Use only one temp canvas for patterns
This fixes a regression #3153 which was introduced by #2177. The temp vanvases that are being created are not being re-used, which lead to high memory use.
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src/pattern.js
150
src/pattern.js
@ -20,6 +20,10 @@
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'use strict';
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// This global variable is used to minimize the memory usage when patterns are
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// used.
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var temporaryPatternCanvas = null;
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var PatternType = {
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AXIAL: 2,
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RADIAL: 3
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@ -268,68 +272,24 @@ var TilingPattern = (function TilingPatternClosure() {
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COLORED: 1,
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UNCOLORED: 2
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};
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var MAX_PATTERN_SIZE = 4096;
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var MAX_PATTERN_SIZE = 8192;
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function TilingPattern(IR, color, ctx, objs, commonObjs) {
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var operatorList = IR[2];
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this.name = IR[1][0].name;
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this.operatorList = IR[2];
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this.matrix = IR[3] || [1, 0, 0, 1, 0, 0];
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var bbox = IR[4];
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var xstep = IR[5];
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var ystep = IR[6];
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var paintType = IR[7];
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var tilingType = IR[8];
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TODO('TilingType: ' + tilingType);
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this.bbox = IR[4];
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this.xstep = IR[5];
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this.ystep = IR[6];
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this.paintType = IR[7];
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this.tilingType = IR[8];
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this.color = color;
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this.objs = objs;
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this.commonObjs = commonObjs;
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this.curMatrix = ctx.mozCurrentTransform;
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this.ctx = ctx;
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this.type = 'Pattern';
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var x0 = bbox[0], y0 = bbox[1], x1 = bbox[2], y1 = bbox[3];
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var topLeft = [x0, y0];
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// we want the canvas to be as large as the step size
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var botRight = [x0 + xstep, y0 + ystep];
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var width = botRight[0] - topLeft[0];
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var height = botRight[1] - topLeft[1];
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// Obtain scale from matrix and current transformation matrix.
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var matrixScale = Util.singularValueDecompose2dScale(this.matrix);
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var curMatrixScale = Util.singularValueDecompose2dScale(this.curMatrix);
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var combinedScale = [matrixScale[0] * curMatrixScale[0],
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matrixScale[1] * curMatrixScale[1]];
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// MAX_PATTERN_SIZE is used to avoid OOM situation.
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// Use width and height values that are as close as possible to the end
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// result when the pattern is used. Too low value makes the pattern look
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// blurry. Too large value makes it look too crispy.
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width = Math.min(Math.ceil(Math.abs(width * combinedScale[0])),
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MAX_PATTERN_SIZE);
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height = Math.min(Math.ceil(Math.abs(height * combinedScale[1])),
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MAX_PATTERN_SIZE);
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var tmpCanvas = createScratchCanvas(width, height);
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// set the new canvas element context as the graphics context
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var tmpCtx = tmpCanvas.getContext('2d');
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var graphics = new CanvasGraphics(tmpCtx, commonObjs, objs);
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this.setFillAndStrokeStyleToContext(tmpCtx, paintType, color);
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this.setScale(width, height, xstep, ystep);
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this.transformToScale(graphics);
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// transform coordinates to pattern space
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var tmpTranslate = [1, 0, 0, 1, -topLeft[0], -topLeft[1]];
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graphics.transform.apply(graphics, tmpTranslate);
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this.clipBbox(graphics, bbox, x0, y0, x1, y1);
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graphics.executeOperatorList(operatorList);
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this.canvas = tmpCanvas;
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this.ctx = ctx;
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}
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TilingPattern.getIR = function TilingPattern_getIR(operatorList, dict, args) {
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@ -347,6 +307,66 @@ var TilingPattern = (function TilingPatternClosure() {
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};
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TilingPattern.prototype = {
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createPatternCanvas: function TilinPattern_createPatternCanvas(tmpCanvas) {
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var operatorList = this.operatorList;
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var bbox = this.bbox;
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var xstep = this.xstep;
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var ystep = this.ystep;
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var paintType = this.paintType;
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var tilingType = this.tilingType;
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var color = this.color;
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var objs = this.objs;
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var commonObjs = this.commonObjs;
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var ctx = this.ctx;
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TODO('TilingType: ' + tilingType);
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var x0 = bbox[0], y0 = bbox[1], x1 = bbox[2], y1 = bbox[3];
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var topLeft = [x0, y0];
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// we want the canvas to be as large as the step size
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var botRight = [x0 + xstep, y0 + ystep];
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var width = botRight[0] - topLeft[0];
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var height = botRight[1] - topLeft[1];
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// Obtain scale from matrix and current transformation matrix.
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var matrixScale = Util.singularValueDecompose2dScale(this.matrix);
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var curMatrixScale = Util.singularValueDecompose2dScale(this.curMatrix);
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var combinedScale = [matrixScale[0] * curMatrixScale[0],
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matrixScale[1] * curMatrixScale[1]];
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// MAX_PATTERN_SIZE is used to avoid OOM situation.
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// Use width and height values that are as close as possible to the end
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// result when the pattern is used. Too low value makes the pattern look
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// blurry. Too large value makes it look too crispy.
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width = Math.min(Math.ceil(Math.abs(width * combinedScale[0])),
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MAX_PATTERN_SIZE);
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height = Math.min(Math.ceil(Math.abs(height * combinedScale[1])),
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MAX_PATTERN_SIZE);
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tmpCanvas.width = width;
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tmpCanvas.height = height;
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// set the new canvas element context as the graphics context
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var tmpCtx = tmpCanvas.getContext('2d');
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var graphics = new CanvasGraphics(tmpCtx, commonObjs, objs);
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this.setFillAndStrokeStyleToContext(tmpCtx, paintType, color);
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this.setScale(width, height, xstep, ystep);
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this.transformToScale(graphics);
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// transform coordinates to pattern space
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var tmpTranslate = [1, 0, 0, 1, -topLeft[0], -topLeft[1]];
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graphics.transform.apply(graphics, tmpTranslate);
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this.clipBbox(graphics, bbox, x0, y0, x1, y1);
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graphics.executeOperatorList(operatorList);
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},
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setScale: function TilingPattern_setScale(width, height, xstep, ystep) {
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this.scale = [width / xstep, height / ystep];
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},
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@ -392,15 +412,19 @@ var TilingPattern = (function TilingPatternClosure() {
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},
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getPattern: function TilingPattern_getPattern() {
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var matrix = this.matrix;
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var curMatrix = this.curMatrix;
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var ctx = this.ctx;
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// The temporary canvas is created only because the memory is released
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// more quickly than creating multiple temporary canvases.
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if (temporaryPatternCanvas === null) {
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temporaryPatternCanvas = createScratchCanvas(0, 0);
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}
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this.createPatternCanvas(temporaryPatternCanvas);
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ctx.setTransform.apply(ctx, curMatrix);
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ctx.transform.apply(ctx, matrix);
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var ctx = this.ctx;
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ctx.setTransform.apply(ctx, this.curMatrix);
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ctx.transform.apply(ctx, this.matrix);
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this.scaleToContext();
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return ctx.createPattern(this.canvas, 'repeat');
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return ctx.createPattern(temporaryPatternCanvas, 'repeat');
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}
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};
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