Performance Canvas HTML5
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Transcript of Performance Canvas HTML5
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Improving HTML5 Canvas PerformanceBy Boris Smus
Published: August 16th, 2011
Updated: October 29th, 2013
Comments: 44
IntroductionHTML5 canvas, which started as an experiment from Apple, is the most widely
supported standard for 2D immediate mode graphics on the web. Many developers now
rely on it for a wide variety of multimedia projects, visualizations, and games. However,
as the applications we build increase in complexity, developers inadvertently hit the
performance wall.
Theres a lot of disconnected wisdom about optimizing canvas performance. This article
aims to consolidate some of this body into a more readily digestible resource for
developers. This article includes fundamental optimizations that apply to all computer
graphics environments as well as canvas-specific techniques that are subject to change
as canvas implementations improve. In particular, as browser vendors implement
canvas GPU acceleration, some of the outlined performance techniques discussed will
likely become less impactful. This will be noted where appropriate.
Note that this article does not go into usage of HTML5 canvas. For that, check out
these canvas related articles on HTML5Rocks, this chapter on the Dive into HTML5 site
or the MDN Canvas tutorial.
Performance testingTo address the quickly changing world of HTML5 canvas, JSPerf (jsperf.com) tests
verify that every proposed optimization still works. JSPerf is a web application that
allows developers to write JavaScript performance tests. Each test focuses on a result
that youre trying to achieve (for example, clearing the canvas), and includes multiple
approaches that achieve the same result. JSPerf runs each approach as many times as
possible over a short time period and gives a statistically meaningful number of
iterations per second. Higher scores are always better!
Visitors to a JSPerf performance test page can run the test on their browser, and let
JSPerf store the normalized test results on Browserscope (browserscope.org). Because
the optimization techniques in this article are backed up by a JSPerf result, you can
return to see up-to-date information about whether or not the technique still applies. Ive
written a small helper application that renders these results as graphs, embedded
throughout this article.
All of the performance results in this article are keyed on the browser version. This
turns out to be a limitation, since we don't know what OS the browser was running on,
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or even more importantly, whether or not HTML5 canvas was hardware accelerated
when the performance test ran. You can find out if Chrome's HTML5 canvas is
hardware accelerated by visiting about:gpu in the address bar.
Pre-render to an o-screen canvasIf youre re-drawing similar primitives to the screen across multiple frames, as is often
the case when writing a game, you can make large performance gains by pre-rendering
large parts of the scene. Pre-rendering means using a separate off-screen canvas (or
canvases) on which to render temporary images, and then rendering the off-screen
canvases back onto the visible one.
For example, suppose youre redrawing Mario running at 60 frames a second. You
could either redraw his hat, moustache, and M at each frame, or pre-render Mario
before running the animation.
no pre-rendering:
// canvas, context are definedfunction render() { drawMario(context); requestAnimationFrame(render);}
pre-rendering:
var m_canvas = document.createElement('canvas');m_canvas.width = 64;m_canvas.height = 64;var m_context = m_canvas.getContext(2d);drawMario(m_context);
function render() { context.drawImage(m_canvas, 0, 0); requestAnimationFrame(render);}
Note the use of requestAnimationFrame, which is discussed in more detail in a latersection. The following graph illustrates the performance benefits of using pre-rendering
(from this jsperf):
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This technique is especially effective when the rendering operation (drawMario in theabove example) is expensive. A good example of this is text rendering, which is a very
expensive operation. Here is the sort of dramatic performance boost you can expect
from pre-rendering this operation (from this jsperf):
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However, observe that in the above example, the poor performance of the
pre-rendered loose test case. When pre-rendering, its important to make sure that
your temporary canvas fits snugly around the image you are drawing, otherwise the
performance gain of off-screen rendering is counterweighted by the performance loss of
copying one large canvas onto another (which varies as a function of source target
size). A snug canvas in the above test is simply smaller:
can2.width = 100;can2.height = 40;
Compared to the loose one that yields poorer performance:
can3.width = 300;can3.height = 100;
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Batch canvas calls togetherSince drawing is an expensive operation, its more efficient to load the drawing state
machine with a long set of commands, and then have it dump them all onto the video
buffer.
For example, when drawing multiple lines, it's more efficient to create one path with all
the lines in it and draw it with a single draw call. In other words, rather than drawing
separate lines:
for (var i = 0; i < points.length - 1; i++) { var p1 = points[i]; var p2 = points[i+1]; context.beginPath(); context.moveTo(p1.x, p1.y); context.lineTo(p2.x, p2.y); context.stroke();}
We get better performance from drawing a single polyline:
context.beginPath();for (var i = 0; i < points.length - 1; i++) { var p1 = points[i]; var p2 = points[i+1]; context.moveTo(p1.x, p1.y); context.lineTo(p2.x, p2.y);}context.stroke();
This applies to the world of HTML5 canvas as well. When drawing a complex path, for
example, its better to put all of the points into the path, rather than rendering the
segments separately (jsperf).
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Note, however, that with Canvas, theres an important exception to this rule: if the
primitives involved in drawing the desired object have small bounding boxes (for
example, horizontal and vertical lines), it may actually be more efficient to render them
separately (jsperf):
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Avoid unnecessary canvas state changesThe HTML5 canvas element is implemented on top of a state machine that tracks
things like fill and stroke styles, as well as previous points that make up the current
path. When trying to optimize graphics performance, its tempting to focus solely on the
graphics rendering. However, manipulating the state machine can also incur a
performance overhead.
If you use multiple fill colors to render a scene, for example, its cheaper to render by
color rather than by placement on the canvas. To render a pinstripe pattern, you could
render a stripe, change colors, render the next stripe, etc:
for (var i = 0; i < STRIPES; i++) { context.fillStyle = (i % 2 ? COLOR1 : COLOR2); context.fillRect(i * GAP, 0, GAP, 480);}
Or render all odd stripes and then all even stripes:
context.fillStyle = COLOR1;for (var i = 0; i < STRIPES/2; i++) { context.fillRect((i*2) * GAP, 0, GAP, 480);}context.fillStyle = COLOR2;for (var i = 0; i < STRIPES/2; i++) { context.fillRect((i*2+1) * GAP, 0, GAP, 480);}
The following performance test draws an interlaced pinstripe pattern using the two
approaches (jsperf):
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As expected, the interlaced approach is slower because changing the state machine is
expensive.
Render screen dierences only, not the whole newstateAs one would expect, rendering less on the screen is cheaper than rendering more. If
you have only incremental differences between redraws, you can get a significant
performance boost by just drawing the difference. In other words, rather than clearing
the whole screen before drawing:
context.fillRect(0, 0, canvas.width, canvas.height);
Keep track of the drawn bounding box, and only clear that.
context.fillRect(last.x, last.y, last.width, last.height);
This is illustrated in the following performance test which involves a white dot crossing
the screen (jsperf):
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If you are familiar with computer graphics, you might also know this technique as
redraw regions, where the previously rendered bounding box is saved, and then
cleared on each rendering.
This technique also applies to pixel-based rendering contexts, as is illustrated by this
JavaScript Nintendo emulator talk.
Use multiple layered canvases for complex scenesAs mentioned before, drawing large images is expensive and should be avoided if
possible. In addition to using another canvas for rendering off screen, as illustrated in
the pre-rendering section, we can also use canvases layered on top of one another. By
using transparency in the foreground canvas, we can rely on the GPU to composite the
alphas together at render time. You might set this up as follows, with two absolutely
positioned canvases one on top of the other.
The advantage over having just one canvas here, is that when we draw or clear the
foreground canvas, we dont ever modify the background. If your game or multimedia
app can be split up into a foreground and background, consider rendering these on
separate canvases to get a significant performance boost. The following graph
compares the naive single canvas case to one where you merely redraw and clear the
foreground (jsperf):
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You can often take advantage of imperfect human perception and render the
background just once or at a slower speed compared to the foreground (which is likely
to occupy most of your users attention). For example, you can render the foreground
every time you render, but render the background only every Nth frame.
Also note that this approach generalizes well for any number of composite canvases if
your application works better with a this sort of structure.
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Avoid shadowBlurLike many other graphics environments, HTML5 canvas allows developers to blur
primitives, but this operation can be very expensive:
context.shadowOffsetX = 5;context.shadowOffsetY = 5;context.shadowBlur = 4;context.shadowColor = 'rgba(255, 0, 0, 0.5)';context.fillRect(20, 20, 150, 100);
The following performance test shows the same scene rendered with and without
shadow and the drastic performance difference (jsperf):
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Know various ways to clear the canvasSince HTML5 canvas is an immediate mode drawing paradigm, the scene needs to be
redrawn explicitly at each frame. Because of this, clearing the canvas is a
fundamentally important operation for HTML5 canvas apps and games.
As mentioned in the Avoid canvas state changes section, clearing the entire canvas is
often undesirable, but if you must do it, there are two options: calling
context.clearRect(0, 0, width, height) or using a canvas-specific hack to do it:canvas.width = canvas.width;.
At the time of writing, clearRect generally outperforms the width reset version, but insome cases using the canvas.width resetting hack is significantly faster in Chrome 14(jsperf):
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Be careful with this tip, since it depends heavily on the underlying canvas
implementation and is very much subject to change. For more information, see Simon
Sarris' article on clearing the canvas.
Avoid oating point coordinatesHTML5 canvas supports sub-pixel rendering, and theres no way to turn it off. If you
draw with coordinates that are not integers, it automatically uses anti-aliasing to try to to
smooth out the lines. Heres the visual effect, taken from this sub-pixel canvas
performance article by Seb Lee-Delisle:
If the smoothed sprite is not the effect you seek, it can be much faster to convert your
coordinates to integers using Math.floor or Math.round (jsperf):
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To convert your floating point coordinates to integers, you can use several clever
techniques, the most performant of which involve adding one half to the target number,
and then performing bitwise operations on the result to eliminate the fractional part.
// With a bitwise or.rounded = (0.5 + somenum) | 0;// A double bitwise not.rounded = ~~ (0.5 + somenum);// Finally, a left bitwise shift.rounded = (0.5 + somenum)
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rendering routine and get called when the browser is available. As a nice side effect, if
the page is not in the foreground, the browser is smart enough not to render.
The requestAnimationFrame callback aims for a 60 FPS callback rate but doesntguarantee it, so you need to keep track of how much time passed since the last render.
This can look something like the following:
var x = 100;var y = 100;var lastRender = Date.now();function render() { var delta = Date.now() - lastRender; x += delta; y += delta; context.fillRect(x, y, W, H); requestAnimationFrame(render);}render();
Note that this use of requestAnimationFrame applies to canvas as well as otherrendering technologies such as WebGL.
At the time of writing, this API is only available in Chrome, Safari and Firefox, so you
should use this shim.
Most mobile canvas implementations are slowLets talk about mobile. Unfortunately at the time of writing, only iOS 5.0 beta running
Safari 5.1 has GPU accelerated mobile canvas implementation. Without GPU
acceleration, mobile browsers dont generally have powerful enough CPUs for modern
canvas-based applications. A number of the JSPerf tests described above perform an
order of magnitude worse on mobile compared to desktop, greatly restricting the kinds
of cross-device apps you can expect to successfully run.
ConclusionTo recap, this article covered a comprehensive set of useful optimization techniques
that will help you develop performant HTML5 canvas-based projects. Now that youve
learned something new here, go forth and optimize your awesome creations. Or, if you
dont currently have a game or application to optimize, check out Chrome Experiments
and Creative JS for inspiration.
ReferencesImmediate mode vs. retained mode.
Other HTML5Rocks canvas articles.
The Canvas section of Dive into HTML5.
JSPerf lets developers create JS performance tests.
Browserscope stores browser performance data.
JSPerfView, which renders JSPerf tests as charts.
Simon's blog post on clearing the canvas, and his book, HTML5 Unleashed which
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includes chapters on Canvas performance.
Sebastian's blog post on sub-pixel rendering performance.
Ben's talk about optimizing a JS NES emulator.
The new canvas profiler in the Chrome DevTools.
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