, 0, m_canvas.width, m_canvas.height);
   
   
};
</script>

Preparation code output

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Testing in unknown unknown
Test Ops/sec
Draw Image
ctx.drawImage(m_canvas, 0, 0, 8, 8);
pending…
Fill Rect
ctx.fillStyle = '#ccc';
ctx.fillRect(0, 0, 8, 8);
pending…

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