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don't erase the surface before blitting.
It's done at HTML level with canvas.clearRect() BUG=webp:261 Change-Id: I83c73791f5922cd1f426f19faf856fa1cf8f0311
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@ -60,6 +60,7 @@ int WebpToSDL(const char* data, unsigned int data_size) {
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0x0000ff00u, // G mask
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0x00ff0000u, // B mask
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0xff000000u); // A mask
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if (surface == NULL) {
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fprintf(stderr, "Unable to create %dx%d RGBA surface!\n",
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input->width, input->height);
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@ -86,8 +87,7 @@ int WebpToSDL(const char* data, unsigned int data_size) {
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}
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if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface);
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if (SDL_FillRect(screen, &screen->clip_rect, 0xffffffff) ||
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SDL_BlitSurface(surface, NULL, screen, NULL) ||
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if (SDL_BlitSurface(surface, NULL, screen, NULL) ||
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SDL_Flip(screen)) {
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goto Error;
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}
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@ -21,8 +21,11 @@ function 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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Module.canvas = document.getElementById(canvas_id);
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if (Module.canvas == null) return;
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var canvas = document.getElementById(canvas_id);
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if (canvas == null) return;
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// clear previous picture (if any)
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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 ret = WebpToCanvas(webp_data, webp_data.length);
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