Canvas Pixel Manipulation

JavaScript performance comparison

Revision 163 of this test case created by pierre lepers

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 Uint8Array(buf);
  var data32 = new Int32Array(buf);

};

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

};
</script>

Preparation code output

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

Test runner

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Testing in CCBot 2.0.0 / Other 0.0.0
Test Ops/sec
8-bit Pixel Manipulation
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {
        var index = (y * canvasWidth + x) * 4;


        data[index]   = 55;    // red
        data[++index] = 22;    // green
        data[++index] = 22;    // blue
        data[++index] = 255;      // alpha
    }
}
pending…
32-bit Pixel Manipulation
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {

        data32[y * canvasWidth + x] =0xff552222;            // random
    }
}

imageData.data.set(buf8);
pending…
buf8
for (var y = 0; y < canvasHeight; ++y) {
    for (var x = 0; x < canvasWidth; ++x) {
        var index = (y * canvasWidth + x) * 4;


        buf8[index]   = 55;    // red
        buf8[++index] = 22;    // green
        buf8[++index] = 22;    // blue
        buf8[++index] = 255;      // alpha
    }
}
pending…

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