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-rw-r--r--src/library_sdl.js26
1 files changed, 20 insertions, 6 deletions
diff --git a/src/library_sdl.js b/src/library_sdl.js
index 1c1e8107..78f6a628 100644
--- a/src/library_sdl.js
+++ b/src/library_sdl.js
@@ -1056,14 +1056,28 @@ var LibrarySDL = {
var buffer = surfData.buffer;
#if USE_TYPED_ARRAYS == 2
assert(buffer % 4 == 0, 'Invalid buffer offset: ' + buffer);
- var src = buffer >> 2;
+ var src;
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: Canvases 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.
+ src = buffer;
+ num = data.length;
+ while (dst < num) {
+ data[dst++] = HEAP8[src++];
+ }
+ } else {
+ var data32 = new Uint32Array(data.buffer);
+ src = buffer >> 2;
+ 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);
+ }
}
#else
var num = surfData.image.data.length;