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@@ -69,15 +69,25 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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/* Send the data to the display */
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EM_ASM_INT({
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- //TODO: don't create context every update
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- var ctx = Module['canvas'].getContext('2d');
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-
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- //library_sdl.js SDL_UnlockSurface
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- var image = ctx.createImageData($0, $1);
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- var data = image.data;
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- var src = $2 >> 2;
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+ var w = $0;
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+ var h = $1;
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+ var pixels = $2;
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+
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+ if (!Module['SDL2']) Module['SDL2'] = {};
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+ var SDL2 = Module['SDL2'];
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+ if (SDL2.ctxCanvas !== Module['canvas']) {
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+ SDL2.ctx = Module['canvas'].getContext('2d');
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+ SDL2.ctxCanvas = Module['canvas'];
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+ }
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+ if (SDL2.w !== w || SDL2.h !== h || SDL2.imageCtx !== SDL2.ctx) {
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+ SDL2.image = SDL2.ctx.createImageData(w, h);
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+ SDL2.w = w;
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+ SDL2.h = h;
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+ SDL2.imageCtx = SDL2.ctx;
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+ }
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+ var data = SDL2.image.data;
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+ var src = pixels >> 2;
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var dst = 0;
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- var isScreen = true;
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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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@@ -90,26 +100,58 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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data[dst ] = val & 0xff;
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data[dst+1] = (val >> 8) & 0xff;
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data[dst+2] = (val >> 16) & 0xff;
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- data[dst+3] = isScreen ? 0xff : ((val >> 24) & 0xff);
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+ data[dst+3] = 0xff;
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src++;
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dst += 4;
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}
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} else {
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- var data32 = new Uint32Array(data.buffer);
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+ if (SDL2.data32Data !== data) {
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+ SDL2.data32 = new Int32Array(data.buffer);
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+ SDL2.data8 = new Uint8Array(data.buffer);
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+ }
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+ var data32 = SDL2.data32;
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num = data32.length;
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- if (isScreen) {
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- while (dst < num) {
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- // HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
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- data32[dst++] = HEAP32[src++] | 0xff000000;
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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 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 (dst < num) {
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- data32[dst++] = HEAP32[src++];
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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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- ctx.putImageData(image, 0, 0);
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+ SDL2.ctx.putImageData(SDL2.image, 0, 0);
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return 0;
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}, surface->w, surface->h, surface->pixels);
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