render-vs-prerender

JavaScript performance comparison

Test case created by Simon

Preparation code

<canvas id="canvas1" width="500" height="500"></canvas>
<script>
  var can = document.getElementById('canvas1');
  var ctx = can.getContext('2d');
  
  var can2 = document.createElement('canvas');
  can2.width = 150;
  can2.height = 150;
  var ctx2 = can2.getContext('2d');
  
  ctx2.beginPath();
  ctx2.strokeStyle = 'red';
  ctx2.lineWidth = 4;
  ctx2.moveTo(10,10);
  ctx2.lineTo(10,30);
  ctx2.lineTo(30,30);
  ctx2.lineTo(40,70);
  ctx2.quadraticCurveTo(72,43,22,12);
  ctx2.quadraticCurveTo(12,43,12,102);
  ctx2.stroke();
  
      
      
  
</script>
    

Preparation code output

<canvas id="canvas1" width="500" height="500"></canvas>

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Java applet disabled.

Testing in CCBot 2.0.0 / Other 0.0.0
Test Ops/sec
render
ctx.beginPath();
ctx.strokeStyle = 'red';
ctx.lineWidth = 4;
ctx.moveTo(10,10);
ctx.lineTo(10,30);
ctx.lineTo(30,30);
ctx.lineTo(40,70);
ctx.quadraticCurveTo(72,43,22,12);
ctx.quadraticCurveTo(12,43,12,102);
ctx.stroke();
pending…
pre-rendered
ctx.drawImage(can2, 0, 0);
    
    
pending…

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1 Comment

Yury commented :

I don't thing that is right comparing. canvas "can2" already drawn in preparation code in this test.I think it should be filled in pre-rendered stage