Significant firefox perf improvement. Update TODOs.
Interesting. Enough has changed in the Canvas tile operations, that Canvas.prefer_js=true is better for firefox/gecko too. Approximately 2X improvement in firefox for large hextile renders.
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+7
-4
@@ -28,6 +28,7 @@ var Canvas, Canvas_native;
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Canvas = {
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prefer_js : false,
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force_canvas : false,
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true_color : false,
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colourMap : [],
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@@ -176,8 +177,7 @@ init: function (id) {
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if (Canvas.has_imageData) {
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console.log("Canvas supports imageData");
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Canvas._rgbxImage = Canvas._rgbxImageData;
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Canvas._cmapImage = Canvas._cmapImageData;
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Canvas.force_canvas = false;
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if (Canvas.ctx.createImageData) {
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// If it's there, it's faster
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console.log("Using Canvas createImageData");
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@@ -186,18 +186,21 @@ init: function (id) {
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console.log("Using Canvas getImageData");
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Canvas._imageData = Canvas._imageDataGet;
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}
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if (Util.Engine.webkit) {
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if (Util.Engine.webkit || Util.Engine.gecko) {
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console.log("Prefering javascript operations");
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Canvas.prefer_js = true;
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} else {
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console.log("Prefering Canvas operations");
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Canvas.prefer_js = false;
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}
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Canvas._rgbxImage = Canvas._rgbxImageData;
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Canvas._cmapImage = Canvas._cmapImageData;
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} else {
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console.log("Canvas lacks imageData, using fillRect (slow)");
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Canvas.force_canvas = true;
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Canvas.prefer_js = false;
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Canvas._rgbxImage = Canvas._rgbxImageFill;
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Canvas._cmapImage = Canvas._cmapImageFill;
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Canvas.prefer_js = false;
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}
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Canvas.colourMap = [];
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