Fix some fatal failures related to rendered frame memory size limits

This commit is contained in:
Keavon Chambers
2023-04-02 18:31:41 -07:00
parent 1b50878f3f
commit c16ee88b5d
7 changed files with 27 additions and 15 deletions
+9 -1
View File
@@ -120,7 +120,15 @@ export function createPortfolioState(editor: Editor) {
const { documentId, layerPath, svg, size, imaginateNode } = triggerNodeGraphFrameGenerate;
// Rasterize the SVG to an image file
const imageData = (await rasterizeSVGCanvas(svg, size[0], size[1])).getContext("2d")?.getImageData(0, 0, size[0], size[1]);
let imageData;
try {
// getImageData may throw an exception if the resolution is too high
if (size[0] >= 1 && size[1] >= 1) {
imageData = (await rasterizeSVGCanvas(svg, size[0], size[1])).getContext("2d")?.getImageData(0, 0, size[0], size[1]);
}
} catch (e) {
console.error("Failed to rasterize the SVG canvas in JS to be sent back to Rust:", e);
}
if (imageData) editor.instance.processNodeGraphFrame(documentId, layerPath, new Uint8Array(imageData.data), imageData.width, imageData.height, imaginateNode);
});