ruffle/render/wgpu/src/backend.rs

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use crate::descriptors::DescriptorsTargetData;
use crate::frame::Frame;
use crate::target::RenderTargetFrame;
use crate::target::TextureTarget;
use crate::uniform_buffer::BufferStorage;
use crate::{
create_buffer_with_data, format_list, get_backend_names, target, BufferDimensions, Descriptors,
Draw, DrawType, Error, Globals, GradientStorage, GradientUniforms, Mesh, RegistryData,
RenderTarget, SwapChainTarget, Texture, TextureOffscreen, TextureTransforms, Transforms,
UniformBuffer, Vertex,
};
use fnv::FnvHashMap;
use ruffle_render::backend::{RenderBackend, ShapeHandle, ViewportDimensions};
use ruffle_render::bitmap::{Bitmap, BitmapHandle, BitmapSource};
use ruffle_render::commands::CommandList;
use ruffle_render::error::Error as BitmapError;
use ruffle_render::shape_utils::DistilledShape;
use ruffle_render::tessellator::{DrawType as TessDrawType, ShapeTessellator};
use std::num::NonZeroU32;
use std::path::Path;
use std::sync::Arc;
use swf::Color;
const DEFAULT_SAMPLE_COUNT: u32 = 4;
pub struct WgpuRenderBackend<T: RenderTarget> {
descriptors: Arc<Descriptors>,
globals: Globals,
uniform_buffers_storage: BufferStorage<Transforms>,
target: T,
frame_buffer_view: Option<wgpu::TextureView>,
depth_texture_view: wgpu::TextureView,
copy_srgb_view: Option<wgpu::TextureView>,
copy_srgb_bind_group: Option<wgpu::BindGroup>,
meshes: Vec<Mesh>,
shape_tessellator: ShapeTessellator,
quad_vbo: wgpu::Buffer,
quad_ibo: wgpu::Buffer,
quad_tex_transforms: wgpu::Buffer,
bitmap_registry: FnvHashMap<BitmapHandle, RegistryData>,
next_bitmap_handle: BitmapHandle,
// This is currently unused - we just store it to report in
// `get_viewport_dimensions`
viewport_scale_factor: f64,
}
impl WgpuRenderBackend<SwapChainTarget> {
#[cfg(target_family = "wasm")]
pub async fn for_canvas(canvas: &web_sys::HtmlCanvasElement) -> Result<Self, Error> {
let instance = wgpu::Instance::new(wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::GL);
let surface = instance.create_surface_from_canvas(canvas);
let descriptors = Self::build_descriptors(
wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::GL,
instance,
Some(&surface),
wgpu::PowerPreference::HighPerformance,
None,
)
.await?;
let target = SwapChainTarget::new(
surface,
descriptors.onscreen.surface_format,
(1, 1),
&descriptors.device,
);
Self::new(Arc::new(descriptors), target)
}
#[cfg(not(target_family = "wasm"))]
pub fn for_window<W: raw_window_handle::HasRawWindowHandle>(
window: &W,
size: (u32, u32),
backend: wgpu::Backends,
power_preference: wgpu::PowerPreference,
trace_path: Option<&Path>,
) -> Result<Self, Error> {
if wgpu::Backends::SECONDARY.contains(backend) {
log::warn!(
"{} graphics backend support may not be fully supported.",
format_list(&get_backend_names(backend), "and")
);
}
let instance = wgpu::Instance::new(backend);
let surface = unsafe { instance.create_surface(window) };
let descriptors = futures::executor::block_on(Self::build_descriptors(
backend,
instance,
Some(&surface),
power_preference,
trace_path,
))?;
let target = SwapChainTarget::new(
surface,
descriptors.onscreen.surface_format,
size,
&descriptors.device,
);
Self::new(Arc::new(descriptors), target)
}
}
#[cfg(not(target_family = "wasm"))]
impl WgpuRenderBackend<target::TextureTarget> {
pub fn for_offscreen(
size: (u32, u32),
backend: wgpu::Backends,
power_preference: wgpu::PowerPreference,
trace_path: Option<&Path>,
) -> Result<Self, Error> {
if wgpu::Backends::SECONDARY.contains(backend) {
log::warn!(
"{} graphics backend support may not be fully supported.",
format_list(&get_backend_names(backend), "and")
);
}
let instance = wgpu::Instance::new(backend);
let descriptors = futures::executor::block_on(Self::build_descriptors(
backend,
instance,
None,
power_preference,
trace_path,
))?;
let target = target::TextureTarget::new(&descriptors.device, size)?;
Self::new(Arc::new(descriptors), target)
}
pub fn capture_frame(&self, premultiplied_alpha: bool) -> Option<image::RgbaImage> {
self.target
.capture(&self.descriptors.device, premultiplied_alpha)
}
}
#[macro_export]
macro_rules! target_data {
($this:expr) => {{
if $this.offscreen {
&$this.descriptors.offscreen
} else {
&$this.descriptors.onscreen
}
}};
}
impl<T: RenderTarget> WgpuRenderBackend<T> {
pub fn new(descriptors: Arc<Descriptors>, target: T) -> Result<Self, Error> {
if target.width() > descriptors.limits.max_texture_dimension_2d
|| target.height() > descriptors.limits.max_texture_dimension_2d
{
return Err(format!(
"Render target texture cannot be larger than {}px on either dimension (requested {} x {})",
descriptors.limits.max_texture_dimension_2d,
target.width(),
target.height()
)
.into());
}
let extent = wgpu::Extent3d {
width: target.width(),
height: target.height(),
depth_or_array_layers: 1,
};
let frame_buffer_view = if descriptors.onscreen.msaa_sample_count > 1 {
let frame_buffer = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.onscreen.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: descriptors.onscreen.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
Some(frame_buffer.create_view(&Default::default()))
} else {
None
};
let depth_texture = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.onscreen.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let depth_texture_view = depth_texture.create_view(&Default::default());
let (quad_vbo, quad_ibo, quad_tex_transforms) = create_quad_buffers(&descriptors.device);
let (copy_srgb_view, copy_srgb_bind_group) = if descriptors.onscreen.frame_buffer_format
!= descriptors.offscreen.surface_format
{
let copy_srgb_buffer = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: descriptors.onscreen.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
});
let copy_srgb_view = copy_srgb_buffer.create_view(&Default::default());
let copy_srgb_bind_group =
descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &descriptors.onscreen.pipelines.bitmap_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &quad_tex_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64,
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&copy_srgb_view),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
(Some(copy_srgb_view), Some(copy_srgb_bind_group))
} else {
(None, None)
};
let mut globals = Globals::new(&descriptors.device, &descriptors.globals_layout);
globals.set_resolution(target.width(), target.height());
let uniform_buffers_storage =
BufferStorage::new(descriptors.limits.min_uniform_buffer_offset_alignment);
Ok(Self {
descriptors,
globals,
uniform_buffers_storage,
target,
frame_buffer_view,
depth_texture_view,
copy_srgb_view,
copy_srgb_bind_group,
meshes: Vec::new(),
shape_tessellator: ShapeTessellator::new(),
quad_vbo,
quad_ibo,
quad_tex_transforms,
bitmap_registry: Default::default(),
next_bitmap_handle: BitmapHandle(0),
viewport_scale_factor: 1.0,
})
}
pub async fn build_descriptors(
backend: wgpu::Backends,
instance: wgpu::Instance,
surface: Option<&wgpu::Surface>,
power_preference: wgpu::PowerPreference,
trace_path: Option<&Path>,
) -> Result<Descriptors, Error> {
let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference,
compatible_surface: surface,
force_fallback_adapter: false,
}).await
.ok_or_else(|| {
let names = get_backend_names(backend);
if names.is_empty() {
"Ruffle requires hardware acceleration, but no compatible graphics device was found (no backend provided?)".to_string()
} else if cfg!(any(windows, target_os = "macos")) {
format!("Ruffle does not support OpenGL on {}.", if cfg!(windows) { "Windows" } else { "macOS" })
} else {
format!("Ruffle requires hardware acceleration, but no compatible graphics device was found supporting {}", format_list(&names, "or"))
}
})?;
let (device, queue) = request_device(&adapter, trace_path).await?;
let info = adapter.get_info();
// Ideally we want to use an RGBA non-sRGB surface format, because Flash colors and
// blending are done in sRGB space -- we don't want the GPU to adjust the colors.
// Some platforms may only support an sRGB surface, in which case we will draw to an
// intermediate linear buffer and then copy to the sRGB surface.
let surface_format = surface
.and_then(|surface| {
let formats = surface.get_supported_formats(&adapter);
formats
.iter()
.find(|format| {
matches!(
format,
wgpu::TextureFormat::Rgba8Unorm | wgpu::TextureFormat::Bgra8Unorm
)
})
.or_else(|| formats.first())
.cloned()
})
// No surface (rendering to texture), default to linear RBGA.
.unwrap_or(wgpu::TextureFormat::Rgba8Unorm);
// TODO: Allow the sample count to be set from command line/settings file.
Ok(Descriptors::new(
device,
queue,
info,
surface_format,
DEFAULT_SAMPLE_COUNT,
))
}
fn register_shape_internal(
&mut self,
shape: DistilledShape,
bitmap_source: &dyn BitmapSource,
) -> Mesh {
let shape_id = shape.id; // TODO: remove?
let lyon_mesh = self
.shape_tessellator
.tessellate_shape(shape, bitmap_source);
let mut draws = Vec::with_capacity(lyon_mesh.len());
for draw in lyon_mesh {
let vertices: Vec<_> = draw.vertices.into_iter().map(Vertex::from).collect();
let vertex_buffer = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&vertices),
wgpu::BufferUsages::VERTEX,
create_debug_label!("Shape {} ({}) vbo", shape_id, draw.draw_type.name()),
);
let index_buffer = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&draw.indices),
wgpu::BufferUsages::INDEX,
create_debug_label!("Shape {} ({}) ibo", shape_id, draw.draw_type.name()),
);
let index_count = draw.indices.len() as u32;
let draw_id = draws.len();
draws.push(match draw.draw_type {
TessDrawType::Color => Draw {
draw_type: DrawType::Color,
vertex_buffer,
index_buffer,
num_indices: index_count,
num_mask_indices: draw.mask_index_count,
},
TessDrawType::Gradient(gradient) => {
// TODO: Extract to function?
let mut texture_transform = [[0.0; 4]; 4];
texture_transform[0][..3].copy_from_slice(&gradient.matrix[0]);
texture_transform[1][..3].copy_from_slice(&gradient.matrix[1]);
texture_transform[2][..3].copy_from_slice(&gradient.matrix[2]);
let tex_transforms_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[texture_transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!(
"Shape {} draw {} textransforms ubo transfer buffer",
shape_id,
draw_id
),
);
let (gradient_ubo, buffer_size) = if self
.descriptors
.limits
.max_storage_buffers_per_shader_stage
> 0
{
(
create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[GradientStorage::from(gradient)]),
wgpu::BufferUsages::STORAGE,
create_debug_label!(
"Shape {} draw {} gradient ubo transfer buffer",
shape_id,
draw_id
),
),
wgpu::BufferSize::new(std::mem::size_of::<GradientStorage>() as u64),
)
} else {
(
create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[GradientUniforms::from(gradient)]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!(
"Shape {} draw {} gradient ubo transfer buffer",
shape_id,
draw_id
),
),
wgpu::BufferSize::new(std::mem::size_of::<GradientUniforms>() as u64),
)
};
let bind_group_label = create_debug_label!(
"Shape {} (gradient) draw {} bindgroup",
shape_id,
draw_id
);
let bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.gradient_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &tex_transforms_ubo,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
TextureTransforms,
>(
)
as u64),
},
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &gradient_ubo,
offset: 0,
size: buffer_size,
},
),
},
],
label: bind_group_label.as_deref(),
});
Draw {
draw_type: DrawType::Gradient {
texture_transforms: tex_transforms_ubo,
gradient: gradient_ubo,
bind_group,
},
vertex_buffer,
index_buffer,
num_indices: index_count,
num_mask_indices: draw.mask_index_count,
}
}
TessDrawType::Bitmap(bitmap) => {
let entry = self.bitmap_registry.get(&bitmap.bitmap).unwrap();
let texture_view = entry
.texture_wrapper
.texture
.create_view(&Default::default());
// TODO: Extract to function?
let mut texture_transform = [[0.0; 4]; 4];
texture_transform[0][..3].copy_from_slice(&bitmap.matrix[0]);
texture_transform[1][..3].copy_from_slice(&bitmap.matrix[1]);
texture_transform[2][..3].copy_from_slice(&bitmap.matrix[2]);
let tex_transforms_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[texture_transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!(
"Shape {} draw {} textransforms ubo transfer buffer",
shape_id,
draw_id
),
);
let bind_group_label = create_debug_label!(
"Shape {} (bitmap) draw {} bindgroup",
shape_id,
draw_id
);
let bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.bitmap_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &tex_transforms_ubo,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<
TextureTransforms,
>(
)
as u64),
},
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
],
label: bind_group_label.as_deref(),
});
Draw {
draw_type: DrawType::Bitmap {
texture_transforms: tex_transforms_ubo,
texture_view,
is_smoothed: bitmap.is_smoothed,
is_repeating: bitmap.is_repeating,
bind_group,
},
vertex_buffer,
index_buffer,
num_indices: index_count,
num_mask_indices: draw.mask_index_count,
}
}
});
}
Mesh { draws }
}
pub fn descriptors(&self) -> &Arc<Descriptors> {
&self.descriptors
}
pub fn target(&self) -> &T {
&self.target
}
pub fn device(&self) -> &wgpu::Device {
&self.descriptors.device
}
}
impl<T: RenderTarget + 'static> RenderBackend for WgpuRenderBackend<T> {
fn set_viewport_dimensions(&mut self, dimensions: ViewportDimensions) {
// Avoid panics from creating 0-sized framebuffers.
// TODO: find a way to bubble an error when the size is too large
let width = std::cmp::max(
std::cmp::min(
dimensions.width,
self.descriptors.limits.max_texture_dimension_2d,
),
1,
);
let height = std::cmp::max(
std::cmp::min(
dimensions.height,
self.descriptors.limits.max_texture_dimension_2d,
),
1,
);
self.target.resize(&self.descriptors.device, width, height);
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
self.frame_buffer_view = if self.descriptors.msaa_sample_count > 1 {
let frame_buffer = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size,
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: self.descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
Some(frame_buffer.create_view(&Default::default()))
} else {
None
};
let depth_texture = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size,
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
self.depth_texture_view = depth_texture.create_view(&Default::default());
(self.copy_srgb_view, self.copy_srgb_bind_group) = if self.descriptors.frame_buffer_format
!= self.descriptors.surface_format
{
let copy_srgb_buffer =
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
});
let copy_srgb_view = copy_srgb_buffer.create_view(&Default::default());
let copy_srgb_bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.bitmap_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.quad_tex_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64,
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&copy_srgb_view),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
(Some(copy_srgb_view), Some(copy_srgb_bind_group))
} else {
(None, None)
};
self.globals.set_resolution(width, height);
self.viewport_scale_factor = dimensions.scale_factor;
}
fn viewport_dimensions(&self) -> ViewportDimensions {
ViewportDimensions {
width: self.target.width(),
height: self.target.height(),
scale_factor: self.viewport_scale_factor,
}
}
fn register_shape(
&mut self,
shape: DistilledShape,
bitmap_source: &dyn BitmapSource,
) -> ShapeHandle {
let handle = ShapeHandle(self.meshes.len());
let mesh = self.register_shape_internal(shape, bitmap_source);
self.meshes.push(mesh);
handle
}
fn replace_shape(
&mut self,
shape: DistilledShape,
bitmap_source: &dyn BitmapSource,
handle: ShapeHandle,
) {
let mesh = self.register_shape_internal(shape, bitmap_source);
self.meshes[handle.0] = mesh;
}
fn register_glyph_shape(&mut self, glyph: &swf::Glyph) -> ShapeHandle {
let shape = ruffle_render::shape_utils::swf_glyph_to_shape(glyph);
let handle = ShapeHandle(self.meshes.len());
let mesh = self.register_shape_internal(
(&shape).into(),
&ruffle_render::backend::null::NullBitmapSource,
);
self.meshes.push(mesh);
handle
}
fn submit_frame(&mut self, clear: Color, commands: CommandList) {
let frame_output = match self.target.get_next_texture() {
Ok(frame) => frame,
Err(e) => {
log::warn!("Couldn't begin new render frame: {}", e);
// Attempt to recreate the swap chain in this case.
self.target.resize(
&self.descriptors.device,
self.target.width(),
self.target.height(),
);
return;
}
};
let label = create_debug_label!("Draw encoder");
let mut draw_encoder =
self.descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: label.as_deref(),
});
let uniform_encoder_label = create_debug_label!("Uniform upload command encoder");
let mut uniform_encoder =
self.descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: uniform_encoder_label.as_deref(),
});
self.globals
.update_uniform(&self.descriptors.device, &mut draw_encoder);
// Use intermediate render targets when resolving MSAA or copying from linear-to-sRGB texture.
let (color_view, resolve_target) = match (&self.frame_buffer_view, &self.copy_srgb_view) {
(None, None) => (frame_output.view(), None),
(None, Some(copy)) => (copy, None),
(Some(frame_buffer), None) => (frame_buffer, Some(frame_output.view())),
(Some(frame_buffer), Some(copy)) => (frame_buffer, Some(copy)),
};
let render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: f64::from(clear.r) / 255.0,
g: f64::from(clear.g) / 255.0,
b: f64::from(clear.b) / 255.0,
a: f64::from(clear.a) / 255.0,
}),
store: true,
},
resolve_target,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: false,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
}),
label: None,
});
let mut frame = Frame::new(
&self.descriptors,
&self.globals,
UniformBuffer::new(&mut self.uniform_buffers_storage),
&frame_output,
&self.quad_vbo,
&self.quad_ibo,
&self.meshes,
render_pass,
&mut uniform_encoder,
&self.bitmap_registry,
false,
);
commands.execute(&mut frame);
// If we have an sRGB surface, copy from our linear intermediate buffer to the sRGB surface.
let copy_encoder = if let Some(copy_srgb_bind_group) = &self.copy_srgb_bind_group {
debug_assert!(self.copy_srgb_view.is_some());
Some(frame.swap_srgb(
copy_srgb_bind_group,
self.target.width() as f32,
self.target.height() as f32,
))
} else {
None
};
frame.finish();
let mut command_buffers = vec![uniform_encoder.finish(), draw_encoder.finish()];
if let Some(copy_encoder) = copy_encoder {
command_buffers.push(copy_encoder);
}
self.target.submit(
&self.descriptors.device,
&self.descriptors.queue,
command_buffers,
frame_output,
);
}
fn get_bitmap_pixels(&mut self, bitmap: BitmapHandle) -> Option<Bitmap> {
self.bitmap_registry.get(&bitmap).map(|e| e.bitmap.clone())
}
fn register_bitmap(&mut self, bitmap: Bitmap) -> Result<BitmapHandle, BitmapError> {
if bitmap.width() > self.descriptors.limits.max_texture_dimension_2d
|| bitmap.height() > self.descriptors.limits.max_texture_dimension_2d
{
return Err(BitmapError::TooLarge);
}
let bitmap = bitmap.to_rgba();
let extent = wgpu::Extent3d {
width: bitmap.width(),
height: bitmap.height(),
depth_or_array_layers: 1,
};
let texture_label = create_debug_label!("Bitmap");
let texture = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
});
self.descriptors.queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Default::default(),
aspect: wgpu::TextureAspect::All,
},
bitmap.data(),
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * extent.width),
rows_per_image: None,
},
extent,
);
let handle = self.next_bitmap_handle;
self.next_bitmap_handle = BitmapHandle(self.next_bitmap_handle.0 + 1);
let width = bitmap.width();
let height = bitmap.height();
// Make bind group for bitmap quad.
let texture_view = texture.create_view(&Default::default());
let bind_group = self
.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.bitmap_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.quad_tex_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
],
label: create_debug_label!("Bitmap {} bind group", handle.0).as_deref(),
});
if self
.bitmap_registry
.insert(
handle,
RegistryData {
bitmap,
texture_wrapper: Texture {
width,
height,
texture,
bind_group,
texture_offscreen: None,
},
},
)
.is_some()
{
panic!("Overwrote existing bitmap {:?}", handle);
}
Ok(handle)
}
fn unregister_bitmap(&mut self, handle: BitmapHandle) {
self.bitmap_registry.remove(&handle);
}
fn update_texture(
&mut self,
handle: BitmapHandle,
width: u32,
height: u32,
rgba: Vec<u8>,
) -> Result<BitmapHandle, BitmapError> {
let texture = if let Some(entry) = self.bitmap_registry.get(&handle) {
&entry.texture_wrapper.texture
} else {
log::warn!("Tried to replace nonexistent texture");
return Ok(handle);
};
let extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
self.descriptors.queue.write_texture(
wgpu::ImageCopyTexture {
texture,
mip_level: 0,
origin: Default::default(),
aspect: wgpu::TextureAspect::All,
},
&rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: NonZeroU32::new(4 * extent.width),
rows_per_image: None,
},
extent,
);
Ok(handle)
}
fn render_offscreen(
&mut self,
handle: BitmapHandle,
width: u32,
height: u32,
commands: CommandList,
clear_color: Color,
) -> Result<Bitmap, ruffle_render::error::Error> {
// We need ownership of `Texture` to access the non-`Clone`
// `wgpu` fields. At the end of this method, we re-insert
// `texture` into the map.
//
// This means that the target texture will be inaccessible
// while the callback `f` is a problem. This would only be
// an issue if a caller tried to render the target texture
// to itself, which probably isn't supported by Flash. If it
// is, then we could change `TextureTarget` to use an `Rc<wgpu::Texture>`
let mut texture = self.bitmap_registry.remove(&handle).unwrap();
let extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
// We will (presumably) never render to the majority of textures, so
// we lazily create the buffer and depth texture.
// Once created, we never destroy this data, under the assumption
// that the SWF will try to render to this more than once.
//
// If we end up hitting wgpu device limits due to having too
// many buffers / depth textures rendered at once, we could
// try storing this data in an LRU cache, evicting entries
// as needed.
let mut texture_offscreen =
texture
.texture_wrapper
.texture_offscreen
.unwrap_or_else(|| {
let depth_texture_view = create_depth_texture_view(
&self.descriptors,
&self.descriptors.offscreen,
extent,
);
let buffer_dimensions = BufferDimensions::new(width as usize, height as usize);
let buffer_label = create_debug_label!("Render target buffer");
let buffer = self
.descriptors
.device
.create_buffer(&wgpu::BufferDescriptor {
label: buffer_label.as_deref(),
size: (buffer_dimensions.padded_bytes_per_row.get() as u64
* buffer_dimensions.height as u64),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
TextureOffscreen {
depth_texture_view,
buffer,
buffer_dimensions,
}
});
let mut target = TextureTarget {
size: extent,
texture: texture.texture_wrapper.texture,
format: wgpu::TextureFormat::Rgba8Unorm,
buffer: texture_offscreen.buffer,
buffer_dimensions: texture_offscreen.buffer_dimensions,
};
let (old_width, old_height) = self.globals.resolution();
let frame_output = target
.get_next_texture()
.expect("TextureTargetFrame.get_next_texture is infallible");
let label = create_debug_label!("Draw encoder");
let mut draw_encoder =
self.descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: label.as_deref(),
});
let uniform_encoder_label = create_debug_label!("Uniform upload command encoder");
let mut uniform_encoder =
self.descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: uniform_encoder_label.as_deref(),
});
self.globals.set_resolution(width, height);
self.globals
.update_uniform(&self.descriptors.device, &mut draw_encoder);
let render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: frame_output.view(),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: f64::from(clear_color.r) / 255.0,
g: f64::from(clear_color.g) / 255.0,
b: f64::from(clear_color.b) / 255.0,
a: f64::from(clear_color.a) / 255.0,
}),
store: true,
},
resolve_target: None,
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &texture_offscreen.depth_texture_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: false,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
}),
label: None,
});
let mut frame = Frame::new(
&self.descriptors,
&self.globals,
UniformBuffer::new(&mut self.uniform_buffers_storage),
&frame_output,
&self.quad_vbo,
&self.quad_ibo,
&self.meshes,
render_pass,
&mut uniform_encoder,
&self.bitmap_registry,
true,
);
commands.execute(&mut frame);
frame.finish();
target.submit(
&self.descriptors.device,
&self.descriptors.queue,
vec![uniform_encoder.finish(), draw_encoder.finish()],
frame_output,
);
// Capture with premultiplied alpha, which is what we use for all textures
let image = target.capture(&self.descriptors.device, true);
let image = image.map(|image| {
Bitmap::new(
image.dimensions().0,
image.dimensions().1,
ruffle_render::bitmap::BitmapFormat::Rgba,
image.into_raw(),
)
});
self.globals.set_resolution(old_width, old_height);
texture_offscreen.buffer = target.buffer;
texture_offscreen.buffer_dimensions = target.buffer_dimensions;
texture.texture_wrapper.texture_offscreen = Some(texture_offscreen);
texture.texture_wrapper.texture = target.texture;
self.bitmap_registry.insert(handle, texture);
Ok(image.unwrap())
}
}
fn create_quad_buffers(device: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer, wgpu::Buffer) {
let vertices = [
Vertex {
position: [0.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex {
position: [1.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex {
position: [1.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
Vertex {
position: [0.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
];
let indices: [u32; 6] = [0, 1, 2, 0, 2, 3];
let vbo = create_buffer_with_data(
device,
bytemuck::cast_slice(&vertices),
wgpu::BufferUsages::VERTEX,
create_debug_label!("Quad vbo"),
);
let ibo = create_buffer_with_data(
device,
bytemuck::cast_slice(&indices),
wgpu::BufferUsages::INDEX,
create_debug_label!("Quad ibo"),
);
let tex_transforms = create_buffer_with_data(
device,
bytemuck::cast_slice(&[TextureTransforms {
u_matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
}]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Quad tex transforms"),
);
(vbo, ibo, tex_transforms)
}
fn create_depth_texture_view(
descriptors: &Descriptors,
target_data: &DescriptorsTargetData,
extent: wgpu::Extent3d,
) -> wgpu::TextureView {
let depth_texture = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: target_data.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
depth_texture.create_view(&Default::default())
}
// We try to request the highest limits we can get away with
async fn request_device(
adapter: &wgpu::Adapter,
trace_path: Option<&Path>,
) -> Result<(wgpu::Device, wgpu::Queue), wgpu::RequestDeviceError> {
// We start off with the lowest limits we actually need - basically GL-ES 3.0
let mut limits = wgpu::Limits::downlevel_webgl2_defaults();
// Then we increase parts of it to the maximum supported by the adapter, to take advantage of
// more powerful hardware or capabilities
limits = limits.using_resolution(adapter.limits());
limits = limits.using_alignment(adapter.limits());
limits.max_storage_buffers_per_shader_stage =
adapter.limits().max_storage_buffers_per_shader_stage;
limits.max_storage_buffer_binding_size = adapter.limits().max_storage_buffer_binding_size;
adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits,
},
trace_path,
)
.await
}