I have RGBA image from canvas and I use typedArray to remove alpha channel.
// data - arr from canvas.
// [1,2,3,255, 1,2,3,255, 1,2,3,255,]
// R G B A R G B A R G B A
const delta = 4;
const length = data.length;
const newLength = length - length / delta;
const rgbArr = new Uint8Array(newLength);
let j = 0;
for (i = 0; i < data.length; i = i + delta) {
rgbArr[j] = data[i]; // R
rgbArr[j + 1] = data[i + 1]; // G
rgbArr[j + 2] = data[i + 2]; // B
j = j + 3;
}
// rgbArr [1,2,3, 1,2,3, 1,2,3]
I copy every 3 bytes to new Uint8Array. Can I do it in more optimized way without byte copying?
Looks like your solution is pretty good. At least none of the alternatives I came up with so far comes anywhere close in performance. Run the snippet to see for yourself.
Updated with Justin's suggestion using .filter
-- elegant but not faster.
const data = new Uint8Array(1e8);
const delta = 4;
const length = data.length;
const newLength = length - length / delta;
const rgbArr = new Uint8Array(newLength);
let j = 0;
console.time('first');
for (i = 0; i < data.length; i = i + delta) {
rgbArr[j] = data[i]; // R
rgbArr[j + 1] = data[i + 1]; // G
rgbArr[j + 2] = data[i + 2]; // B
j = j + 3;
}
console.timeEnd('first');
j = 0;
console.time('set');
const rgbArr2 = new Uint8Array(newLength);
for (i = 0; i < data.length; i = i + delta) {
rgbArr2.set(data.slice(i, i+2), j);
j = j + 3;
}
console.timeEnd('set');
console.time('filter');
data.filter((el,i) => {
return i % 4 !== 4 - 1
})
console.timeEnd('filter');
j = 0;
console.time('copyWithin');
for (i = 0; i < data.length; i = i + delta) {
data.copyWithin(j, i, i+2);
j = j + 3;
}
console.timeEnd('copyWithin');
Results:
first: 102.900ms
set: 1185.700ms
filter: 2779.800ms
copyWithin: 415.100ms