Revert fixes for iPad #90 due to performance regression - can avoid bug in libguac-client-rdp and friends until it is fixed upstream.

This commit is contained in:
Michael Jumper
2012-04-05 15:29:55 -07:00
parent 6e835dacdc
commit 041f22563c

View File

@@ -74,19 +74,6 @@ Guacamole.Layer = function(width, height) {
var displayContext = display.getContext("2d");
displayContext.save();
/**
* A temporary canvas element whose contents can be relied on only
* through the duration of an operation.
* @private
*/
var temp = document.createElement("canvas");
/**
* The 2D display context of the temporary canvas element.
* @private
*/
var tempContext = temp.getContext("2d");
/**
* The queue of all pending Tasks. Tasks will be run in order, with new
* tasks added at the end of the queue and old tasks removed from the
@@ -413,15 +400,6 @@ Guacamole.Layer = function(width, height) {
return display;
};
/**
* Returns the display context of the canvas element backing this layer.
* @returns {CanvasRenderingContext2D} The display context of the canvas
* element backing this layer.
*/
this.getContext = function() {
return displayContext;
};
/**
* Returns whether this Layer is ready. A Layer is ready if it has no
* pending operations and no operations in-progress.
@@ -588,58 +566,14 @@ Guacamole.Layer = function(width, height) {
* @param {Number} y The destination Y coordinate.
*/
this.copy = function(srcLayer, srcx, srcy, srcw, srch, x, y) {
// If we are copying from ourselves, perform simple drawImage() copy.
// No other synchronization is necessary.
if (srcLayer === this) {
scheduleTask(function() {
if (layer.autosize != 0) fitRect(x, y, srcw, srch);
displayContext.drawImage(srcLayer.getCanvas(), srcx, srcy, srcw, srch, x, y, srcw, srch);
});
return;
}
// Note that source image data MUST be retrieved with getImageData()
// rather than drawing directly using the source canvas as an
// argument to drawImage(). This is because Canvas implementations may
// implement drawImage() lazily, which can cause rendering issues if
// the source canvas is updated before drawImage() is actually
// performed. Retrieving the actual underlying pixel data with
// getImageData() ensures that the image data is truly available.
// Will contain image data once source layer is ready
var data;
// Draw image data from the source layer any time after the
// source layer is ready (the copied image data will be stored
// such that the source layer can continue unimpeded).
var task = scheduleTask(function() {
scheduleTaskSynced(srcLayer, function() {
if (layer.autosize != 0) fitRect(x, y, srcw, srch);
var srcCanvas = srcLayer.getCanvas();
if (srcCanvas.width != 0 && srcCanvas.height != 0) {
if (srcCanvas.width != 0 && srcCanvas.height != 0)
displayContext.drawImage(srcCanvas, srcx, srcy, srcw, srch, x, y, srcw, srch);
// Copy image data onto temporary canvas
temp.width = srcw;
temp.height = srch;
tempContext.putImageData(data, 0, 0);
// Draw from temporary canvas
displayContext.drawImage(temp, 0, 0, srcw, srch, x, y, srcw, srch);
}
}, true);
// When source layer is ready, pull data, and unblock draw task
srcLayer.sync(function() {
data = srcLayer.getContext().getImageData(srcx, srcy, srcw, srch);
task.unblock();
});
};
/**