JavaScript Canvas radial gradient vs .png performance canvas radial gradient generator,canvas radial gradient circle,canvas radial

I'm trying to simulate brushes with the HTML canvas element. To get brush hardness, I'm using a radial gradient, but I'm not entirely sure whether it's faster to create a new radial gradient for every point or saving the radial gradient as an image and use drawImage() instead.

Current code:

var gradient = context.createRadialGradient(x, y, hardness * brushSize, x, y, brushSize);

gradient.addColorStop(0, color);
gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');

context.fillStyle = gradient;
context.fillRect(x - halfBrushSize, y - halfBrushSize, brushSize, brushSize);

drawImage (apart from creating the image):

context.drawImage(img, x, y);
Answer:1

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