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The Module interface is the one used by the outside world. This code
is inside the module itself so can use the internal name, avoiding the
need to export this function on the Module at all.
See https://github.com/emscripten-core/emscripten/pull/24269
(cherry picked from commit 8e1f4bafb4)
162 lines
5.1 KiB
C
162 lines
5.1 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_DRIVER_EMSCRIPTEN
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#include "SDL_emscriptenvideo.h"
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#include "SDL_emscriptenframebuffer.h"
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#include <emscripten/threading.h>
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bool Emscripten_CreateWindowFramebuffer(SDL_VideoDevice *_this, SDL_Window *window, SDL_PixelFormat *format, void **pixels, int *pitch)
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{
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SDL_Surface *surface;
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const SDL_PixelFormat surface_format = SDL_PIXELFORMAT_XBGR8888;
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int w, h;
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// Free the old framebuffer surface
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SDL_WindowData *data = window->internal;
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surface = data->surface;
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SDL_DestroySurface(surface);
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// Create a new one
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SDL_GetWindowSizeInPixels(window, &w, &h);
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surface = SDL_CreateSurface(w, h, surface_format);
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if (!surface) {
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return false;
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}
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// Save the info and return!
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data->surface = surface;
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*format = surface_format;
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*pixels = surface->pixels;
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*pitch = surface->pitch;
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return true;
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}
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bool Emscripten_UpdateWindowFramebuffer(SDL_VideoDevice *_this, SDL_Window *window, const SDL_Rect *rects, int numrects)
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{
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SDL_Surface *surface;
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SDL_WindowData *data = window->internal;
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surface = data->surface;
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if (!surface) {
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return SDL_SetError("Couldn't find framebuffer surface for window");
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}
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// Send the data to the display
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/* *INDENT-OFF* */ // clang-format off
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MAIN_THREAD_EM_ASM({
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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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var canvasId = UTF8ToString($3);
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var canvas = document.querySelector(canvasId);
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//TODO: this should store a context per canvas
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if (!Module['SDL3']) Module['SDL3'] = {};
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var SDL3 = Module['SDL3'];
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if (SDL3.ctxCanvas !== canvas) {
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SDL3.ctx = Browser.createContext(canvas, false, true);
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SDL3.ctxCanvas = canvas;
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}
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if (SDL3.w !== w || SDL3.h !== h || SDL3.imageCtx !== SDL3.ctx) {
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SDL3.image = SDL3.ctx.createImageData(w, h);
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SDL3.w = w;
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SDL3.h = h;
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SDL3.imageCtx = SDL3.ctx;
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}
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var data = SDL3.image.data;
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var src = pixels / 4;
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var dst = 0;
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var num;
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if (SDL3.data32Data !== data) {
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SDL3.data32 = new Int32Array(data.buffer);
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SDL3.data8 = new Uint8Array(data.buffer);
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SDL3.data32Data = data;
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}
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var data32 = SDL3.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 = SDL3.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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SDL3.ctx.putImageData(SDL3.image, 0, 0);
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}, surface->w, surface->h, surface->pixels, data->canvas_id);
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/* *INDENT-ON* */ // clang-format on
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if (emscripten_has_asyncify() && SDL_GetHintBoolean(SDL_HINT_EMSCRIPTEN_ASYNCIFY, true)) {
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// give back control to browser for screen refresh
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emscripten_sleep(0);
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}
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return true;
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}
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void Emscripten_DestroyWindowFramebuffer(SDL_VideoDevice *_this, SDL_Window *window)
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{
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SDL_WindowData *data = window->internal;
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SDL_DestroySurface(data->surface);
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data->surface = NULL;
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}
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#endif // SDL_VIDEO_DRIVER_EMSCRIPTEN
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