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SDL_Surface has been simplified and internal details are no longer in the public structure. The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect(). SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types. SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value. SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
161 lines
5.1 KiB
C
161 lines
5.1 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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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int 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->driverdata;
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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 -1;
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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 0;
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}
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int 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->driverdata;
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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 = Module['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 >> 2;
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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, SDL_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 0;
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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->driverdata;
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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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