drawImage from different sources

JavaScript performance comparison

Revision 2 of this test case created by

Preparation code

<canvas id="cnv" width="320" height="240">
</canvas>
<img id="img" src="http://mozilla.org/media/img/firefox/template/header-logo-inverse.png" style="display: none" />
      
<script>
Benchmark.prototype.setup = function() {
  function createCanvas(w, h) {
    var canvas = document.createElement('canvas');
    canvas.setAttribute('width', w);
    canvas.setAttribute('height', h);
    return canvas;
  }
  
  // globals
  var g_ctx = document.getElementById('cnv').getContext('2d');
  var g_img = document.getElementById('img');
  var g_offscreenCanvas = createCanvas(320, 240);
  
  g_offscreenCanvas.getContext('2d').drawImage(g_img, 0, 0);

};
</script>

Preparation code output

<canvas id="cnv" width="320" height="240"> </canvas> <img id="img" src="http://mozilla.org/media/img/firefox/template/header-logo-inverse.png" style="display: none" />

Test runner

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Testing in CCBot 2.0.0 / Other 0.0.0
Test Ops/sec
img
g_ctx.drawImage(g_img, 0, 0);
pending…
not-in-dom canvas
g_ctx.drawImage(g_offscreenCanvas, 0, 0);
pending…

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