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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /js/src/octane/gbemu-part1.js | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'js/src/octane/gbemu-part1.js')
-rw-r--r-- | js/src/octane/gbemu-part1.js | 1350 |
1 files changed, 1350 insertions, 0 deletions
diff --git a/js/src/octane/gbemu-part1.js b/js/src/octane/gbemu-part1.js new file mode 100644 index 000000000..10f19e4a1 --- /dev/null +++ b/js/src/octane/gbemu-part1.js @@ -0,0 +1,1350 @@ +// Portions copyright 2013 Google, Inc + +// Copyright (C) 2010 - 2012 Grant Galitz +// This program is free software; you can redistribute it and/or modify +// it under the terms of the GNU General Public License version 2 as +// published by the Free Software Foundation. +// The full license is available at http://www.gnu.org/licenses/gpl.html +// This program is distributed in the hope that it will be useful, but +// WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +// See the GNU General Public License for more details. + +// The code has been adapted for use as a benchmark by Google. + +var GameboyBenchmark = new BenchmarkSuite('Gameboy', [26288412], + [new Benchmark('Gameboy', + false, + false, + 20, + runGameboy, + setupGameboy, + tearDownGameboy, + null, + 4)]); + +var decoded_gameboy_rom = null; + +function setupGameboy() { + + // Check if all the types required by the code are supported. + // If not, throw exception and quit. + if (!(typeof Uint8Array != "undefined" && + typeof Int8Array != "undefined" && + typeof Float32Array != "undefined" && + typeof Int32Array != "undefined") ) { + throw "TypedArrayUnsupported"; + } + decoded_gameboy_rom = base64_decode(gameboy_rom); + rom = null; +} + +function runGameboy() { + start(new GameBoyCanvas(), decoded_gameboy_rom); + + gameboy.instructions = 0; + gameboy.totalInstructions = 250000; + + while (gameboy.instructions <= gameboy.totalInstructions) { + gameboy.run(); + GameBoyAudioNode.run(); + } + + resetGlobalVariables(); +} + +function tearDownGameboy() { + decoded_gameboy_rom = null; + expectedGameboyStateStr = null; +} + +var expectedGameboyStateStr = + '{"registerA":160,"registerB":255,"registerC":255,"registerE":11,' + + '"registersHL":51600,"programCounter":24309,"stackPointer":49706,' + + '"sumROM":10171578,"sumMemory":3435856,"sumMBCRam":234598,"sumVRam":0}'; + +// Start of browser emulation. + +var GameBoyWindow = { }; + +function GameBoyContext() { + this.createBuffer = function() { + return new Buffer(); + } + this.createImageData = function (w, h) { + var result = {}; + // The following line was updated since Octane 1.0 to avoid OOB access. + result.data = new Uint8Array(w * h * 4); + return result; + } + this.putImageData = function (buffer, x, y) { + var sum = 0; + for (var i = 0; i < buffer.data.length; i++) { + sum += i * buffer.data[i]; + sum = sum % 1000; + } + } + this.drawImage = function () { } +}; + +function GameBoyCanvas() { + this.getContext = function() { + return new GameBoyContext(); + } + this.width = 160; + this.height = 144; + this.style = { visibility: "visibile" }; +} + +function cout(message, colorIndex) { +} + +function clear_terminal() { +} + +var GameBoyAudioNode = { + bufferSize : 0, + onaudioprocess : null , + connect : function () {}, + run: function() { + var event = {outputBuffer : this.outputBuffer}; + this.onaudioprocess(event); + } +}; + +function GameBoyAudioContext () { + this.createBufferSource = function() { + return { noteOn : function () {}, connect : function() {}}; + } + this.sampleRate = 48000; + this.destination = {} + this.createBuffer = function (channels, len, sampleRate) { + return { gain : 1, + numberOfChannels : 1, + length : 1, + duration : 0.000020833333110203966, + sampleRate : 48000} + } + this.createJavaScriptNode = function (bufferSize, inputChannels, outputChannels) { + GameBoyAudioNode.bufferSize = bufferSize; + GameBoyAudioNode.outputBuffer = { + getChannelData : function (i) {return this.channelData[i];}, + channelData : [] + }; + for (var i = 0; i < outputChannels; i++) { + GameBoyAudioNode.outputBuffer.channelData[i] = new Float32Array(bufferSize); + } + return GameBoyAudioNode; + } +} + +var mock_date_time_counter = 0; + +function new_Date() { + return { + getTime: function() { + mock_date_time_counter += 16; + return mock_date_time_counter; + } + }; +} + +// End of browser emulation. + +// Start of helper functions. + +function checkFinalState() { + function sum(a) { + var result = 0; + for (var i = 0; i < a.length; i++) { + result += a[i]; + } + return result; + } + var state = { + registerA: gameboy.registerA, + registerB: gameboy.registerB, + registerC: gameboy.registerC, + registerE: gameboy.registerE, + registerF: gameboy.registerF, + registersHL: gameboy.registersHL, + programCounter: gameboy.programCounter, + stackPointer: gameboy.stackPointer, + sumROM : sum(gameboy.fromTypedArray(gameboy.ROM)), + sumMemory: sum(gameboy.fromTypedArray(gameboy.memory)), + sumMBCRam: sum(gameboy.fromTypedArray(gameboy.MBCRam)), + sumVRam: sum(gameboy.fromTypedArray(gameboy.VRam)) + }; + var expectedState = JSON.parse(expectedGameboyStateStr); + for (var prop in expectedState) { + if (state[prop] !== expectedState[prop]) { + var stateStr = JSON.stringify(state); + alert("Incorrect final state of processor:\n" + + " actual " + stateStr + "\n" + + " expected " + expectedGameboyStateStr); + } + } +} + + +function resetGlobalVariables () { + //Audio API Event Handler: + audioContextHandle = null; + audioNode = null; + audioSource = null; + launchedContext = false; + audioContextSampleBuffer = []; + resampled = []; + webAudioMinBufferSize = 15000; + webAudioMaxBufferSize = 25000; + webAudioActualSampleRate = 44100; + XAudioJSSampleRate = 0; + webAudioMono = false; + XAudioJSVolume = 1; + resampleControl = null; + audioBufferSize = 0; + resampleBufferStart = 0; + resampleBufferEnd = 0; + resampleBufferSize = 2; + + gameboy = null; //GameBoyCore object. + gbRunInterval = null; //GameBoyCore Timer +} + + +// End of helper functions. + +// Original code from Grant Galitz follows. +// Modifications by Google are marked in comments. + +// Start of js/other/base64.js file. + +var toBase64 = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "+" , "/", "="]; +var fromBase64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="; +function base64(data) { + try { + // The following line was modified for benchmarking: + var base64 = GameBoyWindow.btoa(data); //Use this native function when it's available, as it's a magnitude faster than the non-native code below. + } + catch (error) { + //Defaulting to non-native base64 encoding... + var base64 = ""; + var dataLength = data.length; + if (dataLength > 0) { + var bytes = [0, 0, 0]; + var index = 0; + var remainder = dataLength % 3; + while (data.length % 3 > 0) { + //Make sure we don't do fuzzy math in the next loop... + data[data.length] = " "; + } + while (index < dataLength) { + //Keep this loop small for speed. + bytes = [data.charCodeAt(index++) & 0xFF, data.charCodeAt(index++) & 0xFF, data.charCodeAt(index++) & 0xFF]; + base64 += toBase64[bytes[0] >> 2] + toBase64[((bytes[0] & 0x3) << 4) | (bytes[1] >> 4)] + toBase64[((bytes[1] & 0xF) << 2) | (bytes[2] >> 6)] + toBase64[bytes[2] & 0x3F]; + } + if (remainder > 0) { + //Fill in the padding and recalulate the trailing six-bit group... + base64[base64.length - 1] = "="; + if (remainder == 2) { + base64[base64.length - 2] = "="; + base64[base64.length - 3] = toBase64[(bytes[0] & 0x3) << 4]; + } + else { + base64[base64.length - 2] = toBase64[(bytes[1] & 0xF) << 2]; + } + } + } + } + return base64; +} +function base64_decode(data) { + try { + // The following line was modified for benchmarking: + var decode64 = GameBoyWindow.atob(data); //Use this native function when it's available, as it's a magnitude faster than the non-native code below. + } + catch (error) { + //Defaulting to non-native base64 decoding... + var decode64 = ""; + var dataLength = data.length; + if (dataLength > 3 && dataLength % 4 == 0) { + var sixbits = [0, 0, 0, 0]; //Declare this out of the loop, to speed up the ops. + var index = 0; + while (index < dataLength) { + //Keep this loop small for speed. + sixbits = [fromBase64.indexOf(data.charAt(index++)), fromBase64.indexOf(data.charAt(index++)), fromBase64.indexOf(data.charAt(index++)), fromBase64.indexOf(data.charAt(index++))]; + decode64 += String.fromCharCode((sixbits[0] << 2) | (sixbits[1] >> 4)) + String.fromCharCode(((sixbits[1] & 0x0F) << 4) | (sixbits[2] >> 2)) + String.fromCharCode(((sixbits[2] & 0x03) << 6) | sixbits[3]); + } + //Check for the '=' character after the loop, so we don't hose it up. + if (sixbits[3] >= 0x40) { + decode64.length -= 1; + if (sixbits[2] >= 0x40) { + decode64.length -= 1; + } + } + } + } + return decode64; +} +function to_little_endian_dword(str) { + return to_little_endian_word(str) + String.fromCharCode((str >> 16) & 0xFF, (str >> 24) & 0xFF); +} +function to_little_endian_word(str) { + return to_byte(str) + String.fromCharCode((str >> 8) & 0xFF); +} +function to_byte(str) { + return String.fromCharCode(str & 0xFF); +} +function arrayToBase64(arrayIn) { + var binString = ""; + var length = arrayIn.length; + for (var index = 0; index < length; ++index) { + if (typeof arrayIn[index] == "number") { + binString += String.fromCharCode(arrayIn[index]); + } + } + return base64(binString); +} +function base64ToArray(b64String) { + var binString = base64_decode(b64String); + var outArray = []; + var length = binString.length; + for (var index = 0; index < length;) { + outArray.push(binString.charCodeAt(index++) & 0xFF); + } + return outArray; +} + +// End of js/other/base64.js file. + +// Start of js/other/resampler.js file. + +//JavaScript Audio Resampler (c) 2011 - Grant Galitz +function Resampler(fromSampleRate, toSampleRate, channels, outputBufferSize, noReturn) { + this.fromSampleRate = fromSampleRate; + this.toSampleRate = toSampleRate; + this.channels = channels | 0; + this.outputBufferSize = outputBufferSize; + this.noReturn = !!noReturn; + this.initialize(); +} +Resampler.prototype.initialize = function () { + //Perform some checks: + if (this.fromSampleRate > 0 && this.toSampleRate > 0 && this.channels > 0) { + if (this.fromSampleRate == this.toSampleRate) { + //Setup a resampler bypass: + this.resampler = this.bypassResampler; //Resampler just returns what was passed through. + this.ratioWeight = 1; + } + else { + //Setup the interpolation resampler: + this.compileInterpolationFunction(); + this.resampler = this.interpolate; //Resampler is a custom quality interpolation algorithm. + this.ratioWeight = this.fromSampleRate / this.toSampleRate; + this.tailExists = false; + this.lastWeight = 0; + this.initializeBuffers(); + } + } + else { + throw(new Error("Invalid settings specified for the resampler.")); + } +} +Resampler.prototype.compileInterpolationFunction = function () { + var toCompile = "var bufferLength = Math.min(buffer.length, this.outputBufferSize);\ + if ((bufferLength % " + this.channels + ") == 0) {\ + if (bufferLength > 0) {\ + var ratioWeight = this.ratioWeight;\ + var weight = 0;"; + for (var channel = 0; channel < this.channels; ++channel) { + toCompile += "var output" + channel + " = 0;" + } + toCompile += "var actualPosition = 0;\ + var amountToNext = 0;\ + var alreadyProcessedTail = !this.tailExists;\ + this.tailExists = false;\ + var outputBuffer = this.outputBuffer;\ + var outputOffset = 0;\ + var currentPosition = 0;\ + do {\ + if (alreadyProcessedTail) {\ + weight = ratioWeight;"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "output" + channel + " = 0;" + } + toCompile += "}\ + else {\ + weight = this.lastWeight;"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "output" + channel + " = this.lastOutput[" + channel + "];" + } + toCompile += "alreadyProcessedTail = true;\ + }\ + while (weight > 0 && actualPosition < bufferLength) {\ + amountToNext = 1 + actualPosition - currentPosition;\ + if (weight >= amountToNext) {"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "output" + channel + " += buffer[actualPosition++] * amountToNext;" + } + toCompile += "currentPosition = actualPosition;\ + weight -= amountToNext;\ + }\ + else {"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "output" + channel + " += buffer[actualPosition" + ((channel > 0) ? (" + " + channel) : "") + "] * weight;" + } + toCompile += "currentPosition += weight;\ + weight = 0;\ + break;\ + }\ + }\ + if (weight == 0) {"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "outputBuffer[outputOffset++] = output" + channel + " / ratioWeight;" + } + toCompile += "}\ + else {\ + this.lastWeight = weight;"; + for (channel = 0; channel < this.channels; ++channel) { + toCompile += "this.lastOutput[" + channel + "] = output" + channel + ";" + } + toCompile += "this.tailExists = true;\ + break;\ + }\ + } while (actualPosition < bufferLength);\ + return this.bufferSlice(outputOffset);\ + }\ + else {\ + return (this.noReturn) ? 0 : [];\ + }\ + }\ + else {\ + throw(new Error(\"Buffer was of incorrect sample length.\"));\ + }"; + this.interpolate = Function("buffer", toCompile); +} +Resampler.prototype.bypassResampler = function (buffer) { + if (this.noReturn) { + //Set the buffer passed as our own, as we don't need to resample it: + this.outputBuffer = buffer; + return buffer.length; + } + else { + //Just return the buffer passsed: + return buffer; + } +} +Resampler.prototype.bufferSlice = function (sliceAmount) { + if (this.noReturn) { + //If we're going to access the properties directly from this object: + return sliceAmount; + } + else { + //Typed array and normal array buffer section referencing: + try { + return this.outputBuffer.subarray(0, sliceAmount); + } + catch (error) { + try { + //Regular array pass: + this.outputBuffer.length = sliceAmount; + return this.outputBuffer; + } + catch (error) { + //Nightly Firefox 4 used to have the subarray function named as slice: + return this.outputBuffer.slice(0, sliceAmount); + } + } + } +} +Resampler.prototype.initializeBuffers = function () { + //Initialize the internal buffer: + try { + this.outputBuffer = new Float32Array(this.outputBufferSize); + this.lastOutput = new Float32Array(this.channels); + } + catch (error) { + this.outputBuffer = []; + this.lastOutput = []; + } +} + +// End of js/other/resampler.js file. + +// Start of js/other/XAudioServer.js file. + +/*Initialize here first: + Example: + Stereo audio with a sample rate of 70 khz, a minimum buffer of 15000 samples total, a maximum buffer of 25000 samples total and a starting volume level of 1. + var parentObj = this; + this.audioHandle = new XAudioServer(2, 70000, 15000, 25000, function (sampleCount) { + return parentObj.audioUnderRun(sampleCount); + }, 1); + + The callback is passed the number of samples requested, while it can return any number of samples it wants back. +*/ +function XAudioServer(channels, sampleRate, minBufferSize, maxBufferSize, underRunCallback, volume) { + this.audioChannels = (channels == 2) ? 2 : 1; + webAudioMono = (this.audioChannels == 1); + XAudioJSSampleRate = (sampleRate > 0 && sampleRate <= 0xFFFFFF) ? sampleRate : 44100; + webAudioMinBufferSize = (minBufferSize >= (samplesPerCallback << 1) && minBufferSize < maxBufferSize) ? (minBufferSize & ((webAudioMono) ? 0xFFFFFFFF : 0xFFFFFFFE)) : (samplesPerCallback << 1); + webAudioMaxBufferSize = (Math.floor(maxBufferSize) > webAudioMinBufferSize + this.audioChannels) ? (maxBufferSize & ((webAudioMono) ? 0xFFFFFFFF : 0xFFFFFFFE)) : (minBufferSize << 1); + this.underRunCallback = (typeof underRunCallback == "function") ? underRunCallback : function () {}; + XAudioJSVolume = (volume >= 0 && volume <= 1) ? volume : 1; + this.audioType = -1; + this.mozAudioTail = []; + this.audioHandleMoz = null; + this.audioHandleFlash = null; + this.flashInitialized = false; + this.mozAudioFound = false; + this.initializeAudio(); +} +XAudioServer.prototype.MOZWriteAudio = function (buffer) { + //mozAudio: + this.MOZWriteAudioNoCallback(buffer); + this.MOZExecuteCallback(); +} +XAudioServer.prototype.MOZWriteAudioNoCallback = function (buffer) { + //mozAudio: + this.writeMozAudio(buffer); +} +XAudioServer.prototype.callbackBasedWriteAudio = function (buffer) { + //Callback-centered audio APIs: + this.callbackBasedWriteAudioNoCallback(buffer); + this.callbackBasedExecuteCallback(); +} +XAudioServer.prototype.callbackBasedWriteAudioNoCallback = function (buffer) { + //Callback-centered audio APIs: + var length = buffer.length; + for (var bufferCounter = 0; bufferCounter < length && audioBufferSize < webAudioMaxBufferSize;) { + audioContextSampleBuffer[audioBufferSize++] = buffer[bufferCounter++]; + } +} +/*Pass your samples into here! +Pack your samples as a one-dimenional array +With the channel samplea packed uniformly. +examples: + mono - [left, left, left, left] + stereo - [left, right, left, right, left, right, left, right] +*/ +XAudioServer.prototype.writeAudio = function (buffer) { + if (this.audioType == 0) { + this.MOZWriteAudio(buffer); + } + else if (this.audioType == 1) { + this.callbackBasedWriteAudio(buffer); + } + else if (this.audioType == 2) { + if (this.checkFlashInit() || launchedContext) { + this.callbackBasedWriteAudio(buffer); + } + else if (this.mozAudioFound) { + this.MOZWriteAudio(buffer); + } + } +} +/*Pass your samples into here if you don't want automatic callback calling: +Pack your samples as a one-dimenional array +With the channel samplea packed uniformly. +examples: + mono - [left, left, left, left] + stereo - [left, right, left, right, left, right, left, right] +Useful in preventing infinite recursion issues with calling writeAudio inside your callback. +*/ +XAudioServer.prototype.writeAudioNoCallback = function (buffer) { + if (this.audioType == 0) { + this.MOZWriteAudioNoCallback(buffer); + } + else if (this.audioType == 1) { + this.callbackBasedWriteAudioNoCallback(buffer); + } + else if (this.audioType == 2) { + if (this.checkFlashInit() || launchedContext) { + this.callbackBasedWriteAudioNoCallback(buffer); + } + else if (this.mozAudioFound) { + this.MOZWriteAudioNoCallback(buffer); + } + } +} +//Developer can use this to see how many samples to write (example: minimum buffer allotment minus remaining samples left returned from this function to make sure maximum buffering is done...) +//If -1 is returned, then that means metric could not be done. +XAudioServer.prototype.remainingBuffer = function () { + if (this.audioType == 0) { + //mozAudio: + return this.samplesAlreadyWritten - this.audioHandleMoz.mozCurrentSampleOffset(); + } + else if (this.audioType == 1) { + //WebKit Audio: + return (((resampledSamplesLeft() * resampleControl.ratioWeight) >> (this.audioChannels - 1)) << (this.audioChannels - 1)) + audioBufferSize; + } + else if (this.audioType == 2) { + if (this.checkFlashInit() || launchedContext) { + //Webkit Audio / Flash Plugin Audio: + return (((resampledSamplesLeft() * resampleControl.ratioWeight) >> (this.audioChannels - 1)) << (this.audioChannels - 1)) + audioBufferSize; + } + else if (this.mozAudioFound) { + //mozAudio: + return this.samplesAlreadyWritten - this.audioHandleMoz.mozCurrentSampleOffset(); + } + } + //Default return: + return 0; +} +XAudioServer.prototype.MOZExecuteCallback = function () { + //mozAudio: + var samplesRequested = webAudioMinBufferSize - this.remainingBuffer(); + if (samplesRequested > 0) { + this.writeMozAudio(this.underRunCallback(samplesRequested)); + } +} +XAudioServer.prototype.callbackBasedExecuteCallback = function () { + //WebKit /Flash Audio: + var samplesRequested = webAudioMinBufferSize - this.remainingBuffer(); + if (samplesRequested > 0) { + this.callbackBasedWriteAudioNoCallback(this.underRunCallback(samplesRequested)); + } +} +//If you just want your callback called for any possible refill (Execution of callback is still conditional): +XAudioServer.prototype.executeCallback = function () { + if (this.audioType == 0) { + this.MOZExecuteCallback(); + } + else if (this.audioType == 1) { + this.callbackBasedExecuteCallback(); + } + else if (this.audioType == 2) { + if (this.checkFlashInit() || launchedContext) { + this.callbackBasedExecuteCallback(); + } + else if (this.mozAudioFound) { + this.MOZExecuteCallback(); + } + } +} +//DO NOT CALL THIS, the lib calls this internally! +XAudioServer.prototype.initializeAudio = function () { + try { + throw (new Error("Select initializeWebAudio case")); // Line added for benchmarking. + this.preInitializeMozAudio(); + if (navigator.platform == "Linux i686") { + //Block out mozaudio usage for Linux Firefox due to moz bugs: + throw(new Error("")); + } + this.initializeMozAudio(); + } + catch (error) { + try { + this.initializeWebAudio(); + } + catch (error) { + try { + this.initializeFlashAudio(); + } + catch (error) { + throw(new Error("Browser does not support real time audio output.")); + } + } + } +} +XAudioServer.prototype.preInitializeMozAudio = function () { + //mozAudio - Synchronous Audio API + this.audioHandleMoz = new Audio(); + this.audioHandleMoz.mozSetup(this.audioChannels, XAudioJSSampleRate); + this.samplesAlreadyWritten = 0; + var emptySampleFrame = (this.audioChannels == 2) ? [0, 0] : [0]; + var prebufferAmount = 0; + if (navigator.platform != "MacIntel" && navigator.platform != "MacPPC") { //Mac OS X doesn't experience this moz-bug! + while (this.audioHandleMoz.mozCurrentSampleOffset() == 0) { + //Mozilla Audio Bugginess Workaround (Firefox freaks out if we don't give it a prebuffer under certain OSes): + prebufferAmount += this.audioHandleMoz.mozWriteAudio(emptySampleFrame); + } + var samplesToDoubleBuffer = prebufferAmount / this.audioChannels; + //Double the prebuffering for windows: + for (var index = 0; index < samplesToDoubleBuffer; index++) { + this.samplesAlreadyWritten += this.audioHandleMoz.mozWriteAudio(emptySampleFrame); + } + } + this.samplesAlreadyWritten += prebufferAmount; + webAudioMinBufferSize += this.samplesAlreadyWritten; + this.mozAudioFound = true; +} +XAudioServer.prototype.initializeMozAudio = function () { + //Fill in our own buffering up to the minimum specified: + this.writeMozAudio(getFloat32(webAudioMinBufferSize)); + this.audioType = 0; +} +XAudioServer.prototype.initializeWebAudio = function () { + if (launchedContext) { + resetCallbackAPIAudioBuffer(webAudioActualSampleRate, samplesPerCallback); + this.audioType = 1; + } + else { + throw(new Error("")); + } +} +XAudioServer.prototype.initializeFlashAudio = function () { + var existingFlashload = document.getElementById("XAudioJS"); + if (existingFlashload == null) { + var thisObj = this; + var mainContainerNode = document.createElement("div"); + mainContainerNode.setAttribute("style", "position: fixed; bottom: 0px; right: 0px; margin: 0px; padding: 0px; border: none; width: 8px; height: 8px; overflow: hidden; z-index: -1000; "); + var containerNode = document.createElement("div"); + containerNode.setAttribute("style", "position: static; border: none; width: 0px; height: 0px; visibility: hidden; margin: 8px; padding: 0px;"); + containerNode.setAttribute("id", "XAudioJS"); + mainContainerNode.appendChild(containerNode); + document.getElementsByTagName("body")[0].appendChild(mainContainerNode); + swfobject.embedSWF( + "XAudioJS.swf", + "XAudioJS", + "8", + "8", + "9.0.0", + "", + {}, + {"allowscriptaccess":"always"}, + {"style":"position: static; visibility: hidden; margin: 8px; padding: 0px; border: none"}, + function (event) { + if (event.success) { + thisObj.audioHandleFlash = event.ref; + } + else { + thisObj.audioType = 1; + } + } + ); + } + else { + this.audioHandleFlash = existingFlashload; + } + this.audioType = 2; +} +XAudioServer.prototype.changeVolume = function (newVolume) { + if (newVolume >= 0 && newVolume <= 1) { + XAudioJSVolume = newVolume; + if (this.checkFlashInit()) { + this.audioHandleFlash.changeVolume(XAudioJSVolume); + } + if (this.mozAudioFound) { + this.audioHandleMoz.volume = XAudioJSVolume; + } + } +} +//Moz Audio Buffer Writing Handler: +XAudioServer.prototype.writeMozAudio = function (buffer) { + var length = this.mozAudioTail.length; + if (length > 0) { + var samplesAccepted = this.audioHandleMoz.mozWriteAudio(this.mozAudioTail); + this.samplesAlreadyWritten += samplesAccepted; + this.mozAudioTail.splice(0, samplesAccepted); + } + length = Math.min(buffer.length, webAudioMaxBufferSize - this.samplesAlreadyWritten + this.audioHandleMoz.mozCurrentSampleOffset()); + var samplesAccepted = this.audioHandleMoz.mozWriteAudio(buffer); + this.samplesAlreadyWritten += samplesAccepted; + for (var index = 0; length > samplesAccepted; --length) { + //Moz Audio wants us saving the tail: + this.mozAudioTail.push(buffer[index++]); + } +} +//Checks to see if the NPAPI Adobe Flash bridge is ready yet: +XAudioServer.prototype.checkFlashInit = function () { + if (!this.flashInitialized && this.audioHandleFlash && this.audioHandleFlash.initialize) { + this.flashInitialized = true; + this.audioHandleFlash.initialize(this.audioChannels, XAudioJSVolume); + resetCallbackAPIAudioBuffer(44100, samplesPerCallback); + } + return this.flashInitialized; +} +/////////END LIB +function getFloat32(size) { + try { + return new Float32Array(size); + } + catch (error) { + return new Array(size); + } +} +function getFloat32Flat(size) { + try { + var newBuffer = new Float32Array(size); + } + catch (error) { + var newBuffer = new Array(size); + var audioSampleIndice = 0; + do { + newBuffer[audioSampleIndice] = 0; + } while (++audioSampleIndice < size); + } + return newBuffer; +} +//Flash NPAPI Event Handler: +var samplesPerCallback = 2048; //Has to be between 2048 and 4096 (If over, then samples are ignored, if under then silence is added). +var outputConvert = null; +function audioOutputFlashEvent() { //The callback that flash calls... + resampleRefill(); + return outputConvert(); +} +function generateFlashStereoString() { //Convert the arrays to one long string for speed. + var copyBinaryStringLeft = ""; + var copyBinaryStringRight = ""; + for (var index = 0; index < samplesPerCallback && resampleBufferStart != resampleBufferEnd; ++index) { + //Sanitize the buffer: + copyBinaryStringLeft += String.fromCharCode(((Math.min(Math.max(resampled[resampleBufferStart++] + 1, 0), 2) * 0x3FFF) | 0) + 0x3000); + copyBinaryStringRight += String.fromCharCode(((Math.min(Math.max(resampled[resampleBufferStart++] + 1, 0), 2) * 0x3FFF) | 0) + 0x3000); + if (resampleBufferStart == resampleBufferSize) { + resampleBufferStart = 0; + } + } + return copyBinaryStringLeft + copyBinaryStringRight; +} +function generateFlashMonoString() { //Convert the array to one long string for speed. + var copyBinaryString = ""; + for (var index = 0; index < samplesPerCallback && resampleBufferStart != resampleBufferEnd; ++index) { + //Sanitize the buffer: + copyBinaryString += String.fromCharCode(((Math.min(Math.max(resampled[resampleBufferStart++] + 1, 0), 2) * 0x3FFF) | 0) + 0x3000); + if (resampleBufferStart == resampleBufferSize) { + resampleBufferStart = 0; + } + } + return copyBinaryString; +} +//Audio API Event Handler: +var audioContextHandle = null; +var audioNode = null; +var audioSource = null; +var launchedContext = false; +var audioContextSampleBuffer = []; +var resampled = []; +var webAudioMinBufferSize = 15000; +var webAudioMaxBufferSize = 25000; +var webAudioActualSampleRate = 44100; +var XAudioJSSampleRate = 0; +var webAudioMono = false; +var XAudioJSVolume = 1; +var resampleControl = null; +var audioBufferSize = 0; +var resampleBufferStart = 0; +var resampleBufferEnd = 0; +var resampleBufferSize = 2; +function audioOutputEvent(event) { //Web Audio API callback... + var index = 0; + var buffer1 = event.outputBuffer.getChannelData(0); + var buffer2 = event.outputBuffer.getChannelData(1); + resampleRefill(); + if (!webAudioMono) { + //STEREO: + while (index < samplesPerCallback && resampleBufferStart != resampleBufferEnd) { + buffer1[index] = resampled[resampleBufferStart++] * XAudioJSVolume; + buffer2[index++] = resampled[resampleBufferStart++] * XAudioJSVolume; + if (resampleBufferStart == resampleBufferSize) { + resampleBufferStart = 0; + } + } + } + else { + //MONO: + while (index < samplesPerCallback && resampleBufferStart != resampleBufferEnd) { + buffer2[index] = buffer1[index] = resampled[resampleBufferStart++] * XAudioJSVolume; + ++index; + if (resampleBufferStart == resampleBufferSize) { + resampleBufferStart = 0; + } + } + } + //Pad with silence if we're underrunning: + while (index < samplesPerCallback) { + buffer2[index] = buffer1[index] = 0; + ++index; + } +} +function resampleRefill() { + if (audioBufferSize > 0) { + //Resample a chunk of audio: + var resampleLength = resampleControl.resampler(getBufferSamples()); + var resampledResult = resampleControl.outputBuffer; + for (var index2 = 0; index2 < resampleLength; ++index2) { + resampled[resampleBufferEnd++] = resampledResult[index2]; + if (resampleBufferEnd == resampleBufferSize) { + resampleBufferEnd = 0; + } + if (resampleBufferStart == resampleBufferEnd) { + ++resampleBufferStart; + if (resampleBufferStart == resampleBufferSize) { + resampleBufferStart = 0; + } + } + } + audioBufferSize = 0; + } +} +function resampledSamplesLeft() { + return ((resampleBufferStart <= resampleBufferEnd) ? 0 : resampleBufferSize) + resampleBufferEnd - resampleBufferStart; +} +function getBufferSamples() { + //Typed array and normal array buffer section referencing: + try { + return audioContextSampleBuffer.subarray(0, audioBufferSize); + } + catch (error) { + try { + //Regular array pass: + audioContextSampleBuffer.length = audioBufferSize; + return audioContextSampleBuffer; + } + catch (error) { + //Nightly Firefox 4 used to have the subarray function named as slice: + return audioContextSampleBuffer.slice(0, audioBufferSize); + } + } +} +//Initialize WebKit Audio /Flash Audio Buffer: +function resetCallbackAPIAudioBuffer(APISampleRate, bufferAlloc) { + audioContextSampleBuffer = getFloat32(webAudioMaxBufferSize); + audioBufferSize = webAudioMaxBufferSize; + resampleBufferStart = 0; + resampleBufferEnd = 0; + resampleBufferSize = Math.max(webAudioMaxBufferSize * Math.ceil(XAudioJSSampleRate / APISampleRate), samplesPerCallback) << 1; + if (webAudioMono) { + //MONO Handling: + resampled = getFloat32Flat(resampleBufferSize); + resampleControl = new Resampler(XAudioJSSampleRate, APISampleRate, 1, resampleBufferSize, true); + outputConvert = generateFlashMonoString; + } + else { + //STEREO Handling: + resampleBufferSize <<= 1; + resampled = getFloat32Flat(resampleBufferSize); + resampleControl = new Resampler(XAudioJSSampleRate, APISampleRate, 2, resampleBufferSize, true); + outputConvert = generateFlashStereoString; + } +} +//Initialize WebKit Audio: +(function () { + if (!launchedContext) { + try { + // The following line was modified for benchmarking: + audioContextHandle = new GameBoyAudioContext(); //Create a system audio context. + } + catch (error) { + try { + audioContextHandle = new AudioContext(); //Create a system audio context. + } + catch (error) { + return; + } + } + try { + audioSource = audioContextHandle.createBufferSource(); //We need to create a false input to get the chain started. + audioSource.loop = false; //Keep this alive forever (Event handler will know when to ouput.) + XAudioJSSampleRate = webAudioActualSampleRate = audioContextHandle.sampleRate; + audioSource.buffer = audioContextHandle.createBuffer(1, 1, webAudioActualSampleRate); //Create a zero'd input buffer for the input to be valid. + audioNode = audioContextHandle.createJavaScriptNode(samplesPerCallback, 1, 2); //Create 2 outputs and ignore the input buffer (Just copy buffer 1 over if mono) + audioNode.onaudioprocess = audioOutputEvent; //Connect the audio processing event to a handling function so we can manipulate output + audioSource.connect(audioNode); //Send and chain the input to the audio manipulation. + audioNode.connect(audioContextHandle.destination); //Send and chain the output of the audio manipulation to the system audio output. + audioSource.noteOn(0); //Start the loop! + } + catch (error) { + return; + } + launchedContext = true; + } +})(); + +// End of js/other/XAudioServer.js file. + +// Start of js/other/resize.js file. + +//JavaScript Image Resizer (c) 2012 - Grant Galitz +function Resize(widthOriginal, heightOriginal, targetWidth, targetHeight, blendAlpha, interpolationPass) { + this.widthOriginal = Math.abs(parseInt(widthOriginal) || 0); + this.heightOriginal = Math.abs(parseInt(heightOriginal) || 0); + this.targetWidth = Math.abs(parseInt(targetWidth) || 0); + this.targetHeight = Math.abs(parseInt(targetHeight) || 0); + this.colorChannels = (!!blendAlpha) ? 4 : 3; + this.interpolationPass = !!interpolationPass; + this.targetWidthMultipliedByChannels = this.targetWidth * this.colorChannels; + this.originalWidthMultipliedByChannels = this.widthOriginal * this.colorChannels; + this.originalHeightMultipliedByChannels = this.heightOriginal * this.colorChannels; + this.widthPassResultSize = this.targetWidthMultipliedByChannels * this.heightOriginal; + this.finalResultSize = this.targetWidthMultipliedByChannels * this.targetHeight; + this.initialize(); +} +Resize.prototype.initialize = function () { + //Perform some checks: + if (this.widthOriginal > 0 && this.heightOriginal > 0 && this.targetWidth > 0 && this.targetHeight > 0) { + if (this.widthOriginal == this.targetWidth) { + //Bypass the width resizer pass: + this.resizeWidth = this.bypassResizer; + } + else { + //Setup the width resizer pass: + this.ratioWeightWidthPass = this.widthOriginal / this.targetWidth; + if (this.ratioWeightWidthPass < 1 && this.interpolationPass) { + this.initializeFirstPassBuffers(true); + this.resizeWidth = (this.colorChannels == 4) ? this.resizeWidthInterpolatedRGBA : this.resizeWidthInterpolatedRGB; + } + else { + this.initializeFirstPassBuffers(false); + this.resizeWidth = (this.colorChannels == 4) ? this.resizeWidthRGBA : this.resizeWidthRGB; + } + } + if (this.heightOriginal == this.targetHeight) { + //Bypass the height resizer pass: + this.resizeHeight = this.bypassResizer; + } + else { + //Setup the height resizer pass: + this.ratioWeightHeightPass = this.heightOriginal / this.targetHeight; + if (this.ratioWeightHeightPass < 1 && this.interpolationPass) { + this.initializeSecondPassBuffers(true); + this.resizeHeight = this.resizeHeightInterpolated; + } + else { + this.initializeSecondPassBuffers(false); + this.resizeHeight = (this.colorChannels == 4) ? this.resizeHeightRGBA : this.resizeHeightRGB; + } + } + } + else { + throw(new Error("Invalid settings specified for the resizer.")); + } +} +Resize.prototype.resizeWidthRGB = function (buffer) { + var ratioWeight = this.ratioWeightWidthPass; + var weight = 0; + var amountToNext = 0; + var actualPosition = 0; + var currentPosition = 0; + var line = 0; + var pixelOffset = 0; + var outputOffset = 0; + var nextLineOffsetOriginalWidth = this.originalWidthMultipliedByChannels - 2; + var nextLineOffsetTargetWidth = this.targetWidthMultipliedByChannels - 2; + var output = this.outputWidthWorkBench; + var outputBuffer = this.widthBuffer; + do { + for (line = 0; line < this.originalHeightMultipliedByChannels;) { + output[line++] = 0; + output[line++] = 0; + output[line++] = 0; + } + weight = ratioWeight; + do { + amountToNext = 1 + actualPosition - currentPosition; + if (weight >= amountToNext) { + for (line = 0, pixelOffset = actualPosition; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetOriginalWidth) { + output[line++] += buffer[pixelOffset++] * amountToNext; + output[line++] += buffer[pixelOffset++] * amountToNext; + output[line++] += buffer[pixelOffset] * amountToNext; + } + currentPosition = actualPosition = actualPosition + 3; + weight -= amountToNext; + } + else { + for (line = 0, pixelOffset = actualPosition; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetOriginalWidth) { + output[line++] += buffer[pixelOffset++] * weight; + output[line++] += buffer[pixelOffset++] * weight; + output[line++] += buffer[pixelOffset] * weight; + } + currentPosition += weight; + break; + } + } while (weight > 0 && actualPosition < this.originalWidthMultipliedByChannels); + for (line = 0, pixelOffset = outputOffset; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetTargetWidth) { + outputBuffer[pixelOffset++] = output[line++] / ratioWeight; + outputBuffer[pixelOffset++] = output[line++] / ratioWeight; + outputBuffer[pixelOffset] = output[line++] / ratioWeight; + } + outputOffset += 3; + } while (outputOffset < this.targetWidthMultipliedByChannels); + return outputBuffer; +} +Resize.prototype.resizeWidthInterpolatedRGB = function (buffer) { + var ratioWeight = (this.widthOriginal - 1) / this.targetWidth; + var weight = 0; + var finalOffset = 0; + var pixelOffset = 0; + var outputBuffer = this.widthBuffer; + for (var targetPosition = 0; targetPosition < this.targetWidthMultipliedByChannels; targetPosition += 3, weight += ratioWeight) { + //Calculate weightings: + secondWeight = weight % 1; + firstWeight = 1 - secondWeight; + //Interpolate: + for (finalOffset = targetPosition, pixelOffset = Math.floor(weight) * 3; finalOffset < this.widthPassResultSize; pixelOffset += this.originalWidthMultipliedByChannels, finalOffset += this.targetWidthMultipliedByChannels) { + outputBuffer[finalOffset] = (buffer[pixelOffset] * firstWeight) + (buffer[pixelOffset + 3] * secondWeight); + outputBuffer[finalOffset + 1] = (buffer[pixelOffset + 1] * firstWeight) + (buffer[pixelOffset + 4] * secondWeight); + outputBuffer[finalOffset + 2] = (buffer[pixelOffset + 2] * firstWeight) + (buffer[pixelOffset + 5] * secondWeight); + } + } + return outputBuffer; +} +Resize.prototype.resizeWidthRGBA = function (buffer) { + var ratioWeight = this.ratioWeightWidthPass; + var weight = 0; + var amountToNext = 0; + var actualPosition = 0; + var currentPosition = 0; + var line = 0; + var pixelOffset = 0; + var outputOffset = 0; + var nextLineOffsetOriginalWidth = this.originalWidthMultipliedByChannels - 3; + var nextLineOffsetTargetWidth = this.targetWidthMultipliedByChannels - 3; + var output = this.outputWidthWorkBench; + var outputBuffer = this.widthBuffer; + do { + for (line = 0; line < this.originalHeightMultipliedByChannels;) { + output[line++] = 0; + output[line++] = 0; + output[line++] = 0; + output[line++] = 0; + } + weight = ratioWeight; + do { + amountToNext = 1 + actualPosition - currentPosition; + if (weight >= amountToNext) { + for (line = 0, pixelOffset = actualPosition; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetOriginalWidth) { + output[line++] += buffer[pixelOffset++] * amountToNext; + output[line++] += buffer[pixelOffset++] * amountToNext; + output[line++] += buffer[pixelOffset++] * amountToNext; + output[line++] += buffer[pixelOffset] * amountToNext; + } + currentPosition = actualPosition = actualPosition + 4; + weight -= amountToNext; + } + else { + for (line = 0, pixelOffset = actualPosition; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetOriginalWidth) { + output[line++] += buffer[pixelOffset++] * weight; + output[line++] += buffer[pixelOffset++] * weight; + output[line++] += buffer[pixelOffset++] * weight; + output[line++] += buffer[pixelOffset] * weight; + } + currentPosition += weight; + break; + } + } while (weight > 0 && actualPosition < this.originalWidthMultipliedByChannels); + for (line = 0, pixelOffset = outputOffset; line < this.originalHeightMultipliedByChannels; pixelOffset += nextLineOffsetTargetWidth) { + outputBuffer[pixelOffset++] = output[line++] / ratioWeight; + outputBuffer[pixelOffset++] = output[line++] / ratioWeight; + outputBuffer[pixelOffset++] = output[line++] / ratioWeight; + outputBuffer[pixelOffset] = output[line++] / ratioWeight; + } + outputOffset += 4; + } while (outputOffset < this.targetWidthMultipliedByChannels); + return outputBuffer; +} +Resize.prototype.resizeWidthInterpolatedRGBA = function (buffer) { + var ratioWeight = (this.widthOriginal - 1) / this.targetWidth; + var weight = 0; + var finalOffset = 0; + var pixelOffset = 0; + var outputBuffer = this.widthBuffer; + for (var targetPosition = 0; targetPosition < this.targetWidthMultipliedByChannels; targetPosition += 4, weight += ratioWeight) { + //Calculate weightings: + secondWeight = weight % 1; + firstWeight = 1 - secondWeight; + //Interpolate: + for (finalOffset = targetPosition, pixelOffset = Math.floor(weight) * 4; finalOffset < this.widthPassResultSize; pixelOffset += this.originalWidthMultipliedByChannels, finalOffset += this.targetWidthMultipliedByChannels) { + outputBuffer[finalOffset] = (buffer[pixelOffset] * firstWeight) + (buffer[pixelOffset + 4] * secondWeight); + outputBuffer[finalOffset + 1] = (buffer[pixelOffset + 1] * firstWeight) + (buffer[pixelOffset + 5] * secondWeight); + outputBuffer[finalOffset + 2] = (buffer[pixelOffset + 2] * firstWeight) + (buffer[pixelOffset + 6] * secondWeight); + outputBuffer[finalOffset + 3] = (buffer[pixelOffset + 3] * firstWeight) + (buffer[pixelOffset + 7] * secondWeight); + } + } + return outputBuffer; +} +Resize.prototype.resizeHeightRGB = function (buffer) { + var ratioWeight = this.ratioWeightHeightPass; + var weight = 0; + var amountToNext = 0; + var actualPosition = 0; + var currentPosition = 0; + var pixelOffset = 0; + var outputOffset = 0; + var output = this.outputHeightWorkBench; + var outputBuffer = this.heightBuffer; + do { + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] = 0; + output[pixelOffset++] = 0; + output[pixelOffset++] = 0; + } + weight = ratioWeight; + do { + amountToNext = 1 + actualPosition - currentPosition; + if (weight >= amountToNext) { + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + } + currentPosition = actualPosition; + weight -= amountToNext; + } + else { + for (pixelOffset = 0, amountToNext = actualPosition; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] += buffer[amountToNext++] * weight; + output[pixelOffset++] += buffer[amountToNext++] * weight; + output[pixelOffset++] += buffer[amountToNext++] * weight; + } + currentPosition += weight; + break; + } + } while (weight > 0 && actualPosition < this.widthPassResultSize); + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + } + } while (outputOffset < this.finalResultSize); + return outputBuffer; +} +Resize.prototype.resizeHeightInterpolated = function (buffer) { + var ratioWeight = (this.heightOriginal - 1) / this.targetHeight; + var weight = 0; + var finalOffset = 0; + var pixelOffset = 0; + var pixelOffsetAccumulated = 0; + var pixelOffsetAccumulated2 = 0; + var outputBuffer = this.heightBuffer; + do { + //Calculate weightings: + secondWeight = weight % 1; + firstWeight = 1 - secondWeight; + //Interpolate: + pixelOffsetAccumulated = Math.floor(weight) * this.targetWidthMultipliedByChannels; + pixelOffsetAccumulated2 = pixelOffsetAccumulated + this.targetWidthMultipliedByChannels; + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels; ++pixelOffset) { + outputBuffer[finalOffset++] = (buffer[pixelOffsetAccumulated + pixelOffset] * firstWeight) + (buffer[pixelOffsetAccumulated2 + pixelOffset] * secondWeight); + } + weight += ratioWeight; + } while (finalOffset < this.finalResultSize); + return outputBuffer; +} +Resize.prototype.resizeHeightRGBA = function (buffer) { + var ratioWeight = this.ratioWeightHeightPass; + var weight = 0; + var amountToNext = 0; + var actualPosition = 0; + var currentPosition = 0; + var pixelOffset = 0; + var outputOffset = 0; + var output = this.outputHeightWorkBench; + var outputBuffer = this.heightBuffer; + do { + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] = 0; + output[pixelOffset++] = 0; + output[pixelOffset++] = 0; + output[pixelOffset++] = 0; + } + weight = ratioWeight; + do { + amountToNext = 1 + actualPosition - currentPosition; + if (weight >= amountToNext) { + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + output[pixelOffset++] += buffer[actualPosition++] * amountToNext; + } + currentPosition = actualPosition; + weight -= amountToNext; + } + else { + for (pixelOffset = 0, amountToNext = actualPosition; pixelOffset < this.targetWidthMultipliedByChannels;) { + output[pixelOffset++] += buffer[amountToNext++] * weight; + output[pixelOffset++] += buffer[amountToNext++] * weight; + output[pixelOffset++] += buffer[amountToNext++] * weight; + output[pixelOffset++] += buffer[amountToNext++] * weight; + } + currentPosition += weight; + break; + } + } while (weight > 0 && actualPosition < this.widthPassResultSize); + for (pixelOffset = 0; pixelOffset < this.targetWidthMultipliedByChannels;) { + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + outputBuffer[outputOffset++] = Math.round(output[pixelOffset++] / ratioWeight); + } + } while (outputOffset < this.finalResultSize); + return outputBuffer; +} +Resize.prototype.resizeHeightInterpolatedRGBA = function (buffer) { + var ratioWeight = (this.heightOriginal - 1) / this.targetHeight; + var weight = 0; + var finalOffset = 0; + var pixelOffset = 0; + var outputBuffer = this.heightBuffer; + while (pixelOffset < this.finalResultSize) { + //Calculate weightings: + secondWeight = weight % 1; + firstWeight = 1 - secondWeight; + //Interpolate: + for (pixelOffset = Math.floor(weight) * 4; pixelOffset < this.targetWidthMultipliedByChannels; pixelOffset += 4) { + outputBuffer[finalOffset++] = (buffer[pixelOffset] * firstWeight) + (buffer[pixelOffset + 4] * secondWeight); + outputBuffer[finalOffset++] = (buffer[pixelOffset + 1] * firstWeight) + (buffer[pixelOffset + 5] * secondWeight); + outputBuffer[finalOffset++] = (buffer[pixelOffset + 2] * firstWeight) + (buffer[pixelOffset + 6] * secondWeight); + outputBuffer[finalOffset++] = (buffer[pixelOffset + 3] * firstWeight) + (buffer[pixelOffset + 7] * secondWeight); + } + weight += ratioWeight; + } + return outputBuffer; +} +Resize.prototype.resize = function (buffer) { + return this.resizeHeight(this.resizeWidth(buffer)); +} +Resize.prototype.bypassResizer = function (buffer) { + //Just return the buffer passsed: + return buffer; +} +Resize.prototype.initializeFirstPassBuffers = function (BILINEARAlgo) { + //Initialize the internal width pass buffers: + this.widthBuffer = this.generateFloatBuffer(this.widthPassResultSize); + if (!BILINEARAlgo) { + this.outputWidthWorkBench = this.generateFloatBuffer(this.originalHeightMultipliedByChannels); + } +} +Resize.prototype.initializeSecondPassBuffers = function (BILINEARAlgo) { + //Initialize the internal height pass buffers: + this.heightBuffer = this.generateUint8Buffer(this.finalResultSize); + if (!BILINEARAlgo) { + this.outputHeightWorkBench = this.generateFloatBuffer(this.targetWidthMultipliedByChannels); + } +} +Resize.prototype.generateFloatBuffer = function (bufferLength) { + //Generate a float32 typed array buffer: + try { + return new Float32Array(bufferLength); + } + catch (error) { + return []; + } +} +Resize.prototype.generateUint8Buffer = function (bufferLength) { + //Generate a uint8 typed array buffer: + try { + return this.checkForOperaMathBug(new Uint8Array(bufferLength)); + } + catch (error) { + return []; + } +} +Resize.prototype.checkForOperaMathBug = function (typedArray) { + typedArray[0] = -1; + typedArray[0] >>= 0; + if (typedArray[0] != 0xFF) { + return []; + } + else { + return typedArray; + } +} + +// End of js/other/resize.js file. + +// Remaining files are in gbemu-part2.js, since they run in strict mode. + |