var img = new Image();
var canvas = document.createElement('canvas');
var resCanvas = document.createElement('canvas');
var isReady = false;
var frameRaw1 = null;
var frameRaw2 = null;
var result = null;
img.addEventListener('load', function() {
createImageBitmap(img).then(function(imageBitmap) {
frameRaw2 = imageBitmap;
canvas.width = frameRaw2.width;
canvas.height = frameRaw2.height;
frameRaw1 = canvas.getContext('2d');
resCanvas.width = frameRaw2.width;
resCanvas.height = frameRaw2.height;
result = resCanvas.getContext('2d');
isReady = true;
});
});
img.src = 'https://www.apple.com/105/media/us/airpods-pro/2019/1299e2f5_9206_4470_b28e_08307a42f19b/anim/sequence/large/01-hero-lightpass/0025.jpg';
frameRaw1.clearRect(0, 0, canvas.width, canvas.height);
frameRaw1.drawImage(img, 0, 0);
result.drawImage(canvas, 0, 0);
createImageBitmap(img).then(function(r) {
frameRaw2 = imageBitmap;
result.drawImage(frameRaw2, 0, 0);
});
--enable-precise-memory-info
flag.
Test case name | Result |
---|---|
canvas2d.drawImage(imageElement) | |
createImageBitmap(imageElement) |
Test name | Executions per second |
---|---|
canvas2d.drawImage(imageElement) | 486.6 Ops/sec |
createImageBitmap(imageElement) | 22.9 Ops/sec |
Overview of the Benchmark
The provided JSON represents a JavaScript benchmark test case for comparing two approaches: canvas2d.drawImage
and createImageBitmap
. The goal is to determine which method is more efficient when drawing an image on a canvas.
Approaches Compared
Two approaches are compared:
createImageBitmap
API to convert the image into a bitmap, which is then drawn on a new canvas.Pros and Cons of Each Approach
canvas2d.drawImage
Pros:
Cons:
createImageBitmap
createImageBitmap
Pros:
Cons:
createImageBitmap
Library Used
The library used in this benchmark is not explicitly stated. However, based on the code provided, it appears that the createImageBitmap
API is being used, which is a part of the Web APIs specification.
Special JS Feature/Syntax
This benchmark does not use any special JavaScript features or syntax beyond what is required to implement the two approaches.
Other Considerations
When choosing between these approaches, consider the specific requirements of your project:
canvas2d.drawImage
may be sufficient.createImageBitmap
may be a better choice for performance reasons.Alternatives
If you need to compare other JavaScript rendering approaches or techniques, consider the following alternatives:
Keep in mind that each alternative has its own strengths, weaknesses, and use cases.