var blob = new Blob([
`
let bitmap = undefined;
let canvas = undefined;
let ctx = undefined;
let buffer = undefined;
let postAMessage=self.postMessage;
function render()
{
ctx.clearRect(0,0,640,480);
ctx.drawImage(bitmap, 0,0);
requestAnimationFrame(render);
}
self.onmessage = function(ev) {
if(ev.data.msg === 'bitmap' && canvas != undefined) {
bitmap = ev.data.imageB;
console.log("Received an ImageBitmap next!");
render();
}
if(ev.data.msg === 'init' && bitmap != undefined) {
canvas = ev.data.canvas;
ctx = canvas.getContext('2d');
console.log("Received a canvas next!");
render();
}
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');
}
if(ev.data.msg === 'buffer') {
console.log("Clearing buffer " + ev.data.msgIndex + "from pool");
self.postMessage({msg:'buffer',msgIndex:ev.data.msgIndex});
}
}
`]);
var myWorker = new Worker(window.URL.createObjectURL(blob));
var buff = new ArrayBuffer(100);
var buffers = [];
//create a pool of buffers
for (let i = 0; i < 30; i++)
{
buffers.push(new ArrayBuffer(100));
buffers[i].isUsed = false;
}
var img = new Image();
function handleMessageFromWorker(msg) {
console.log('the thread used buffer: ' + msg.data.msgIndex);
if (msg.data.msg == "buffer")
{
buffers[parseInt(msg.data.msgIndex)] = new ArrayBuffer(100);
buffers[parseInt(msg.data.msgIndex)].isUsed = false;
}
}
myWorker.addEventListener('message', handleMessageFromWorker);
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);
if (img.width > 0) { let buffersFull = true; for (let i = 0; i < buffers.length; i++) { if (!buffers[i].isUsed) {myWorker.postMessage({msg:'buffer', msgIndex:i, buffer:buffers[i]},[buffers[i]]); buffers[i].isUsed = true; buffersFull = false;} }if (buffersFull) console.log("All buffers in the pool are full")}
--enable-precise-memory-info
flag.
Test case name | Result |
---|---|
drawImage Main Thread | |
drawImage Worker Thread, String | |
drawImage Worker Thread, ArrayBuffer StructuredClone | |
drawImage Worker Thread, ArrayBuffer Transferable |
Test name | Executions per second |
---|---|
drawImage Main Thread | 52419.6 Ops/sec |
drawImage Worker Thread, String | 122102.0 Ops/sec |
drawImage Worker Thread, ArrayBuffer StructuredClone | 82293.2 Ops/sec |
drawImage Worker Thread, ArrayBuffer Transferable | 9825.0 Ops/sec |
I'll break down the benchmark and explain what's being tested.
Benchmark Overview
The benchmark compares the performance of drawing an image on two different approaches:
HTMLCanvasElement
OffscreenCanvas
and transferable arraysOptions Compared
There are four test cases, each testing a different approach to draw an image:
structuredClone()
and sending it to the worker thread, which then draws it.Pros and Cons of Each Approach
Benchmark Results
The latest benchmark results show that:
Overall, this benchmark suggests that using a worker thread with OffscreenCanvas
and transferable arrays can significantly improve performance for image drawing tasks.