var blob = new Blob([
`
let bitmap = undefined;
let canvas = undefined;
let ctx = undefined;
let postAMessage=self.postMessage;
self.onmessage = function(ev) {
if(ev.data.msg === 'bitmap' && canvas != undefined) {
bitmap = ev.data.imageB;
console.log("Received an ImageBitmap next!");
while (true)
{
ctx.clearRect(0,0,640,480);
ctx.drawImage(bitmap, 0,0);
}
}
if(ev.data.msg === 'init' && bitmap != undefined) {
canvas = ev.data.canvas;
ctx = canvas.getContext('2d');
console.log("Received a canvas next!");
while (true)
{
ctx.clearRect(0,0,640,480);
ctx.drawImage(bitmap, 0,0);
}
}
if(ev.data.msg === 'bitmap' && canvas == undefined) {
console.log("Received a bitmap first!");
bitmap = ev.data.imageB;
}
if(ev.data.msg === 'init' && bitmap == undefined) {
console.log("Received a canvas first!");
canvas = ev.data.canvas;
ctx = canvas.getContext('2d');
}
}
`]);
var myWorker = new Worker(window.URL.createObjectURL(blob));
var buff = new ArrayBuffer(8);
var img = new Image();
img.src = "https://www.google.com/s2/favicons?domain=www.google.com";
img.decode().then(() => {createImageBitmap(img).then(Ibitmap => { myWorker.postMessage({imageB: Ibitmap, msg:'bitmap'}, [Ibitmap]); })});
var canvas = document.createElement("canvas");
var c2 = document.createElement("canvas");
c2.width = 640;
c2.height = 480;
c2 = c2.transferControlToOffscreen();
canvas.width = 640;
canvas.height = 480;
c2.width = 640;
c2.height = 480;
var ctx = canvas.getContext('2d');
myWorker.postMessage({msg: 'init', canvas: c2}, [c2]);
if (img.width > 0){
ctx.drawImage(img, 0, 0);
ctx.clearRect(0,0,640,480);
}
if (img.width > 0) myWorker.postMessage("255,0,0");
if (img.width > 0) myWorker.postMessage(buff);
--enable-precise-memory-info
flag.
Test case name | Result |
---|---|
drawImage Main Thread | |
drawImage Worker Thread, String | |
drawImage Worker Thread, ArrayBuffer |
Test name | Executions per second |
---|---|
drawImage Main Thread | 2352563.0 Ops/sec |
drawImage Worker Thread, String | 626805.7 Ops/sec |
drawImage Worker Thread, ArrayBuffer | 530500.1 Ops/sec |
Let's break down the benchmark and its options.
Benchmark Definition
The benchmark compares two approaches to draw an image on a canvas using JavaScript:
drawImage
method of the HTMLCanvasElement
.OffscreenCanvas
API with multiple message posting strategies:Options Compared
The benchmark compares three options:
myWorker.postMessage("255,0,0")
.myWorker.postMessage(buff)
.myWorker.postMessage("255,0,0")
.Pros and Cons
Here are some pros and cons of each approach:
ArrayBuffer
type for image data.In general, the Worker Thread approach is expected to outperform the Main Thread approaches due to its ability to offload computation and memory management to a separate thread.
Libraries and Special Features
This benchmark uses no external libraries. However, it does utilize some special features of JavaScript:
Other Alternatives
If you're interested in exploring alternative approaches or optimizations, here are a few options:
Keep in mind that each approach has its own trade-offs and considerations, and may not be suitable for all use cases.