HTML5 acceleration.

I am creating a Photoshop-style web application that runs on an HTML5 Canvas element. The program works well and very quickly, until I add mixed modes to it. I get blending modes by combining each canvas element into one and combining every pixel from each canvas using the correct blending modes starting from the bottom canvas.

for (int i=0; i<width*height*4; i+=4) {
    var base = [layer[0][i],layer[0][i+1],layer[0][i+2],layer[0][i+3]];
    var nextLayerPixel = [layer[1][i],layer[1][i+1],layer[1][i+2],layer[1][i+3]];
    //Apply first blend between first and second layer
    basePixel = blend(base,nextLayerPixel);
    for(int j=0;j+1 != layer.length;j++){
        //Apply subsequent blends here to basePixel
        nextLayerPixel = [layer[j+1][i],layer[j+1][i+1],layer[j+1][i+2],layer[j+1][i+3]];
        basePixel = blend(basePixel,nextLayerPixel);
   }
   pixels[i] = base[0];
   pixels[i+1] = base[1];
   pixels[i+2] = base[2];
   pixels[i+3] = base[3];
}
canvas.getContext('2d').putImageData(imgData,x,y);

With this call blend for different blending modes. My β€œnormal” blending mode is as follows:

var blend = function(base,blend) {
    var fgAlpha = blend[3]/255;
    var bgAlpha = (1-blend[3]/255)*base[3]/255;
    blend[0] = (blend[0]*fgAlpha+base[0]*bgAlpha);
    blend[1] = (blend[1]*fgAlpha+base[1]*bgAlpha);
    blend[2] = (blend[2]*fgAlpha+base[2]*bgAlpha);
    blend[3] = ((blend[3]/255+base[3])-(blend[3]/255*base[3]))*255;
    return blend;
}

The results of my tests in Chrome (giving some of the best tested browsers) were about 400 ms, mixing the three layers together on 620x385 canvas (238,700 pixels).

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var layer = [...]; // an array of CanvasPixelArrays
var base = imgData.data; // the base CanvasPixelArray whose values will be changed
                         // if you don't have one, copy layer[0]
layer.reduce(blend, base); // returns the base, on which all layers are blended
canvas.getContext('2d').putImageData(imgData, x, y);

function blend(base, pixel) {
// blends the pixel array into the base array and returns base
    for (int i=0; i<width*height*4; i+=4) {
        var fgAlpha = pixel[i+3]/255,
            bgAlpha = (1-pixel[i+3]/255)*fgAlpha;
        base[i  ] = (pixel[i  ]*fgAlpha+base[i  ]*bgAlpha);
        base[i+1] = (pixel[i+1]*fgAlpha+base[i+1]*bgAlpha);
        base[i+2] = (pixel[i+2]*fgAlpha+base[i+2]*bgAlpha);
        base[i+3] = ((fgAlpha+base[i+3])-(fgAlpha*base[i+3]))*255;
//                           ^ this seems wrong, but I don't know how to fix it
    }
    return base;
}

: javascript . CSS opacity. . , , .

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