Optimized CanvasGraphics_executeOperatorList 66% faster
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@ -394,6 +394,8 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
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// Defines the time the executeOperatorList is going to be executing
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// before it stops and shedules a continue of execution.
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var EXECUTION_TIME = 15;
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// Defines the number of steps before checking the execution time
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var EXECUTION_STEPS = 10;
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function CanvasGraphics(canvasCtx, commonObjs, objs, imageLayer) {
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this.ctx = canvasCtx;
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@ -726,18 +728,21 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
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var argsArrayLen = argsArray.length;
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// Sometimes the OperatorList to execute is empty.
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if (argsArrayLen == i) {
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if (argsArrayLen === i) {
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return i;
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}
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var endTime = Date.now() + EXECUTION_TIME;
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var chunkOperations = (argsArrayLen - i > EXECUTION_STEPS &&
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typeof continueCallback === 'function');
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var endTime = chunkOperations ? Date.now() + EXECUTION_TIME : 0;
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var steps = 0;
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var commonObjs = this.commonObjs;
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var objs = this.objs;
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var fnId;
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while (true) {
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if (stepper && i === stepper.nextBreakPoint) {
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if (stepper !== undefined && i === stepper.nextBreakPoint) {
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stepper.breakIt(i, continueCallback);
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return i;
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}
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@ -750,16 +755,13 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
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var deps = argsArray[i];
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for (var n = 0, nn = deps.length; n < nn; n++) {
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var depObjId = deps[n];
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var common = depObjId.substring(0, 2) == 'g_';
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var common = depObjId[0] === 'g' && depObjId[1] === '_';
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var objsPool = common ? commonObjs : objs;
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// If the promise isn't resolved yet, add the continueCallback
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// to the promise and bail out.
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if (!common && !objs.isResolved(depObjId)) {
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objs.get(depObjId, continueCallback);
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return i;
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}
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if (common && !commonObjs.isResolved(depObjId)) {
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commonObjs.get(depObjId, continueCallback);
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if (!objsPool.isResolved(depObjId)) {
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objsPool.get(depObjId, continueCallback);
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return i;
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}
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}
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@ -768,15 +770,18 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
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i++;
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// If the entire operatorList was executed, stop as were done.
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if (i == argsArrayLen) {
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if (i === argsArrayLen) {
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return i;
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}
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// If the execution took longer then a certain amount of time and
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// `continueCallback` is specified, interrupt the execution.
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if (continueCallback && Date.now() > endTime) {
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continueCallback();
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return i;
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if (chunkOperations && ++steps > EXECUTION_STEPS) {
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if (Date.now() > endTime) {
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continueCallback();
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return i;
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}
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steps = 0;
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}
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// If the operatorList isn't executed completely yet OR the execution
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