code: function Canvas (width, height, scale) {
    // Re-purposing an existing canvas element.
    if (!this._canvas) {
      this._canvas = document.createElement('canvas');
    }
  
    this.width = width;
    this.height = height;
    this.scale = scale || window.devicePixelRatio;
  
    this._canvas.width = this.width * this.scale;
    this._canvas.height = this.height * this.scale;
    this._canvas.getContext('2d').scale(this.scale, this.scale);
  }
docs: Note that this class intentionally does not use PooledClass. DrawingUtils manages <canvas> pooling for more fine-grained control.