1024x1024 2d canvas may use about 1024 1024 4 = 4M memory,but webGL context use at least 5-10 times more memory.
<!DOCTYPE html> <html> <body> <div style="display:inline-block ;overflow: hidden;width: 512px;height: 512px;"> <canvas id="canvas" width="1024" height="1024" style="border: red 1px solid;transform: scale(0.5); transform-origin: 0 0;">old version need update</canvas> </div> </body> <script> var ctx = window.document.getElementById("canvas").getContext("webgl") var gl = canvas.getContext("experimental-webgl"); </script> </html>
There are possibly multiple reasons
The browser chooses the amount but checking
On my machine a 300x150 canvas is actually 1200x600 because that's how a GPU's built in antialiasing works
You can turn off anti-aliasing by passing in
antialias: false when creating the context
So there will always be at least 2 buffers allocated, the drawing buffer (the buffer you render to) and a copy used for rendering the page. So even with antialiasing off there will be 2 buffers where as 2D canvas might have only 1 (it's up to the browser what it does for canvas 2D)
WebGL internally in the browser creates some kind of context to track all the state. That state is per WebGL context. In other words if you create 2 WebGL contexts the browser needs to track 2 sets of WebGL state. In Chrome that includes things like the command buffer and other buffers to transfer commands and data from the process running the webpage to the process talking to the GPU. That by itself can be 2-4 meg. Canvas 2D on the other hand most likely allocates that info once and shares it across all canvases. It might not even be accounted for when looking at memory usage.