I have the script that works with pixels in html5 canvas element. And there is some strange behavior by Google Chrome (version: 17.0.942.0 dev). I have 2 kind of operations with pixels:
- changing the hue of pixels inside particular polygone
- pixel selection by wand tool
The problem is when I'm changing the hue, the memory of that tab grows after every change up to 250MB (sometimes even more) and than being reseted to the initial size. But when I'm using wand tool selection, the memory doesn't grow, it goes up or down depending how many pixels are selected (this is normal behavior in my opinion). Please help me to understand why memory grows after every change in first case.
P.S. in FF there is no issue like that, that's why I think that this is Chrome-specific "strange" behavior
Here is the code of hue change:
function isPointInPoly(poly, pt){
for(var c = false, i = -1, l = poly.length, j = l - 1; ++i < l; j = i)
((poly[i].y <= pt.y && pt.y < poly[j].y) || (poly[j].y <= pt.y && pt.y < poly[i].y))
&& (pt.x < (poly[j].x - poly[i].x) * (pt.y - poly[i].y) / (poly[j].y - poly[i].y) + poly[i].x)
&& (c = !c);
return c;
}
function changeHue(hue){
var modifyCanvas = $("#canvas-modify").get(0);
var modifyContext = modifyCanvas.getContext('2d');
modifyContext.clearRect(0, 0, modifyCanvas.width, modifyCanvas.height);
var imageData = $$.mainCanvasContext.getImageData(0, 0, $$.mainCanvasElem.width, $$.mainCanvasElem.height);
for(var i=0;i<imageData.data.length;i+=4) {
var p = {x: (i/4)%imageData.width, y: parseInt((i/4)/imageData.width)};
for(var j=0;j<$$.globalSelection.length;j++){
var poly = $$.globalSelection[j].slice(0, $$.globalSelection[j].length-1);
if(isPointInPoly(poly, p)) {
var hsl = rgbToHsl(imageData.data[i], imageData.data[i+1], imageData.data[i+2]);
hsl[0] = hue;
var rgb = hslToRgb(hsl[0], hsl[1], hsl[2]);
imageData.data[i] = rgb[0];
imageData.data[i+1] = rgb[1];
imageData.data[i+2] = rgb[2];
} else {
imageData.data[i] = 0;
imageData.data[i+1] = 0;
imageData.data[i+2] = 0;
imageData.data[i+3] = 0;
}
}
}
modifyContext.putImageData(imageData, 0, 0);
}