emscripten: drop CanvasPixelArray support from framebuffer
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a97d2e6958
commit
0c6d5b3ac8
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@ -92,66 +92,50 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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var src = pixels >> 2;
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var src = pixels >> 2;
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var dst = 0;
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var dst = 0;
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var num;
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var num;
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if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
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// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
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if (SDL2.data32Data !== data) {
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// not UInt8ClampedArray. These don't have buffers, so we need to revert
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SDL2.data32 = new Int32Array(data.buffer);
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// to copying a byte at a time. We do the undefined check because modern
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SDL2.data8 = new Uint8Array(data.buffer);
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// browsers do not define CanvasPixelArray anymore.
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SDL2.data32Data = data;
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num = data.length;
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}
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while (dst < num) {
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var data32 = SDL2.data32;
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var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
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num = data32.length;
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data[dst ] = val & 0xff;
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// logically we need to do
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data[dst+1] = (val >> 8) & 0xff;
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// while (dst < num) {
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data[dst+2] = (val >> 16) & 0xff;
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// data32[dst++] = HEAP32[src++] | 0xff000000
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data[dst+3] = 0xff;
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// }
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src++;
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// the following code is faster though, because
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dst += 4;
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// .set() is almost free - easily 10x faster due to
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// native SDL_memcpy efficiencies, and the remaining loop
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// just stores, not load + store, so it is faster
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data32.set(HEAP32.subarray(src, src + num));
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var data8 = SDL2.data8;
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var i = 3;
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var j = i + 4*num;
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if (num % 8 == 0) {
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// unrolling gives big speedups
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while (i < j) {
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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}
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}
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} else {
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} else {
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if (SDL2.data32Data !== data) {
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while (i < j) {
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SDL2.data32 = new Int32Array(data.buffer);
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data8[i] = 0xff;
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SDL2.data8 = new Uint8Array(data.buffer);
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i = i + 4 | 0;
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SDL2.data32Data = data;
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}
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var data32 = SDL2.data32;
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num = data32.length;
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// logically we need to do
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// while (dst < num) {
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// data32[dst++] = HEAP32[src++] | 0xff000000
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// }
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// the following code is faster though, because
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// .set() is almost free - easily 10x faster due to
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// native SDL_memcpy efficiencies, and the remaining loop
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// just stores, not load + store, so it is faster
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data32.set(HEAP32.subarray(src, src + num));
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var data8 = SDL2.data8;
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var i = 3;
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var j = i + 4*num;
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if (num % 8 == 0) {
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// unrolling gives big speedups
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while (i < j) {
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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data8[i] = 0xff;
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i = i + 4 | 0;
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}
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} else {
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while (i < j) {
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data8[i] = 0xff;
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i = i + 4 | 0;
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}
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}
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}
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}
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}
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