Slightly re-factor the compileType3Glyph
function
This moves the `COMPILE_TYPE3_GLYPHS`/`MAX_SIZE_TO_COMPILE`-checks into the `compileType3Glyph` function itself, which allows for some simplification at the call-site. These changes also mean that the `COMPILE_TYPE3_GLYPHS`-check is now done *once* per Type3-glyph, rather than everytime that the glyph is being rendered.
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@ -451,24 +451,29 @@ function drawImageAtIntegerCoords(
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}
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function compileType3Glyph(imgData) {
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const { width, height } = imgData;
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if (
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!COMPILE_TYPE3_GLYPHS ||
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width > MAX_SIZE_TO_COMPILE ||
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height > MAX_SIZE_TO_COMPILE
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) {
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return null;
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}
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const POINT_TO_PROCESS_LIMIT = 1000;
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const POINT_TYPES = new Uint8Array([
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0, 2, 4, 0, 1, 0, 5, 4, 8, 10, 0, 8, 0, 2, 1, 0,
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]);
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const width = imgData.width,
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height = imgData.height,
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width1 = width + 1;
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let i, ii, j, j0;
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const points = new Uint8Array(width1 * (height + 1));
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const width1 = width + 1,
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points = new Uint8Array(width1 * (height + 1));
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let i, j, j0;
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// decodes bit-packed mask data
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const lineSize = (width + 7) & ~7,
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data0 = imgData.data;
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const data = new Uint8Array(lineSize * height);
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data = new Uint8Array(lineSize * height);
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let pos = 0;
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for (i = 0, ii = data0.length; i < ii; i++) {
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const elem = data0[i];
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for (const elem of imgData.data) {
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let mask = 128;
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while (mask > 0) {
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data[pos++] = elem & mask ? 0 : 255;
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@ -2987,28 +2992,22 @@ class CanvasGraphics {
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if (!this.contentVisible) {
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return;
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}
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const count = img.count;
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img = this.getObject(img.data, img);
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img.count = count;
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const ctx = this.ctx;
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const width = img.width,
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height = img.height;
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const glyph = this.processingType3;
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if (COMPILE_TYPE3_GLYPHS && glyph && glyph.compiled === undefined) {
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if (width <= MAX_SIZE_TO_COMPILE && height <= MAX_SIZE_TO_COMPILE) {
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glyph.compiled = compileType3Glyph({ data: img.data, width, height });
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} else {
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glyph.compiled = null;
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if (glyph) {
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if (glyph.compiled === undefined) {
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glyph.compiled = compileType3Glyph(img);
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}
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}
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if (glyph?.compiled) {
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glyph.compiled(ctx);
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return;
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if (glyph.compiled) {
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glyph.compiled(ctx);
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return;
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}
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}
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const mask = this._createMaskCanvas(img);
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const maskCanvas = mask.canvas;
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