Canvas Pixel Manipulation

JavaScript performance comparison

Revision 98 of this test case created by

Preparation code

<canvas id="canvas" height="256" width="256"></canvas>
      
<script>
Benchmark.prototype.setup = function() {
  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);

};

Benchmark.prototype.teardown = function() {
  ctx.putImageData(imageData, 0, 0);

};
</script>

Preparation code output

<canvas id="canvas" height="256" width="256"></canvas>

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Testing in CCBot 2.0.0 / Other 0.0.0
Test Ops/sec
8-bit Pixel Manipulation
var index = 0;
for (var y = 0; y < canvasHeight; ++y) {
  for (var x = 0; x < canvasWidth; ++x) {

    var value = x * y & 0xff;

    data[++index] = value; // red
    data[++index] = value; // green
    data[++index] = value; // blue
    data[++index] = 255; // alpha
  }
}
pending…
32-bit Pixel Manipulation
var y = 0;
while (y < canvasHeight) {
  var x = 0;
  var w = y * canvasWidth;
  while (x < canvasWidth) {
    var value = x * y & 0xff;

    data32[w + x] =
      (255 << 24) | // alpha
    (value << 16) | // blue
    (value << 8) | // green
    value; // red
    ++x;
  }
  ++y;
}

imageData.data.set(buf8);
pending…

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