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Merge pull request #6321 from Daft-Freak/no-ie
Delete emscripten CanvasPixelArray (IE10/11) support
This commit is contained in:
@@ -95,28 +95,13 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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var src = pixels >> 2;
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var src = pixels >> 2;
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var dst = 0;
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var dst = 0;
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var num;
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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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// not UInt8ClampedArray. These don't have buffers, so we need to revert
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// to copying a byte at a time. We do the undefined check because modern
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// browsers do not define CanvasPixelArray anymore.
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num = data.length;
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while (dst < num) {
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var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
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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] = 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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if (SDL3.data32Data !== data) {
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if (SDL3.data32Data !== data) {
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SDL3.data32 = new Int32Array(data.buffer);
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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.data8 = new Uint8Array(data.buffer);
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SDL3.data32Data = data;
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SDL3.data32Data = data;
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}
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}
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var data32 = SDL3.data32;
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var data32 = SDL2.data32;
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num = data32.length;
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num = data32.length;
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// logically we need to do
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// logically we need to do
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// while (dst < num) {
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// while (dst < num) {
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@@ -156,7 +141,6 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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i = i + 4 | 0;
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i = i + 4 | 0;
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}
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}
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}
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}
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}
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SDL3.ctx.putImageData(SDL3.image, 0, 0);
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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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}, surface->w, surface->h, surface->pixels, data->canvas_id);
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@@ -92,28 +92,9 @@ Emscripten_CreateCursor(SDL_Surface* surface, int hot_x, int hot_y)
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var image = ctx.createImageData(w, h);
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var image = ctx.createImageData(w, h);
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var data = image.data;
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var data = image.data;
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var src = pixels >> 2;
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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 (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
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// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
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// not UInt8ClampedArray. These don't have buffers, so we need to revert
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// to copying a byte at a time. We do the undefined check because modern
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// browsers do not define CanvasPixelArray anymore.
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num = data.length;
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while (dst < num) {
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var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
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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] = (val >> 24) & 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 Int32Array(data.buffer);
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var data32 = new Int32Array(data.buffer);
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num = data32.length;
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data32.set(HEAP32.subarray(src, src + data32.length));
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data32.set(HEAP32.subarray(src, src + num));
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}
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ctx.putImageData(image, 0, 0);
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ctx.putImageData(image, 0, 0);
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var url = hot_x === 0 && hot_y === 0
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var url = hot_x === 0 && hot_y === 0
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