optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time - use set and then fix alpha directly
parent
63200ea395
commit
2b367cb6b0
|
@ -69,15 +69,25 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
|
||||||
/* Send the data to the display */
|
/* Send the data to the display */
|
||||||
|
|
||||||
EM_ASM_INT({
|
EM_ASM_INT({
|
||||||
//TODO: don't create context every update
|
var w = $0;
|
||||||
var ctx = Module['canvas'].getContext('2d');
|
var h = $1;
|
||||||
|
var pixels = $2;
|
||||||
|
|
||||||
//library_sdl.js SDL_UnlockSurface
|
if (!Module['SDL2']) Module['SDL2'] = {};
|
||||||
var image = ctx.createImageData($0, $1);
|
var SDL2 = Module['SDL2'];
|
||||||
var data = image.data;
|
if (SDL2.ctxCanvas !== Module['canvas']) {
|
||||||
var src = $2 >> 2;
|
SDL2.ctx = Module['canvas'].getContext('2d');
|
||||||
|
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 dst = 0;
|
||||||
var isScreen = true;
|
|
||||||
var num;
|
var num;
|
||||||
if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
|
if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
|
||||||
// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
|
// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
|
||||||
|
@ -90,26 +100,58 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
|
||||||
data[dst ] = val & 0xff;
|
data[dst ] = val & 0xff;
|
||||||
data[dst+1] = (val >> 8) & 0xff;
|
data[dst+1] = (val >> 8) & 0xff;
|
||||||
data[dst+2] = (val >> 16) & 0xff;
|
data[dst+2] = (val >> 16) & 0xff;
|
||||||
data[dst+3] = isScreen ? 0xff : ((val >> 24) & 0xff);
|
data[dst+3] = 0xff;
|
||||||
src++;
|
src++;
|
||||||
dst += 4;
|
dst += 4;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
var data32 = new Uint32Array(data.buffer);
|
if (SDL2.data32Data !== data) {
|
||||||
|
SDL2.data32 = new Int32Array(data.buffer);
|
||||||
|
SDL2.data8 = new Uint8Array(data.buffer);
|
||||||
|
}
|
||||||
|
var data32 = SDL2.data32;
|
||||||
num = data32.length;
|
num = data32.length;
|
||||||
if (isScreen) {
|
// logically we need to do
|
||||||
while (dst < num) {
|
// while (dst < num) {
|
||||||
// HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
|
// data32[dst++] = HEAP32[src++] | 0xff000000
|
||||||
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 {
|
} else {
|
||||||
while (dst < num) {
|
while (i < j) {
|
||||||
data32[dst++] = HEAP32[src++];
|
data8[i] = 0xff;
|
||||||
|
i = i + 4 | 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ctx.putImageData(image, 0, 0);
|
SDL2.ctx.putImageData(SDL2.image, 0, 0);
|
||||||
return 0;
|
return 0;
|
||||||
}, surface->w, surface->h, surface->pixels);
|
}, surface->w, surface->h, surface->pixels);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue