Atlas - SDL_emscriptenframebuffer.c

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 Sam Lantinga <[email protected]> 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 28 29int Emscripten_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch) 30{ 31 SDL_Surface *surface; 32 const Uint32 surface_format = SDL_PIXELFORMAT_BGR888; 33 int w, h; 34 int bpp; 35 Uint32 Rmask, Gmask, Bmask, Amask; 36 37 /* Free the old framebuffer surface */ 38 SDL_WindowData *data = (SDL_WindowData *) window->driverdata; 39 surface = data->surface; 40 SDL_FreeSurface(surface); 41 42 /* Create a new one */ 43 SDL_PixelFormatEnumToMasks(surface_format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); 44 SDL_GetWindowSize(window, &w, &h); 45 46 surface = SDL_CreateRGBSurface(0, w, h, bpp, Rmask, Gmask, Bmask, Amask); 47 if (!surface) { 48 return -1; 49 } 50 51 /* Save the info and return! */ 52 data->surface = surface; 53 *format = surface_format; 54 *pixels = surface->pixels; 55 *pitch = surface->pitch; 56 return 0; 57} 58 59int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rect * rects, int numrects) 60{ 61 SDL_Surface *surface; 62 63 SDL_WindowData *data = (SDL_WindowData *) window->driverdata; 64 surface = data->surface; 65 if (!surface) { 66 return SDL_SetError("Couldn't find framebuffer surface for window"); 67 } 68 69 /* Send the data to the display */ 70 71 EM_ASM_INT({ 72 var w = $0; 73 var h = $1; 74 var pixels = $2; 75 76 if (!Module['SDL2']) Module['SDL2'] = {}; 77 var SDL2 = Module['SDL2']; 78 if (SDL2.ctxCanvas !== Module['canvas']) { 79 SDL2.ctx = Module['createContext'](Module['canvas'], false, true); 80 SDL2.ctxCanvas = Module['canvas']; 81 } 82 if (SDL2.w !== w || SDL2.h !== h || SDL2.imageCtx !== SDL2.ctx) { 83 SDL2.image = SDL2.ctx.createImageData(w, h); 84 SDL2.w = w; 85 SDL2.h = h; 86 SDL2.imageCtx = SDL2.ctx; 87 } 88 var data = SDL2.image.data; 89 var src = pixels >> 2; 90 var dst = 0; 91 var num; 92 if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) { 93 // IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray, 94 // not UInt8ClampedArray. These don't have buffers, so we need to revert 95 // to copying a byte at a time. We do the undefined check because modern 96 // browsers do not define CanvasPixelArray anymore. 97 num = data.length; 98 while (dst < num) { 99 var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}}; 100 data[dst ] = val & 0xff; 101 data[dst+1] = (val >> 8) & 0xff; 102 data[dst+2] = (val >> 16) & 0xff; 103 data[dst+3] = 0xff; 104 src++; 105 dst += 4; 106 } 107 } else { 108 if (SDL2.data32Data !== data) { 109 SDL2.data32 = new Int32Array(data.buffer); 110 SDL2.data8 = new Uint8Array(data.buffer); 111 } 112 var data32 = SDL2.data32; 113 num = data32.length; 114 // logically we need to do 115 // while (dst < num) { 116 // data32[dst++] = HEAP32[src++] | 0xff000000 117 // } 118 // the following code is faster though, because 119 // .set() is almost free - easily 10x faster due to 120 // native memcpy efficiencies, and the remaining loop 121 // just stores, not load + store, so it is faster 122 data32.set(HEAP32.subarray(src, src + num)); 123 var data8 = SDL2.data8; 124 var i = 3; 125 var j = i + 4*num; 126 if (num % 8 == 0) { 127 // unrolling gives big speedups 128 while (i < j) { 129 data8[i] = 0xff; 130 i = i + 4 | 0; 131 data8[i] = 0xff; 132 i = i + 4 | 0; 133 data8[i] = 0xff; 134 i = i + 4 | 0; 135 data8[i] = 0xff; 136 i = i + 4 | 0; 137 data8[i] = 0xff; 138 i = i + 4 | 0; 139 data8[i] = 0xff; 140 i = i + 4 | 0; 141 data8[i] = 0xff; 142 i = i + 4 | 0; 143 data8[i] = 0xff; 144 i = i + 4 | 0; 145 } 146 } else { 147 while (i < j) { 148 data8[i] = 0xff; 149 i = i + 4 | 0; 150 } 151 } 152 } 153 154 SDL2.ctx.putImageData(SDL2.image, 0, 0); 155 return 0; 156 }, surface->w, surface->h, surface->pixels); 157 158 /*if (SDL_getenv("SDL_VIDEO_Emscripten_SAVE_FRAMES")) { 159 static int frame_number = 0; 160 char file[128]; 161 SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp", 162 SDL_GetWindowID(window), ++frame_number); 163 SDL_SaveBMP(surface, file); 164 }*/ 165 return 0; 166} 167 168void Emscripten_DestroyWindowFramebuffer(_THIS, SDL_Window * window) 169{ 170 SDL_WindowData *data = (SDL_WindowData *) window->driverdata; 171 172 SDL_FreeSurface(data->surface); 173 data->surface = NULL; 174} 175 176#endif /* SDL_VIDEO_DRIVER_EMSCRIPTEN */ 177 178/* vi: set ts=4 sw=4 expandtab: */ 179
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