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Diffstat (limited to 'Source/external/SDL2/src/video/emscripten/SDL_emscriptenframebuffer.c')
-rw-r--r--Source/external/SDL2/src/video/emscripten/SDL_emscriptenframebuffer.c178
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diff --git a/Source/external/SDL2/src/video/emscripten/SDL_emscriptenframebuffer.c b/Source/external/SDL2/src/video/emscripten/SDL_emscriptenframebuffer.c
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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#if SDL_VIDEO_DRIVER_EMSCRIPTEN
+
+#include "SDL_emscriptenvideo.h"
+#include "SDL_emscriptenframebuffer.h"
+
+
+int Emscripten_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
+{
+ SDL_Surface *surface;
+ const Uint32 surface_format = SDL_PIXELFORMAT_BGR888;
+ int w, h;
+ int bpp;
+ Uint32 Rmask, Gmask, Bmask, Amask;
+
+ /* Free the old framebuffer surface */
+ SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
+ surface = data->surface;
+ SDL_FreeSurface(surface);
+
+ /* Create a new one */
+ SDL_PixelFormatEnumToMasks(surface_format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
+ SDL_GetWindowSize(window, &w, &h);
+
+ surface = SDL_CreateRGBSurface(0, w, h, bpp, Rmask, Gmask, Bmask, Amask);
+ if (!surface) {
+ return -1;
+ }
+
+ /* Save the info and return! */
+ data->surface = surface;
+ *format = surface_format;
+ *pixels = surface->pixels;
+ *pitch = surface->pitch;
+ return 0;
+}
+
+int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rect * rects, int numrects)
+{
+ SDL_Surface *surface;
+
+ SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
+ surface = data->surface;
+ if (!surface) {
+ return SDL_SetError("Couldn't find framebuffer surface for window");
+ }
+
+ /* Send the data to the display */
+
+ EM_ASM_INT({
+ var w = $0;
+ var h = $1;
+ var pixels = $2;
+
+ if (!Module['SDL2']) Module['SDL2'] = {};
+ var SDL2 = Module['SDL2'];
+ if (SDL2.ctxCanvas !== Module['canvas']) {
+ SDL2.ctx = Module['createContext'](Module['canvas'], false, true);
+ SDL2.ctxCanvas = Module['canvas'];
+ }
+ if (SDL2.w !== w || SDL2.h !== h || SDL2.imageCtx !== SDL2.ctx) {
+ SDL2.image = SDL2.ctx.createImageData(w, h);
+ SDL2.w = w;
+ SDL2.h = h;
+ SDL2.imageCtx = SDL2.ctx;
+ }
+ var data = SDL2.image.data;
+ var src = pixels >> 2;
+ var dst = 0;
+ var num;
+ if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
+ // IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
+ // not UInt8ClampedArray. These don't have buffers, so we need to revert
+ // to copying a byte at a time. We do the undefined check because modern
+ // browsers do not define CanvasPixelArray anymore.
+ num = data.length;
+ while (dst < num) {
+ var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
+ data[dst ] = val & 0xff;
+ data[dst+1] = (val >> 8) & 0xff;
+ data[dst+2] = (val >> 16) & 0xff;
+ data[dst+3] = 0xff;
+ src++;
+ dst += 4;
+ }
+ } else {
+ if (SDL2.data32Data !== data) {
+ SDL2.data32 = new Int32Array(data.buffer);
+ SDL2.data8 = new Uint8Array(data.buffer);
+ }
+ var data32 = SDL2.data32;
+ num = data32.length;
+ // logically we need to do
+ // while (dst < num) {
+ // data32[dst++] = HEAP32[src++] | 0xff000000
+ // }
+ // the following code is faster though, because
+ // .set() is almost free - easily 10x faster due to
+ // native memcpy efficiencies, and the remaining loop
+ // just stores, not load + store, so it is faster
+ data32.set(HEAP32.subarray(src, src + num));
+ var data8 = SDL2.data8;
+ var i = 3;
+ var j = i + 4*num;
+ if (num % 8 == 0) {
+ // unrolling gives big speedups
+ while (i < j) {
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ }
+ } else {
+ while (i < j) {
+ data8[i] = 0xff;
+ i = i + 4 | 0;
+ }
+ }
+ }
+
+ SDL2.ctx.putImageData(SDL2.image, 0, 0);
+ return 0;
+ }, surface->w, surface->h, surface->pixels);
+
+ /*if (SDL_getenv("SDL_VIDEO_Emscripten_SAVE_FRAMES")) {
+ static int frame_number = 0;
+ char file[128];
+ SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
+ SDL_GetWindowID(window), ++frame_number);
+ SDL_SaveBMP(surface, file);
+ }*/
+ return 0;
+}
+
+void Emscripten_DestroyWindowFramebuffer(_THIS, SDL_Window * window)
+{
+ SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
+
+ SDL_FreeSurface(data->surface);
+ data->surface = NULL;
+}
+
+#endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN */
+
+/* vi: set ts=4 sw=4 expandtab: */