Dj

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@bnoordhuis Not sure about its CPU / memory requirements, but it's mainly because of WASM I assume. I will take a stab at making this module work in Deploy again...

I have tried changing these two functions to not use dynamic code generation [in this branch](https://github.com/DjDeveloperr/deno-canvas/tree/deploy-fixes), but there's another issue: it seems canvaskit entirely depends on dynamically generated code in...

Looks like a bug in deno bundler (which uses SWC). I'll look into this after my last exam which is tomorrow

Hmm, I tried looking into this and specifying `"image/jpeg"` seems to just return undefined for me (not PNG), which I suspect is because canvaskit was not compiled with JPEG support.

SVG isn't supported at the moment. I'll look into that.

It seems to transform SVG `` to canvas `Path`, not actually parse SVG: ```js const path = Skia.Path.MakeFromSVGString( `M0 18C0 8.059 8.059 0 18 0s18 8.059 18 18-8.059 18-18 18S0...

Not really sure about this one; this library is a port of [Canvaskit-WASM](https://github.com/google/skia/blob/master/modules/canvaskit). Just tested it seems to add some extra cleanup time which might be some WASM related going...

I'm not sure what exactly is lazy loaded by canvaskit. But maybe I can do a custom build to strip off the other things (related to Skia API) and reduce...

Found the cause of this delay. It is caused by the decoding of wasm base64 which approximately takes 2.4s. We really need wasm imports at this point...

Also found a fix! But kinda hacky. Reduced the decoding overhead from 2.8s to 0.5s by using internal op_base64_decode instead of std's base64 decode which is pure js.