return false;
}
- data = this._zlibs[streamId].inflate(data, uncompressedSize);
+ this._zlibs[streamId].setInput(data);
+ data = this._zlibs[streamId].inflate(uncompressedSize);
+ this._zlibs[streamId].setInput(null);
}
display.blitRgbImage(x, y, width, height, data, 0, false);
return false;
}
- data = this._zlibs[streamId].inflate(data, uncompressedSize);
+ this._zlibs[streamId].setInput(data);
+ data = this._zlibs[streamId].inflate(uncompressedSize);
+ this._zlibs[streamId].setInput(null);
}
// Convert indexed (palette based) image data to RGB
inflateInit(this.strm, this.windowBits);
}
- inflate(data, expected) {
- this.strm.input = data;
- this.strm.avail_in = this.strm.input.length;
- this.strm.next_in = 0;
- this.strm.next_out = 0;
+ setInput(data) {
+ if (!data) {
+ //FIXME: flush remaining data.
+ this.strm.input = null;
+ this.strm.avail_in = 0;
+ this.strm.next_in = 0;
+ } else {
+ this.strm.input = data;
+ this.strm.avail_in = this.strm.input.length;
+ this.strm.next_in = 0;
+ }
+ }
+ inflate(expected) {
// resize our output buffer if it's too small
// (we could just use multiple chunks, but that would cause an extra
// allocation each time to flatten the chunks)
this.strm.output = new Uint8Array(this.chunkSize);
}
+ this.strm.next_out = 0;
this.strm.avail_out = this.chunkSize;
let ret = inflate(this.strm, 0); // Flush argument not used.