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@skia-canvas/darwin-x64

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Skia Canvas
Getting Started   ·   Documentation   ·   Release Notes   ·   Discussion Forum

Skia Canvas is an implementation of the HTML Canvas drawing API that runs in Node.js on Mac, Linux, and Windows systems. Depending on your needs, you can use it as:

  1. A spec-compliant offscreen canvas: it accepts the same drawing code you'd write for a browser but can run on servers and in other ‘headless’ contexts to generate image files and buffers.
  2. A windowing toolkit: it can open native windows on macOS, Windows, and Linux with display-synced drawing and browser-inspired event handling.
  3. A JavaScript interface for the Skia graphics library: it uses familiar web APIs as a front-end to Google’s sophisticated imaging engine, rendering with high-performance native code (and optional GPU acceleration).

A More Capable Canvas

In addition to being a faithful emulation of the canvas standard, Skia Canvas includes a raft of extensions, adding 2D capabilities that reach well beyond what the browser’s <canvas> can do.

In particular, Skia Canvas can:

Installing Skia Canvas

If you’re running on a supported platform, installation should be as simple as:

npm install skia-canvas

For detailed installation instructions and runtime configuration options, take a look at the Getting Started page.

Example Usage

Skia Canvas's classes and extensions to the standard are extensively covered in the API Documentation. But to give you a sense of some of things you can achieve with it, here are some real-world examples:

Generating image files
import {Canvas} from 'skia-canvas'

let canvas = new Canvas(400, 400),
    ctx = canvas.getContext("2d"),
    {width, height} = canvas;

// draw an empty box with a gradient at its edges
let sweep = ctx.createConicGradient(Math.PI * 1.2, width/2, height/2)
sweep.addColorStop(0, "red")
sweep.addColorStop(0.25, "orange")
sweep.addColorStop(0.5, "yellow")
sweep.addColorStop(0.75, "green")
sweep.addColorStop(1, "red")
ctx.strokeStyle = sweep
ctx.lineWidth = 100
ctx.strokeRect(100,100, 200,200)

// render to multiple destinations using a background thread...
await canvas.toFile("rainbox.png", {density:2}) // save a ‘retina’ image
let pngData = await canvas.png // use a shorthand for canvas.toBuffer("png")
let pngEmbed = `<img src="${await canvas.toURL("png")}">` // embed it in a string

// ...or save the file synchronously from the main thread
canvas.toFileSync("rainbox.pdf")

  rainbox.png

Multi-page sequences
import {Canvas, loadCanvas} from 'skia-canvas'

let canvas = new Canvas(400, 400),
    ctx = canvas.getContext("2d"), // leave first page blank
    {width, height} = canvas

for (const color of ['orange', 'yellow', 'green', 'skyblue', 'purple']){
  ctx = canvas.newPage() // add pages 2–6
  ctx.fillStyle = color
  ctx.fillRect(0,0, width, height)
  ctx.fillStyle = 'white'
  ctx.arc(width/2, height/2, 40, 0, 2 * Math.PI)
  ctx.fill()
}

await canvas.toFile("page-{2}.png")  // save to files named `page-01.png`, `page-02.png`, etc.
await canvas.toFile("all-pages.pdf") // save to a single multi-page PDF file

// the multi-page PDF can be read back in and even drawn upon
let multipage = await loadCanvas("all-pages.pdf")
for (let [i, pg] of multipage.pages.entries()){
  pg.font = 'italic 12px serif'
  pg.textAlign = 'center'
  pg.textBaseline = 'middle'
  pg.fillText(`p. ${i+1}`, multipage.width/2, multipage.height/2)
}
await multipage.toFile("all-pages-labeled.pdf")

  all-pages-labeled.pdf

Rendering to a window
import {Window} from 'skia-canvas'

let win = new Window(300, 300)
win.title = "Canvas Window"
win.on("draw", e => {
  let ctx = e.target.canvas.getContext("2d")
  ctx.lineWidth = 25 + 25 * Math.cos(e.frame / 10)
  ctx.beginPath()
  ctx.arc(150, 150, 50, 0, 2 * Math.PI)
  ctx.stroke()

  ctx.beginPath()
  ctx.arc(150, 150, 10, 0, 2 * Math.PI)
  ctx.stroke()
  ctx.fill()
})

  screenshot

Wide-gamut colors
import {Canvas} from 'skia-canvas'

let pad = 16, size = 64, width = 4*size + 3*pad,
    canvas = new Canvas(336, 240),
    ctx = canvas.getContext("2d", {colorSpace:"display-p3"})

// CSS Color 4 syntax is supported everywhere (and colors can exceed the sRGB gamut)
for (let [p3, srgb] of [
  ["color(display-p3 1 0 0)", "#ff0000"], ["lch(75% 100 150)", "#00dc51"],
  ["lch(85% 80 170)", "#00f8b6"], ["color(display-p3 0 1 1)", "#00ffff"]
]){
  ctx.fillStyle = p3 // wide gamut color
  ctx.fillRect(pad, pad, size, size/2)
  ctx.fillStyle = srgb  // nearest sRGB equivalent
  ctx.fillRect(pad, pad + size/2, size, size/2)
  ctx.translate(size + pad, 0)
}
ctx.translate(-width, pad + size)

// gradients can select the color space used for interpolation
for (let {space, from, to, hue} of [
  {space:"srgb",  from:"navy", to:"gold"}, // perceptual midpoint is off-center
  {space:"oklab", from:"navy", to:"gold"}, // Oklab stays perceptually uniform
  {space:"oklch", from:"red",  to:"red", hue:"longer"}, // full 360° from a single hue
]){
  let ramp = ctx.createLinearGradient(0, pad, width, pad)
  if (hue) ramp.hueInterpolationMethod = hue // only applies to angle-based spaces
  ramp.colorInterpolationMethod = space
  ramp.addColorStop(0, from)
  ramp.addColorStop(1, to)
  ctx.fillStyle = ramp
  ctx.fillRect(0, pad, width, size/2)
  ctx.translate(0, pad + size/2)
}

await canvas.toFile("test-pattern.png")

  test-pattern.png

Integrating with Sharp.js
import sharp from 'sharp'
import {Canvas, loadImage} from 'skia-canvas'

let canvas = new Canvas(400, 400),
    ctx = canvas.getContext("2d"),
    {width, height} = canvas,
    [x, y] = [width/2, height/2]

ctx.fillStyle = 'red'
ctx.fillRect(0, 0, x, y)
ctx.fillStyle = 'orange'
ctx.fillRect(x, y, x, y)

// Render the canvas to a Sharp object on a background thread then desaturate
await canvas.toSharp().modulate({saturation:.25}).jpeg().toFile("faded.jpg")

// Convert an ImageData to a Sharp object and save a grayscale version
let imgData = ctx.getImageData(0, 0, width, height, {matte:'white', density:2})
await imgData.toSharp().grayscale().png().toFile("black-and-white.png")

// Create an image using Sharp then draw it to the canvas as an Image object
let sharpImage = sharp({create:{ width:x, height:y, channels:4, background:"skyblue" }})
let canvasImage = await loadImage(sharpImage)
ctx.drawImage(canvasImage, x, 0)
await canvas.toFile('mosaic.png')

  sharp exports

Benchmarks

In these benchmarks, Skia Canvas is tested running in two modes: serial and async. When running serially, each rendering operation is awaited before continuing to the next test iteration. When running asynchronously, all the test iterations are begun at once and are executed in parallel using the library’s multi-threading support.

See full results here…

Startup latency
Library Per Run Total Time (100 iterations)
canvaskit-wasm   25 ms  2.47 s
canvas   88 ms  8.77 s
@napi-rs/canvas   69 ms  6.87 s
skia-canvas   <1 ms   33 ms
Bezier curves
Library Per Run Total Time (20 iterations)
canvaskit-wasm  790 ms 15.81 s
canvas  486 ms  9.72 s
@napi-rs/canvas  230 ms  4.60 s
skia-canvas (serial)  137 ms  2.74 s
skia-canvas (async)   28 ms  558 ms
SVG to PNG
Library Per Run Total Time (100 iterations)
canvaskit-wasm  —————   —————    not supported
canvas  122 ms 12.16 s
@napi-rs/canvas   84 ms  8.42 s
skia-canvas (serial)   58 ms  5.83 s
skia-canvas (async)   11 ms  1.08 s
Scale/rotate images
Library Per Run Total Time (50 iterations)
canvaskit-wasm  274 ms 13.72 s
canvas  283 ms 14.13 s
@napi-rs/canvas  112 ms  5.60 s
skia-canvas (serial)  100 ms  5.00 s
skia-canvas (async)   19 ms  935 ms
Basic text
Library Per Run Total Time (200 iterations)
canvaskit-wasm   24 ms  4.75 s
canvas   24 ms  4.88 s
@napi-rs/canvas   19 ms  3.83 s
skia-canvas (serial)   21 ms  4.26 s
skia-canvas (async)    4 ms  819 ms

Acknowledgements

This project is deeply indebted to the work of the Rust Skia project whose Skia bindings provide a safe and idiomatic interface to the mess of C++ that lies underneath. Many thanks to the developers of node-canvas for their terrific set of unit tests. In the absence of an Acid Test for canvas, these routines were invaluable.

Notable contributors
  • @mpaparno contributed support for SVG rendering, raw image-buffer handling, WEBP import/export and numerous bug fixes
  • @Salmondx developed the initial Raw image loading & rendering routines
  • @lucasmerlin helped get GPU rendering working on Vulkan
  • @cprecioso & @saantonandre corrected and expanded upon the TypeScript type definitions
  • @meihuanyu contributed filter & path rendering fixes

2020–2026 Samizdat Drafting Co.