11 ms·
Or better yet, WebGL should be able to do this in a few ms on a GPU.
by bufferoverflow 8y ago
Or better yet, WebGL should be able to do this in a few ms on a GPU.
- olliej 8y agoOr simply use the canvas api, which has super optimized graphics libraries behind it - rather than reimplementing the wheel :) But I get that really this was a how much can wasm help performance as % vs js - you could always write an “optimized” routine and compare those and theoretically achieve something similar.
- bzbarsky 8y agoThe article mentions why they couldn't use canvas for this: they are running this code in a worker, and canvas support in workers is not great in browsers so far.
- olliej 8y agoAh my bad for skimming - I though most canvas stuff worked these days? (I recall many years ago when I worked on such things that fonts were the biggest problem, but also people generally wanting to be able to paint dom elements in their as well)
- Technetium_Hat 8y agoIt is OffScreenCanvas, the variant that works in web workers, that has poor browser support.
- jaffathecake 8y agoNot only that, there's a nasty bug in Chrome that makes it unusable for our use-case https://bugs.chromium.org/p/chromium/issues/detail?id=906619 https://bugs.chromium.org/p/chromium/issues/detail?id=906619
- robko 8y agoIn my experience, the canvas api is very slow and not well thought-out. For example, to create a native image object from raw pixels, you have to copy the pixels into an ImageData object, draw it to a canvas, create a data URL from the canvas and then load an image from that data URL.