I'm currently writing an application that displays a lot, and I mean, a lot of 2D paths (made of hundreds, thousands of tiny segments) on an HTML5 canvas. Typically, a few million points. These points are downloaded from a server into a binary ArrayBuffer
.
I probably won't be using that many points in the real world, but I'm kinda interested in how I could improve the performance. You can call it curiosity if you want ;)
Anyway, I've tested the following solutions :
Using
gl.LINES
orgl.LINE_STRIP
with WebGL, and compute everything in shaders on the GPU. Currently the fastest, can display up to 10M segments without flinching on my Macbook Air. But there are very strict constraints for the binary format if you want to avoid processing things in JavaScript, which is slow.Using Canvas2D, draw a huge path with all the segments in one
stroke()
call. When I'm getting past 100k points, the page freezes for a few seconds before the canvas is updated. So, not working here.Using Canvas2D, but draw each path with its own
stroke()
call. Despite what others have been saying on the internet, this is much faster than drawing everything in one call, but still a lot slower than WebGL. Things start to get bad when I reach about 500k segments.
The two Canvas2D solutions require looping through all the points of all the paths in JavaScript, so this is quite slow. Do you know of any method(s) that could improve JavaScript's iteration speed in an ArrayBuffer, or processing speed in general?
But, what's strange is, the screen isn't updated immediately after all the canvas draw calls have finished. When I start getting to the performance limit, there is a noticeable delay between the end of the draw calls and the update of the canvas. Do you have any idea where that comes from, and is there a way to reduce it?