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Use ImageBitmap.close when no longer needed.

This should free the underlying textures without waiting
for a GC to happen.
This commit is contained in:
Juliusz Chroboczek 2024-12-13 15:54:52 +01:00
parent 6e10da0116
commit 39c063a9d5
2 changed files with 50 additions and 39 deletions

View file

@ -23,16 +23,20 @@ async function loadImageSegmenter() {
loadImageSegmenter();
onmessage = e => {
let bitmap = e.data.bitmap;
if(!(bitmap instanceof ImageBitmap)) {
postMessage(new Error('Bad type for worker data'));
return;
}
if(!imageSegmenter) {
// not ready yet
bitmap.close();
postMessage(null);
return;
}
try {
let bitmap = e.data.bitmap;
if(!(bitmap instanceof ImageBitmap))
throw new Error('Bad type for worker data');
let width = bitmap.width;
let height = bitmap.height;
imageSegmenter.segmentForVideo(
@ -52,6 +56,7 @@ onmessage = e => {
},
);
} catch(e) {
bitmap.close();
postMessage(e);
}
};

View file

@ -1252,6 +1252,7 @@ let filters = {
},
draw: async function(src, ctx) {
let bitmap = await createImageBitmap(src);
try {
let p = new Promise((resolve, reject) => {
this.userdata.worker.onmessage = e => {
if(e && e.data) {
@ -1292,6 +1293,11 @@ let filters = {
ctx.filter = 'none';
ctx.drawImage(result.bitmap, 0, 0);
ctx.globalCompositeOperation = 'source-over';
mask.close();
} finally {
bitmap.close();
}
return true;
},
},