[iOS] Max canvas size is lower than expected
Created attachment 247091 [details] Patch
While I greatly appreciate this limit being bumped to a more accurate limit, what exactly is the purpose of the limit? Is it for performance reason? Memory consumption reasons? If so, why not let content degrade and/or jetsam if values are too large? Especially as there is no mechanism in place to predictably figure out, in code, whether a given <canvas> size will actually allow the content to be rendered.
(In reply to comment #2) > While I greatly appreciate this limit being bumped to a more accurate limit, > what exactly is the purpose of the limit? Is it for performance reason? > Memory consumption reasons? If so, why not let content degrade and/or jetsam > if values are too large? Especially as there is no mechanism in place to > predictably figure out, in code, whether a given <canvas> size will actually > allow the content to be rendered. I tried Firefox and it fails silently when the canvas gets too big, like us. So I think it is worth keeping a limit in, just in case. Note that it's a pretty bad developer experience if their page instantly quits/crashes - that gives them no way to debug without removing random code and starting over. At least with a large limit they'll get a warning in the console as to what went wrong.
Committed r180520: <http://trac.webkit.org/changeset/180520>