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https://github.com/gyurix1968/guacamole-client.git
synced 2025-09-06 13:17:41 +00:00
More efficient blocking, leveraging the now-necessary image data copy.
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@@ -588,29 +588,58 @@ Guacamole.Layer = function(width, height) {
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* @param {Number} y The destination Y coordinate.
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*/
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this.copy = function(srcLayer, srcx, srcy, srcw, srch, x, y) {
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scheduleTaskSynced(srcLayer, function() {
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// If we are copying from ourselves, perform simple drawImage() copy.
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// No other synchronization is necessary.
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if (srcLayer === this) {
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scheduleTask(function() {
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if (layer.autosize != 0) fitRect(x, y, srcw, srch);
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displayContext.drawImage(srcLayer.getCanvas(), srcx, srcy, srcw, srch, x, y, srcw, srch);
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});
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return;
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}
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// Note that source image data MUST be retrieved with getImageData()
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// rather than drawing directly using the source canvas as an
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// argument to drawImage(). This is because Canvas implementations may
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// implement drawImage() lazily, which can cause rendering issues if
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// the source canvas is updated before drawImage() is actually
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// performed. Retrieving the actual underlying pixel data with
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// getImageData() ensures that the image data is truly available.
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// Will contain image data once source layer is ready
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var data;
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// Draw image data from the source layer any time after the
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// source layer is ready (the copied image data will be stored
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// such that the source layer can continue unimpeded).
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var task = scheduleTask(function() {
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if (layer.autosize != 0) fitRect(x, y, srcw, srch);
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var srcCanvas = srcLayer.getCanvas();
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if (srcCanvas.width != 0 && srcCanvas.height != 0) {
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// Copy source data into temporary canvas (drawing from
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// source canvas directly can cause the operation to be
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// performed lazily by the underlying Canvas implementation,
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// which undermines the sychronization built into these
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// layers).
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// Copy image data onto temporary canvas
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temp.width = srcw;
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temp.height = srch;
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tempContext.putImageData(
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srcLayer.getContext().getImageData(srcx, srcy, srcw, srch),
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0, 0);
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tempContext.putImageData(data, 0, 0);
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// Draw from temporary canvas
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displayContext.drawImage(temp, 0, 0, srcw, srch, x, y, srcw, srch);
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}
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}, true);
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// When source layer is ready, pull data, and unblock draw task
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srcLayer.sync(function() {
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data = srcLayer.getContext().getImageData(srcx, srcy, srcw, srch);
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task.unblock();
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});
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};
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/**
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