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-rw-r--r--src/library_sdl.js34
1 files changed, 29 insertions, 5 deletions
diff --git a/src/library_sdl.js b/src/library_sdl.js
index 1c1e8107..fc38dd1c 100644
--- a/src/library_sdl.js
+++ b/src/library_sdl.js
@@ -1059,11 +1059,35 @@ var LibrarySDL = {
var src = buffer >> 2;
var dst = 0;
var isScreen = surf == SDL.screen;
- var data32 = new Uint32Array(data.buffer);
- var num = data32.length;
- while (dst < num) {
- // HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
- data32[dst++] = HEAP32[src++] | (isScreen ? 0xff000000 : 0);
+ var num;
+ if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
+ // IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
+ // not UInt8ClampedArray. These don't have buffers, so we need to revert
+ // to copying a byte at a time. We do the undefined check because modern
+ // browsers do not define CanvasPixelArray anymore.
+ num = data.length;
+ while (dst < num) {
+ var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
+ data[dst ] = val & 0xff;
+ data[dst+1] = (val >> 8) & 0xff;
+ data[dst+2] = (val >> 16) & 0xff;
+ data[dst+3] = isScreen ? 0xff : ((val >> 24) & 0xff);
+ src++;
+ dst += 4;
+ }
+ } else {
+ var data32 = new Uint32Array(data.buffer);
+ num = data32.length;
+ if (isScreen) {
+ while (dst < num) {
+ // HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
+ data32[dst++] = HEAP32[src++] | 0xff000000;
+ }
+ } else {
+ while (dst < num) {
+ data32[dst++] = HEAP32[src++];
+ }
+ }
}
#else
var num = surfData.image.data.length;