let canvas = document.createElement("canvas")
let width = 3460;
let height = 2160;
canvas.width = width;
canvas.height = height;
let canvas2 = new OffscreenCanvas(width, height)
let ctx = canvas.getContext('2d')
let ctx2 = canvas2.getContext('2d')
let imageData = new ImageData(width,height);
ctx.putImageData(imageData,0, 0);
document.body.append(canvas)
ctx2.putImageData(imageData,0 ,0)
window.ctx = ctx;
window.ctx2 = ctx2
window.width = width;
window.height = height;
ctx.getImageData(0,0, width, height)
let imageData = new ImageData(1,1);
ctx.putImageData(imageData,5,5);
ctx2.getImageData(0,0, width, height)
let imageData = new ImageData(1,1);
ctx2.putImageData(imageData, 5,5);
--enable-precise-memory-info
flag.
Test case name | Result |
---|---|
Normal | |
OffscreenCanvas |
Test name | Executions per second |
---|---|
Normal | 33.9 Ops/sec |
OffscreenCanvas | 22.6 Ops/sec |
Let's break down the provided JSON and explain what is being tested, compared options, pros and cons of those approaches, and other considerations.
Benchmark Definition
The benchmark measures the performance of ctx.getImageData
and putImageData
operations in two scenarios:
putImageData
. The canvas is created with a specific size (width = 3460, height = 2160), and the getImageData
method is called twice: once to create an ImageData
object and another time to put it back onto the canvas.OffscreenCanvas
element to render an image using putImageData
. The offscreen canvas is created with the same size as the normal case, and the same operations are performed.Options Compared
The two options being compared are:
ctx
) versusOffscreenCanvas
element (ctx2
)Pros and Cons of Each Approach
ctx
):ctx2
):Other Considerations
Alternatives
If you want to explore alternative approaches, consider:
Keep in mind that these alternatives may introduce additional complexity and dependencies, so it's essential to evaluate their relevance to your specific use case before implementing them.