Repository: mozilla/pdf.js
File: src/display/canvas.js (JavaScript)

Code before:
        // delete mark
        points[p] = 0;
      } else {
        // type is 5 or 10, ie, a crossing
        // set new direction
        type = pp & ((0x33 * type) >> 4);
        // set new type for "future hit"
        points[p] &= (type >> 2) | (type << 2);
      }
      x = p % width1;
      y = (p / width1) | 0;
      path.lineTo(a * x + c * y + e, b * x + d * y + f);

      if (!points[p]) {
        --count;
      }
    } while (p0 !== p);
    --i;
  }

  // Immediately release the, potentially large, `Uint8Array`s after parsing.
  data = null;
  points = null;

  const drawOutline = function (ctx) {
    ctx.save();
    ctx.fill(path);
    ctx.beginPath();
    ctx.restore();
  };

  return drawOutline;
}

class CanvasExtraState {
  constructor(width, height) {
    // Are soft masks and alpha values shapes or opacities?
    this.alphaIsShape = false;
    this.fontSize = 0;
    this.fontSizeScale = 1;
    this.textMatrix = IDENTITY_MATRIX;
    this.textMatrixScale = 1;
    this.fontMatrix = FONT_IDENTITY_MATRIX;
    this.leading = 0;
    // Current point (in user coordinates)
    this.x = 0;
    this.y = 0;
    // Start of text line (in text coordinates)
    this.lineX = 0;
    this.lineY = 0;
    // Character and word spacing

Review comment (refactor):
I don't think we need to save, beginPath and restore here since we don't change any state.
Previously save/restore was required because we changed the transform.
About beginPath, I don't think it was required because the current path isn't changed by fill(path), I wasn't sure of that and I tried:
```html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <style>
        canvas {
            border: 1px solid black;
        }
    </style>
</head>
<body>
    <canvas id="myCanvas" width="500" height="400"></canvas>
    <script>
        const canvas = document.getElementById('myCanvas');
        const ctx = canvas.getContext('2d');

        // Example: Draw a rectangle
        ctx.fillStyle = 'blue';
        ctx.moveTo(50, 50);
        ctx.lineTo(150, 50);
        ctx.lineTo(150, 150);
        ctx.lineTo(50, 150);
        ctx.closePath();

        const path = new Path2D();
        path.moveTo(150, 150);
        path.lineTo(250, 150);
        path.lineTo(250, 250);
        path.lineTo(150, 250);
        path.closePath();

        ctx.fillStyle = 'red';
        ctx.fill(path);

        ctx.fillStyle = 'blue';
        ctx.fill();
     </script>
</body>
</html>
```
So I think we can safely remove that stuff.
And that'd lead give us the possibility to just remove this function and replace it by the path which can be drawn on the call site of the function.


Code after:
        // delete mark
        points[p] = 0;
      } else {
        // type is 5 or 10, ie, a crossing
        // set new direction
        type = pp & ((0x33 * type) >> 4);
        // set new type for "future hit"
        points[p] &= (type >> 2) | (type << 2);
      }
      x = p % width1;
      y = (p / width1) | 0;
      path.lineTo(a * x + c * y + e, b * x + d * y + f);

      if (!points[p]) {
        --count;
      }
    } while (p0 !== p);
    --i;
  }

  return path;
}

class CanvasExtraState {
  constructor(width, height) {
    // Are soft masks and alpha values shapes or opacities?
    this.alphaIsShape = false;
    this.fontSize = 0;
    this.fontSizeScale = 1;
    this.textMatrix = IDENTITY_MATRIX;
    this.textMatrixScale = 1;
    this.fontMatrix = FONT_IDENTITY_MATRIX;
    this.leading = 0;
    // Current point (in user coordinates)
    this.x = 0;
    this.y = 0;
    // Start of text line (in text coordinates)
    this.lineX = 0;
    this.lineY = 0;
    // Character and word spacing
    this.charSpacing = 0;
    this.wordSpacing = 0;
    this.textHScale = 1;
    this.textRenderingMode = TextRenderingMode.FILL;
    this.textRise = 0;
    // Default fore and background colors
    this.fillColor = "#000000";
    this.strokeColor = "#000000";
    this.patternFill = false;
    this.patternStroke = false;
    // Note: fill alpha applies to all non-stroking operations