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SDL_emscriptenframebuffer.c (6468B)


      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      4 
      5   This software is provided 'as-is', without any express or implied
      6   warranty.  In no event will the authors be held liable for any damages
      7   arising from the use of this software.
      8 
      9   Permission is granted to anyone to use this software for any purpose,
     10   including commercial applications, and to alter it and redistribute it
     11   freely, subject to the following restrictions:
     12 
     13   1. The origin of this software must not be misrepresented; you must not
     14      claim that you wrote the original software. If you use this software
     15      in a product, an acknowledgment in the product documentation would be
     16      appreciated but is not required.
     17   2. Altered source versions must be plainly marked as such, and must not be
     18      misrepresented as being the original software.
     19   3. This notice may not be removed or altered from any source distribution.
     20 */
     21 #include "../../SDL_internal.h"
     22 
     23 #if SDL_VIDEO_DRIVER_EMSCRIPTEN
     24 
     25 #include "SDL_emscriptenvideo.h"
     26 #include "SDL_emscriptenframebuffer.h"
     27 #include "SDL_hints.h"
     28 
     29 
     30 int Emscripten_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
     31 {
     32     SDL_Surface *surface;
     33     const Uint32 surface_format = SDL_PIXELFORMAT_BGR888;
     34     int w, h;
     35     int bpp;
     36     Uint32 Rmask, Gmask, Bmask, Amask;
     37 
     38     /* Free the old framebuffer surface */
     39     SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
     40     surface = data->surface;
     41     SDL_FreeSurface(surface);
     42 
     43     /* Create a new one */
     44     SDL_PixelFormatEnumToMasks(surface_format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
     45     SDL_GetWindowSize(window, &w, &h);
     46 
     47     surface = SDL_CreateRGBSurface(0, w, h, bpp, Rmask, Gmask, Bmask, Amask);
     48     if (!surface) {
     49         return -1;
     50     }
     51 
     52     /* Save the info and return! */
     53     data->surface = surface;
     54     *format = surface_format;
     55     *pixels = surface->pixels;
     56     *pitch = surface->pitch;
     57     return 0;
     58 }
     59 
     60 int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rect * rects, int numrects)
     61 {
     62     SDL_Surface *surface;
     63 
     64     SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
     65     surface = data->surface;
     66     if (!surface) {
     67         return SDL_SetError("Couldn't find framebuffer surface for window");
     68     }
     69 
     70     /* Send the data to the display */
     71 
     72     EM_ASM_INT({
     73         var w = $0;
     74         var h = $1;
     75         var pixels = $2;
     76 
     77         if (!Module['SDL2']) Module['SDL2'] = {};
     78         var SDL2 = Module['SDL2'];
     79         if (SDL2.ctxCanvas !== Module['canvas']) {
     80             SDL2.ctx = Module['createContext'](Module['canvas'], false, true);
     81             SDL2.ctxCanvas = Module['canvas'];
     82         }
     83         if (SDL2.w !== w || SDL2.h !== h || SDL2.imageCtx !== SDL2.ctx) {
     84             SDL2.image = SDL2.ctx.createImageData(w, h);
     85             SDL2.w = w;
     86             SDL2.h = h;
     87             SDL2.imageCtx = SDL2.ctx;
     88         }
     89         var data = SDL2.image.data;
     90         var src = pixels >> 2;
     91         var dst = 0;
     92         var num;
     93         if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
     94             // IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
     95             // not UInt8ClampedArray. These don't have buffers, so we need to revert
     96             // to copying a byte at a time. We do the undefined check because modern
     97             // browsers do not define CanvasPixelArray anymore.
     98             num = data.length;
     99             while (dst < num) {
    100                 var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
    101                 data[dst  ] = val & 0xff;
    102                 data[dst+1] = (val >> 8) & 0xff;
    103                 data[dst+2] = (val >> 16) & 0xff;
    104                 data[dst+3] = 0xff;
    105                 src++;
    106                 dst += 4;
    107             }
    108         } else {
    109             if (SDL2.data32Data !== data) {
    110                 SDL2.data32 = new Int32Array(data.buffer);
    111                 SDL2.data8 = new Uint8Array(data.buffer);
    112             }
    113             var data32 = SDL2.data32;
    114             num = data32.length;
    115             // logically we need to do
    116             //      while (dst < num) {
    117             //          data32[dst++] = HEAP32[src++] | 0xff000000
    118             //      }
    119             // the following code is faster though, because
    120             // .set() is almost free - easily 10x faster due to
    121             // native memcpy efficiencies, and the remaining loop
    122             // just stores, not load + store, so it is faster
    123             data32.set(HEAP32.subarray(src, src + num));
    124             var data8 = SDL2.data8;
    125             var i = 3;
    126             var j = i + 4*num;
    127             if (num % 8 == 0) {
    128                 // unrolling gives big speedups
    129                 while (i < j) {
    130                   data8[i] = 0xff;
    131                   i = i + 4 | 0;
    132                   data8[i] = 0xff;
    133                   i = i + 4 | 0;
    134                   data8[i] = 0xff;
    135                   i = i + 4 | 0;
    136                   data8[i] = 0xff;
    137                   i = i + 4 | 0;
    138                   data8[i] = 0xff;
    139                   i = i + 4 | 0;
    140                   data8[i] = 0xff;
    141                   i = i + 4 | 0;
    142                   data8[i] = 0xff;
    143                   i = i + 4 | 0;
    144                   data8[i] = 0xff;
    145                   i = i + 4 | 0;
    146                 }
    147              } else {
    148                 while (i < j) {
    149                   data8[i] = 0xff;
    150                   i = i + 4 | 0;
    151                 }
    152             }
    153         }
    154 
    155         SDL2.ctx.putImageData(SDL2.image, 0, 0);
    156         return 0;
    157     }, surface->w, surface->h, surface->pixels);
    158 
    159     /*if (SDL_getenv("SDL_VIDEO_Emscripten_SAVE_FRAMES")) {
    160         static int frame_number = 0;
    161         char file[128];
    162         SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
    163                      SDL_GetWindowID(window), ++frame_number);
    164         SDL_SaveBMP(surface, file);
    165     }*/
    166 
    167     if (emscripten_has_asyncify() && SDL_GetHintBoolean(SDL_HINT_EMSCRIPTEN_ASYNCIFY, SDL_TRUE)) {
    168         /* give back control to browser for screen refresh */
    169         emscripten_sleep(0);
    170     }
    171 
    172     return 0;
    173 }
    174 
    175 void Emscripten_DestroyWindowFramebuffer(_THIS, SDL_Window * window)
    176 {
    177     SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
    178 
    179     SDL_FreeSurface(data->surface);
    180     data->surface = NULL;
    181 }
    182 
    183 #endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN */
    184 
    185 /* vi: set ts=4 sw=4 expandtab: */