uniapp中使用原生canvas标签绘制视频帧来模拟拍照,拍照后将图绘制在另外一个canvas上编辑画图,这样反复操作

uniapp中使用原生canvas标签绘制视频帧来模拟拍照,拍照后将图绘制在另外一个canvas上编辑画图,这样反复操作会导致ios系统上白屏,canvas2d上下文为null,经查阅找到相关资料
IOS 创建Canvas过多导致getContext(‘2d’) 返回null
总 Canvas 内存使用超过最大限制 (Safari 12)
从一个 bug 中延伸出 canvas 最大内存限制和浏览器渲染原理
可以提供一些启发解决思路,最终在项目中这样解决的

beforeDestroy() {
	this.timer && clearInterval(this.timer);
	this.closeCamera()
	this.video = null
	if(this.canvas){
		this.canvas.width = 0
		this.canvas.height = 0
		this.canvas = null
		this.canvas2d = null
	}
	if(this.cameraCanvas){
		this.cameraCanvas.width = 0
		this.cameraCanvas.height = 0
		this.cameraCanvas = null
		this.cameraCanvas2d = null
	}
},

项目中还用了fabricjs,同样需要

fabricCanvasDispose() {
	console.log('释放内存')
	if (this.fabricCanvas) {
		let el = this.fabricCanvas.getElement()
		this.fabricCanvas.dispose();
		el.remove()
		this.fabricCanvas = null;
	}
	if (this.canvas) {
		this.canvas.width = 0
		this.canvas.height = 0
		this.canvas = null;
		this.canvas2d = null;
	}
}

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