fix memory leak in SDL_Init()
we use a static guard to only call SDL_Init() once. Another option would be to call SDL_Quit(), but it doesn't seem to be doing anything. Also, fix the HTML code and add 'use strict' directive. BUG=webp:354 Change-Id: I3c6421e2c1c8cc200556cd4092a0ead9a8b054ef
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@ -28,6 +28,7 @@
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#include <SDL/SDL.h>
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#endif
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static int init_ok = 0;
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int WebpToSDL(const char* data, unsigned int data_size) {
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int ok = 0;
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VP8StatusCode status;
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@ -42,7 +43,10 @@ int WebpToSDL(const char* data, unsigned int data_size) {
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return 1;
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}
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if (!init_ok) {
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SDL_Init(SDL_INIT_VIDEO);
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init_ok = 1;
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}
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status = WebPGetFeatures((uint8_t*)data, (size_t)data_size, &config.input);
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if (status != VP8_STATUS_OK) goto Error;
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@ -97,6 +101,7 @@ int WebpToSDL(const char* data, unsigned int data_size) {
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Error:
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SDL_FreeSurface(surface);
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SDL_FreeSurface(screen);
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WebPFreeDecBuffer(output);
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return ok;
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}
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@ -12,12 +12,15 @@
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<script type="text/javascript" src="./webp.js"></script>
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<script type="text/javascript">
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'use strict';
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// main wrapper for the function decoding a WebP into a canvas object
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var WebpToCanvas;
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function init() {
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WebpToCanvas = Module.cwrap('WebpToSDL', 'number', ['array', 'number']);
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}
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window.onload = init;
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function decode(webp_data, canvas_id) {
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// get the canvas to decode into
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@ -27,10 +30,10 @@ function decode(webp_data, canvas_id) {
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Module.canvas = canvas;
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canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height);
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// decode and measure timing
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start = new Date();
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var start = new Date();
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var ret = WebpToCanvas(webp_data, webp_data.length);
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end = new Date();
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speed_result = document.getElementById('timing');
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var end = new Date();
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var speed_result = document.getElementById('timing');
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// display timing result
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if (speed_result != null) {
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var decode_time = end - start;
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@ -53,7 +56,7 @@ function loadfile(filename, canvas_id) {
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</script>
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</head>
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<body onload='init()'>
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<body>
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<p>
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<strong>WebP in JavaScript demo</strong> -
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</p>
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@ -11,6 +11,11 @@
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</script>
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<script type="text/javascript">
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'use strict';
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// main wrapper for the function decoding a WebP into a canvas object
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var WebpToCanvas;
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function init() {
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var xhr = new XMLHttpRequest();
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xhr.open('GET', 'webp_wasm.wasm', true);
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@ -23,6 +28,7 @@ function init() {
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};
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xhr.send(null);
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}
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window.onload = init;
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function decode(webp_data, canvas_id) {
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var result;
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@ -36,16 +42,16 @@ function decode(webp_data, canvas_id) {
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Module.canvas = canvas;
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canvas.getContext('2d').clearRect(0, 0, canvas.width, canvas.height);
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// decode and measure timing
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start = new Date();
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var start = new Date();
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var ret = WebpToCanvas(webp_data, webp_data.length);
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end = new Date();
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var end = new Date();
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var decode_time = end - start;
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result = 'decoding time: ' + decode_time +' ms.';
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} else {
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result = "WASM module not finished loading! Please retry";
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}
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// display timing result
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speed_result = document.getElementById('timing');
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var speed_result = document.getElementById('timing');
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if (speed_result != null) {
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speed_result.innerHTML = '<p>'+ result + '</p>';
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}
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@ -66,7 +72,7 @@ function loadfile(filename, canvas_id) {
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</script>
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</head>
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<body onload='init()'>
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<body>
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<p>
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<strong>WebP demo using Web-Assembly</strong> -
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</p>
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