Invalidating the memory in iOS 7.1.1 when using canvas drawImage

When I use the following code on an animation frame, I notice a significant memory leak that eventually causes IOS Safari or Chrome to crash:

    ctx.drawImage(anotherCanvas, clipX, clipY, clipW, clipH, x, y, w, h);

Interestingly, if I don't apply any clipping to the canvas and just draw it as is, there is no memory leak.

    ctx.drawImage(anotherCanvas, x, y, w, h);

The issue here is that I need to be able to clip the canvas. This problem only occurs on IOS devices. Does anyone have insight into why this might be happening?

Additionally, does anyone know of a reliable workaround to force garbage collection or clear the accumulated memory to prevent crashes?

I would greatly appreciate any assistance or advice. Thank you :)

Answer №1

Recently, I also encountered the same issue. I suspect it may have originated in the latest update, 7.1.1. The workaround you mentioned seems to be the way to go.

Update: Upon further investigation, it appears that my problem was caused by an audio memory leak instead.

Answer №2

Encountering the same issue on IOS 9.0.1

To address this, I discovered that resizing "anotherCanvas" helped as a temporary fix.

var maxRes = Math.min(canvas.width(), canvas.height());

var ratio = Math.min(
    ratioWidth = maxRes / anotherCanvas.width,
    ratioHeight = maxRes / anotherCanvas.height
);
anotherCanvas.width = anotherCanvas.width * ratio;
anotherCanvas.height = anotherCanvas.width * ratio;

clipX = clipX * ratio;
clipY = clipY * ratio;
clipW = clipW * ratio;
clipH = clipH * ratio;

Strangely, by applying these adjustments, image quality decreased but it prevented crashes on the page.

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