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	optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time - use set and then fix alpha directly
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			@ -69,15 +69,25 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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    /* Send the data to the display */
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    EM_ASM_INT({
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        //TODO: don't create context every update
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        var ctx = Module['canvas'].getContext('2d');
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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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        //library_sdl.js SDL_UnlockSurface
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        var image = ctx.createImageData($0, $1);
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        var data = image.data;
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        var src = $2 >> 2;
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        if (!Module['SDL2']) Module['SDL2'] = {};
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        var SDL2 = Module['SDL2'];
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        if (SDL2.ctxCanvas !== Module['canvas']) {
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            SDL2.ctx = Module['canvas'].getContext('2d');
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            SDL2.ctxCanvas = Module['canvas'];
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        }
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        if (SDL2.w !== w || SDL2.h !== h || SDL2.imageCtx !== SDL2.ctx) {
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            SDL2.image = SDL2.ctx.createImageData(w, h);
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            SDL2.w = w;
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            SDL2.h = h;
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            SDL2.imageCtx = SDL2.ctx;
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        }
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        var data = SDL2.image.data;
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        var src = pixels >> 2;
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        var dst = 0;
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        var isScreen = true;
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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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			@ -90,26 +100,58 @@ int Emscripten_UpdateWindowFramebuffer(_THIS, SDL_Window * window, const SDL_Rec
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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] = isScreen ? 0xff : ((val >> 24) & 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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            var data32 = new Uint32Array(data.buffer);
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            if (SDL2.data32Data !== data) {
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                SDL2.data32 = new Int32Array(data.buffer);
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                SDL2.data8 = new Uint8Array(data.buffer);
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            }
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            var data32 = SDL2.data32;
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            num = data32.length;
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            if (isScreen) {
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                while (dst < num) {
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                    // HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
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                    data32[dst++] = HEAP32[src++] | 0xff000000;
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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 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 = SDL2.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 (dst < num) {
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                    data32[dst++] = HEAP32[src++];
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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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        }
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        ctx.putImageData(image, 0, 0);
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        SDL2.ctx.putImageData(SDL2.image, 0, 0);
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        return 0;
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    }, surface->w, surface->h, surface->pixels);
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