GUACAMOLE-187: Reduce the number of full canvas copies that occur when continuously resizing a layer.

This commit is contained in:
Michael Jumper
2016-10-07 21:14:17 -07:00
parent d8f9d26bdb
commit 7f176d0dd1

View File

@@ -42,6 +42,17 @@ Guacamole.Layer = function(width, height) {
*/
var layer = this;
/**
* The number of pixels the width or height of a layer must change before
* the underlying canvas is resized. The underlying canvas will be kept at
* dimensions which are integer multiples of this factor.
*
* @private
* @constant
* @type Number
*/
var CANVAS_SIZE_FACTOR = 64;
/**
* The canvas element backing this Layer.
* @private
@@ -98,30 +109,44 @@ Guacamole.Layer = function(width, height) {
};
/**
* Resizes the canvas element backing this Layer without testing the
* new size. This function should only be used internally.
* Resizes the canvas element backing this Layer. This function should only
* be used internally.
*
* @private
* @param {Number} newWidth The new width to assign to this Layer.
* @param {Number} newHeight The new height to assign to this Layer.
* @param {Number} [newWidth=0]
* The new width to assign to this Layer.
*
* @param {Number} [newHeight=0]
* The new height to assign to this Layer.
*/
function resize(newWidth, newHeight) {
var resize = function resize(newWidth, newHeight) {
// Only preserve old data if width/height are both non-zero
// Default size to zero
newWidth = newWidth || 0;
newHeight = newHeight || 0;
// Calculate new dimensions of internal canvas
var canvasWidth = Math.ceil(newWidth / CANVAS_SIZE_FACTOR) * CANVAS_SIZE_FACTOR;
var canvasHeight = Math.ceil(newHeight / CANVAS_SIZE_FACTOR) * CANVAS_SIZE_FACTOR;
// Resize only if canvas dimensions are actually changing
if (canvas.width !== canvasWidth || canvas.height !== canvasHeight) {
// Copy old data only if relevant
var oldData = null;
if (layer.width !== 0 && layer.height !== 0) {
if (canvas.width !== 0 && canvas.height !== 0) {
// Create canvas and context for holding old data
oldData = document.createElement("canvas");
oldData.width = layer.width;
oldData.height = layer.height;
oldData.width = Math.min(layer.width, newWidth);
oldData.height = Math.min(layer.height, newHeight);
var oldDataContext = oldData.getContext("2d");
// Copy image data from current
oldDataContext.drawImage(canvas,
0, 0, layer.width, layer.height,
0, 0, layer.width, layer.height);
0, 0, oldData.width, oldData.height,
0, 0, oldData.width, oldData.height);
}
@@ -129,27 +154,34 @@ Guacamole.Layer = function(width, height) {
var oldCompositeOperation = context.globalCompositeOperation;
// Resize canvas
canvas.width = newWidth;
canvas.height = newHeight;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
// Redraw old data, if any
if (oldData)
context.drawImage(oldData,
0, 0, layer.width, layer.height,
0, 0, layer.width, layer.height);
0, 0, oldData.width, oldData.height,
0, 0, oldData.width, oldData.height);
// Restore composite operation
context.globalCompositeOperation = oldCompositeOperation;
layer.width = newWidth;
layer.height = newHeight;
// Acknowledge reset of stack (happens on resize of canvas)
stackSize = 0;
context.save();
}
// If the canvas size is not changing, manually force state reset
else
layer.reset();
// Assign new layer dimensions
layer.width = newWidth;
layer.height = newHeight;
};
/**
* Given the X and Y coordinates of the upper-left corner of a rectangle
* and the rectangle's width and height, resize the backing canvas element
@@ -781,8 +813,7 @@ Guacamole.Layer = function(width, height) {
};
// Initialize canvas dimensions
canvas.width = width;
canvas.height = height;
resize(width, height);
// Explicitly render canvas below other elements in the layer (such as
// child layers). Chrome and others may fail to render layers properly