WebGL VS Canvas 2D hardware acceleration
<p>These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. </p>

<p>First, if I use canvas 2D context, that is <code>context = canvas.getContext('2d')</code>, then I can just use <code>context.drawimage()</code> method to put every image on the proper location of the canvas. </p>

<p>Another way, I use WebGL to draw these images on the canvas. On this way, for every small image, I need to draw a rectangle. The size of the rectangle is the same as this small image. Besides, the rectangle is on the proper location of the canvas. Then I use the image as texture to fill it.</p>

<p>Then, I compare the performance of these two methods. Both of their fps will reach 60, and the animation(When I click or move by the mouse, canvas will redraw many times) looks very smooth. So I compare their <strong>CPU usage</strong>. I expect that when I use WebGL, the CPU will use less because GPU will assure many work of drawing. But the result is, the CPU usage looks almost the same. I try to optimize my WebGL code, and I think it's good enough. By google, I found that browser such as Chrome, Firefox will enable <strong>Hardware acceleration</strong> by default. So I try to close the hardware acceleration. Then the CPU usage of the first method becomes much higher. So, my question is, since canvas 2D use GPU to accelerate, is it necessary for me to use WebGL just for 2D rendering? What is different between canvas 2D GPU acceleration and WebGL? They both use GPU. Maybe there is any other method to lower the CPU usage of the second method? Any answer will be appreciate!</p>