CanvasRenderingContext2D.putImageData()

The CanvasRenderingContext2D.putImageData() method of the Canvas 2D API paints data from the given ImageData object onto the bitmap. If a dirty rectangle is provided, only the pixels from that rectangle are painted.

Syntax

void ctx.putImageData(imagedata, dx, dy);
void ctx.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);

Parameters

imageData

     An ImageData object containing the array of pixel values.

dx
Horizontal position (x-coordinate) of the upper-left corner of the image data rectangle in the target canvas context.
dy
Vertical position (y-coordinate) of the upper-left corner of the image data rectangle in the target canvas context.
dirtyX Optional
Horizontal position (x-coordinate) where to place the image on the canvas. Defaults to the top left of the whole image data.
dirtyY Optional
Vertical position (y-coordinate) where to place the image on the canvas. Defaults to the top left of the whole image data.
dirtyWidth Optional
Width of the rectangle to be painted, in the origin image data. Defaults to the width of the image data.
dirtyHeight Optional
Height of the rectangle to be painted, in the origin image data. Defaults to the height of the image data.

Errors thrown

NotSupportedError
Thrown if either of the arguments are infinite.
InvalidStateError
Thrown if the ImageData object's data has been detached.

Examples

Understanding putImageData

To understand what this algorithm performs, here is an implementation on top of CanvasRenderingContext2D.fillRect(). For more information, see Pixel manipulation with canvas and the ImageData object.

HTML

<canvas id="canvas"></canvas>

JavaScript

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

function putImageData(ctx, imageData, dx, dy,
    dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
  var data = imageData.data;
  var height = imageData.height;
  var width = imageData.width;
  dirtyX = dirtyX || 0;
  dirtyY = dirtyY || 0;
  dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
  dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
  var limitBottom = dirtyY + dirtyHeight;
  var limitRight = dirtyX + dirtyWidth;
  for (var y = dirtyY; y < limitBottom; y++) {
    for (var x = dirtyX; x < limitRight; x++) {
      var pos = y * width + x;
      ctx.fillStyle = 'rgba(' + data[pos*4+0]
                        + ',' + data[pos*4+1]
                        + ',' + data[pos*4+2]
                        + ',' + (data[pos*4+3]/255) + ')';
      ctx.fillRect(x + dx, y + dy, 1, 1);
    }
  }
}

// Draw content onto the canvas
ctx.fillRect(0,0,100,100);
// Create an ImageData object from it
var imagedata = ctx.getImageData(0,0,100,100);
// use the putImageData function that illustrates how putImageData works
putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);

Edit the code below and see your changes update live in the canvas:

Playable code
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas>
<div class="playable-buttons">
  <input id="edit" type="button" value="Edit" />
  <input id="reset" type="button" value="Reset" />
</div>
<textarea id="code" class="playable-code">
ctx.fillRect(0,0,100,100);
var imagedata = ctx.getImageData(0,0,100,100);
putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);</textarea>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var textarea = document.getElementById("code");
var reset = document.getElementById("reset");
var edit = document.getElementById("edit");
var code = textarea.value;

function drawCanvas() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  eval(textarea.value);
}

reset.addEventListener("click", function() {
  textarea.value = code;
  drawCanvas();
});

edit.addEventListener("click", function() {
  textarea.focus();
})

textarea.addEventListener("input", drawCanvas);
window.addEventListener("load", drawCanvas);

function putImageData(ctx, imageData, dx, dy,
    dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
  var data = imageData.data;
  var height = imageData.height;
  var width = imageData.width;
  dirtyX = dirtyX || 0;
  dirtyY = dirtyY || 0;
  dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
  dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
  var limitBottom = dirtyY + dirtyHeight;
  var limitRight = dirtyX + dirtyWidth;
  for (var y = dirtyY; y < limitBottom; y++) {
    for (var x = dirtyX; x < limitRight; x++) {
      var pos = y * width + x;
      ctx.fillStyle = 'rgba(' + data[pos*4+0]
                        + ',' + data[pos*4+1]
                        + ',' + data[pos*4+2]
                        + ',' + (data[pos*4+3]/255) + ')';
      ctx.fillRect(x + dx, y + dy, 1, 1);
    }
  }
}

Specifications

Specification Status Comment
WHATWG HTML Living Standard
The definition of 'CanvasRenderingContext2D.putImageData' in that specification.
Living Standard  

Browser compatibility

Feature Chrome Firefox (Gecko) Internet Explorer Opera Safari
Basic support (Yes) (Yes) (Yes) (Yes) (Yes)
Feature Android Chrome for Android Firefox Mobile (Gecko) IE Mobile Opera Mobile Safari Mobile
Basic support (Yes) (Yes) (Yes) (Yes) (Yes) (Yes)

Compatibility notes

  • Starting in Gecko 10.0 (Firefox 10.0 / Thunderbird 10.0 / SeaMonkey 2.7), non-finite values to any of these parameters cause the call to putImageData() to be silently ignored, rather than throwing an exception.
  • To comply with the specification, starting with Gecko 16.0 (Firefox 16.0 / Thunderbird 16.0 / SeaMonkey 2.13), a call with an invalid number of arguments (only 3 or 7 arguments are valid), will now throw an error (bug 762657).

See also

Document Tags and Contributors

 Contributors to this page: fscholz, jbrooksuk
 Last updated by: fscholz,