Remove per-draw canvas clones; title nav cap + right-page-number labels

Two changes:

Eliminate cloning in the publish path. The page-texture-records event is dispatched
synchronously and its handler uploads the canvas to a GPU texture synchronously
(renderer.initTexture), and the stored sourceCanvas is never re-read — so the per-draw
cloneCanvas of the page (and the now-static reveal base) was pure waste driving GC stalls.
publishSpread now passes the live page canvas and the cached base directly; cloneCanvas is
removed. Worst per-paragraph stall 1431ms -> 902ms (originally 2159ms); all stalls now <1s.

Title spread and labels (as specified):
- getMaxNavigableSpread caps to the spread holding the last written body page; before any
  content exists the book stays on the title spread (forward nav disabled), instead of letting
  you flip into blank leaves.
- spreadPageLabel reads 0 at the title and the printed page number of the spread's right page
  elsewhere (was the raw right-page index, e.g. "3" before a game).

Verified live: title reads 0 with forward disabled; spread 1 reads 1; suite 182.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-20 07:33:21 +02:00
parent c7364b0497
commit 0f66dae4eb
3 changed files with 43 additions and 29 deletions
+7 -19
View File
@@ -53,7 +53,6 @@ class BookTextureRendererModule extends BaseModule {
'drawSpreadSerial',
'rasterizeSpread',
'getDrawSignature',
'cloneCanvas',
'buildRevealRegions',
'shouldFlipAfterSideReveal',
'collectRevealRegionCandidates',
@@ -373,15 +372,6 @@ class BookTextureRendererModule extends BaseModule {
}).join('|');
}
cloneCanvas(canvas) {
if (!canvas) return null;
const clone = document.createElement('canvas');
clone.width = canvas.width;
clone.height = canvas.height;
const context = clone.getContext('2d');
if (context) context.drawImage(canvas, 0, 0);
return clone;
}
getPageContent(side = 'left') {
return this.metrics?.contentBySide?.[side] || this.metrics?.content || {
@@ -953,19 +943,17 @@ class BookTextureRendererModule extends BaseModule {
pageMeta: this.buildPublishPageMeta(sidesToPublish),
phase
};
if (sidesToPublish.includes('left')) {
detail.left = phase === 'prepare' ? this.cloneCanvas(this.canvases.left) : this.canvases.left;
}
if (sidesToPublish.includes('right')) {
detail.right = phase === 'prepare' ? this.cloneCanvas(this.canvases.right) : this.canvases.right;
}
// The page-texture-records event is dispatched synchronously below, and its handler
// uploads the canvas to a GPU texture synchronously (renderer.initTexture). So the live
// page canvas (and the static cached base) are consumed before the next draw can touch
// them — no per-draw clones needed (those large canvas copies drove the GC stalls).
if (sidesToPublish.includes('left')) detail.left = this.canvases.left;
if (sidesToPublish.includes('right')) detail.right = this.canvases.right;
const reveal = {};
sidesToPublish.forEach((side) => {
const sideReveal = this.buildRevealRegions(side);
if (!sideReveal) return;
sideReveal.baseCanvas = phase === 'prepare'
? this.cloneCanvas(this.revealBaseCanvases?.[side])
: this.revealBaseCanvases?.[side] || null;
sideReveal.baseCanvas = this.revealBaseCanvases?.[side] || null;
regionCounts[side] = sideReveal.lineRects.length;
reveal[side] = sideReveal;
});