ruffle/render/wgpu/src/lib.rs

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use lyon::tessellation::{
self,
geometry_builder::{BuffersBuilder, FillVertexConstructor, VertexBuffers},
FillAttributes, FillTessellator, StrokeAttributes, StrokeTessellator, StrokeVertexConstructor,
};
use ruffle_core::backend::render::swf::{self, FillStyle};
use ruffle_core::backend::render::{
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srgb_to_linear, Bitmap, BitmapFormat, BitmapHandle, BitmapInfo, Color, Letterbox,
RenderBackend, ShapeHandle, Transform,
};
use ruffle_core::shape_utils::{DistilledShape, DrawPath};
use std::convert::TryInto;
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use swf::{CharacterId, DefineBitsLossless, Glyph, GradientInterpolation};
use bytemuck::{Pod, Zeroable};
use futures::executor::block_on;
use raw_window_handle::HasRawWindowHandle;
use crate::pipelines::Pipelines;
use crate::shapes::{Draw, DrawType, GradientUniforms, IncompleteDrawType, Mesh};
use crate::target::{RenderTarget, RenderTargetFrame, SwapChainTarget};
use crate::utils::{
create_buffer_with_data, format_list, get_backend_names, gradient_spread_mode_index,
ruffle_path_to_lyon_path, swf_bitmap_to_gl_matrix, swf_to_gl_matrix,
};
use enum_map::Enum;
use ruffle_core::color_transform::ColorTransform;
type Error = Box<dyn std::error::Error>;
#[macro_use]
mod utils;
mod bitmaps;
mod globals;
mod pipelines;
mod shapes;
pub mod target;
#[cfg(feature = "clap")]
pub mod clap;
use crate::bitmaps::BitmapSamplers;
use crate::globals::Globals;
use ruffle_core::swf::{Matrix, Twips};
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use std::collections::HashMap;
use std::path::Path;
pub use wgpu;
pub struct Descriptors {
pub device: wgpu::Device,
queue: wgpu::Queue,
globals: Globals,
pipelines: Pipelines,
bitmap_samplers: BitmapSamplers,
msaa_sample_count: u32,
}
impl Descriptors {
pub fn new(device: wgpu::Device, queue: wgpu::Queue) -> Result<Self, Error> {
// TODO: Allow this to be set from command line/settings file.
let msaa_sample_count = 4;
let bitmap_samplers = BitmapSamplers::new(&device);
let globals = Globals::new(&device);
let pipelines = Pipelines::new(
&device,
msaa_sample_count,
bitmap_samplers.layout(),
globals.layout(),
)?;
Ok(Self {
device,
queue,
globals,
pipelines,
bitmap_samplers,
msaa_sample_count,
})
}
}
pub struct WgpuRenderBackend<T: RenderTarget> {
descriptors: Descriptors,
target: T,
frame_buffer_view: wgpu::TextureView,
depth_texture_view: wgpu::TextureView,
current_frame: Option<(T::Frame, wgpu::CommandEncoder)>,
meshes: Vec<Mesh>,
viewport_width: f32,
viewport_height: f32,
mask_state: MaskState,
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textures: Vec<(Option<swf::CharacterId>, Texture)>,
num_masks: u32,
quad_vbo: wgpu::Buffer,
quad_ibo: wgpu::Buffer,
quad_tex_transforms: wgpu::Buffer,
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bitmap_registry: HashMap<BitmapHandle, Bitmap>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Enum)]
pub enum MaskState {
NoMask,
DrawMaskStencil,
DrawMaskedContent,
ClearMaskStencil,
}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct Transforms {
world_matrix: [[f32; 4]; 4],
}
unsafe impl Pod for Transforms {}
unsafe impl Zeroable for Transforms {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct TextureTransforms {
u_matrix: [[f32; 4]; 4],
}
unsafe impl Pod for TextureTransforms {}
unsafe impl Zeroable for TextureTransforms {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct ColorAdjustments {
mult_color: [f32; 4],
add_color: [f32; 4],
}
impl From<ColorTransform> for ColorAdjustments {
fn from(transform: ColorTransform) -> Self {
Self {
mult_color: [
transform.r_mult,
transform.g_mult,
transform.b_mult,
transform.a_mult,
],
add_color: [
transform.r_add,
transform.g_add,
transform.b_add,
transform.a_add,
],
}
}
}
unsafe impl Pod for ColorAdjustments {}
unsafe impl Zeroable for ColorAdjustments {}
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct GPUVertex {
position: [f32; 2],
color: [f32; 4],
}
unsafe impl Pod for GPUVertex {}
unsafe impl Zeroable for GPUVertex {}
impl WgpuRenderBackend<SwapChainTarget> {
pub fn for_window<W: HasRawWindowHandle>(
window: &W,
size: (u32, u32),
backend: wgpu::BackendBit,
power_preference: wgpu::PowerPreference,
trace_path: Option<&Path>,
) -> Result<Self, Error> {
if wgpu::BackendBit::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);
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let surface = unsafe { instance.create_surface(window) };
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference,
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compatible_surface: Some(&surface),
}))
.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 {
format!("Ruffle requires hardware acceleration, but no compatible graphics device was found supporting {}", format_list(&names, "or"))
}
})?;
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let (device, queue) = block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
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features: Default::default(),
limits: wgpu::Limits::default(),
shader_validation: false,
},
trace_path,
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))?;
let descriptors = Descriptors::new(device, queue)?;
let target = SwapChainTarget::new(surface, size, &descriptors.device);
Self::new(descriptors, target)
}
}
impl<T: RenderTarget> WgpuRenderBackend<T> {
pub fn new(mut descriptors: Descriptors, target: T) -> Result<Self, Error> {
let extent = wgpu::Extent3d {
width: target.width(),
height: target.height(),
depth: 1,
};
let frame_buffer_label = create_debug_label!("Framebuffer texture");
let frame_buffer = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: frame_buffer_label.as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: target.format(),
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
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let frame_buffer_view = frame_buffer.create_view(&Default::default());
let depth_label = create_debug_label!("Depth texture");
let depth_texture = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: depth_label.as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
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let depth_texture_view = depth_texture.create_view(&Default::default());
let (quad_vbo, quad_ibo, quad_tex_transforms) = create_quad_buffers(&descriptors.device);
let viewport_width = target.width() as f32;
let viewport_height = target.height() as f32;
descriptors
.globals
.set_resolution(target.width(), target.height());
Ok(Self {
descriptors,
target,
frame_buffer_view,
depth_texture_view,
current_frame: None,
meshes: Vec::new(),
viewport_width,
viewport_height,
textures: Vec::new(),
num_masks: 0,
mask_state: MaskState::NoMask,
quad_vbo,
quad_ibo,
quad_tex_transforms,
bitmap_registry: HashMap::new(),
})
}
pub fn descriptors(self) -> Descriptors {
self.descriptors
}
#[allow(clippy::cognitive_complexity)]
fn register_shape_internal(&mut self, shape: DistilledShape) -> Mesh {
use lyon::tessellation::{FillOptions, StrokeOptions};
let transforms_label = create_debug_label!("Shape {} transforms ubo", shape.id);
let transforms_ubo = self
.descriptors
.device
.create_buffer(&wgpu::BufferDescriptor {
label: transforms_label.as_deref(),
size: std::mem::size_of::<Transforms>() as u64,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
let colors_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[ColorAdjustments {
mult_color: [1.0, 1.0, 1.0, 1.0],
add_color: [0.0, 0.0, 0.0, 0.0],
}]),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
create_debug_label!("Shape {} colors ubo", shape.id),
);
let mut draws = Vec::new();
let mut fill_tess = FillTessellator::new();
let mut stroke_tess = StrokeTessellator::new();
let mut lyon_mesh: VertexBuffers<_, u16> = VertexBuffers::new();
#[allow(clippy::too_many_arguments)]
fn flush_draw(
shape_id: CharacterId,
draw: IncompleteDrawType,
draws: &mut Vec<Draw>,
lyon_mesh: &mut VertexBuffers<GPUVertex, u16>,
device: &wgpu::Device,
pipelines: &Pipelines,
) {
if lyon_mesh.vertices.is_empty() || lyon_mesh.indices.len() < 3 {
return;
}
let vbo = create_buffer_with_data(
device,
bytemuck::cast_slice(&lyon_mesh.vertices),
wgpu::BufferUsage::VERTEX,
create_debug_label!("Shape {} ({}) vbo", shape_id, draw.name()),
);
let ibo = create_buffer_with_data(
device,
bytemuck::cast_slice(&lyon_mesh.indices),
wgpu::BufferUsage::INDEX,
create_debug_label!("Shape {} ({}) ibo", shape_id, draw.name()),
);
let draw_id = draws.len();
draws.push(draw.build(
device,
vbo,
ibo,
lyon_mesh.indices.len() as u32,
pipelines,
shape_id,
draw_id,
));
*lyon_mesh = VertexBuffers::new();
}
for path in shape.paths {
match path {
DrawPath::Fill { style, commands } => match style {
FillStyle::Color(color) => {
let color = [
f32::from(color.r) / 255.0,
f32::from(color.g) / 255.0,
f32::from(color.b) / 255.0,
f32::from(color.a) / 255.0,
];
let mut buffers_builder =
BuffersBuilder::new(&mut lyon_mesh, RuffleVertexCtor { color });
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
}
FillStyle::LinearGradient(gradient) => {
flush_draw(
shape.id,
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
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let uniforms = swf_gradient_to_uniforms(0, gradient, 0.0);
let matrix = swf_to_gl_matrix(gradient.matrix);
flush_draw(
shape.id,
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
}
FillStyle::RadialGradient(gradient) => {
flush_draw(
shape.id,
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
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let uniforms = swf_gradient_to_uniforms(1, gradient, 0.0);
let matrix = swf_to_gl_matrix(gradient.matrix);
flush_draw(
shape.id,
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
}
FillStyle::FocalGradient {
gradient,
focal_point,
} => {
flush_draw(
shape.id,
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
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let uniforms = swf_gradient_to_uniforms(2, gradient, *focal_point);
let matrix = swf_to_gl_matrix(gradient.matrix);
flush_draw(
shape.id,
IncompleteDrawType::Gradient {
texture_transform: matrix,
gradient: uniforms,
},
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
}
FillStyle::Bitmap {
id,
matrix,
is_smoothed,
is_repeating,
} => {
flush_draw(
shape.id,
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
let mut buffers_builder = BuffersBuilder::new(
&mut lyon_mesh,
RuffleVertexCtor {
color: [1.0, 1.0, 1.0, 1.0],
},
);
if let Err(e) = fill_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, true),
&FillOptions::even_odd(),
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
let texture = match self
.textures
.iter()
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.find(|(other_id, _tex)| *other_id == Some(*id))
{
None => {
log::error!("Couldn't fill shape with unknown bitmap {}", id);
continue;
}
Some(t) => &t.1,
};
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let texture_view = texture.texture.create_view(&Default::default());
flush_draw(
shape.id,
IncompleteDrawType::Bitmap {
texture_transform: swf_bitmap_to_gl_matrix(
*matrix,
texture.width,
texture.height,
),
is_smoothed: *is_smoothed,
is_repeating: *is_repeating,
texture_view,
id: *id,
},
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
}
},
DrawPath::Stroke {
style,
commands,
is_closed,
} => {
let color = [
f32::from(style.color.r) / 255.0,
f32::from(style.color.g) / 255.0,
f32::from(style.color.b) / 255.0,
f32::from(style.color.a) / 255.0,
];
let mut buffers_builder =
BuffersBuilder::new(&mut lyon_mesh, RuffleVertexCtor { color });
// TODO(Herschel): 0 width indicates "hairline".
let width = if style.width.to_pixels() >= 1.0 {
style.width.to_pixels() as f32
} else {
1.0
};
let mut options = StrokeOptions::default()
.with_line_width(width)
.with_start_cap(match style.start_cap {
swf::LineCapStyle::None => tessellation::LineCap::Butt,
swf::LineCapStyle::Round => tessellation::LineCap::Round,
swf::LineCapStyle::Square => tessellation::LineCap::Square,
})
.with_end_cap(match style.end_cap {
swf::LineCapStyle::None => tessellation::LineCap::Butt,
swf::LineCapStyle::Round => tessellation::LineCap::Round,
swf::LineCapStyle::Square => tessellation::LineCap::Square,
});
let line_join = match style.join_style {
swf::LineJoinStyle::Round => tessellation::LineJoin::Round,
swf::LineJoinStyle::Bevel => tessellation::LineJoin::Bevel,
swf::LineJoinStyle::Miter(limit) => {
// Avoid lyon assert with small miter limits.
if limit >= StrokeOptions::MINIMUM_MITER_LIMIT {
options = options.with_miter_limit(limit);
tessellation::LineJoin::MiterClip
} else {
tessellation::LineJoin::Bevel
}
}
};
options = options.with_line_join(line_join);
if let Err(e) = stroke_tess.tessellate_path(
&ruffle_path_to_lyon_path(commands, is_closed),
&options,
&mut buffers_builder,
) {
// This may just be a degenerate path; skip it.
log::error!("Tessellation failure: {:?}", e);
continue;
}
}
}
}
flush_draw(
shape.id,
IncompleteDrawType::Color,
&mut draws,
&mut lyon_mesh,
&self.descriptors.device,
&self.descriptors.pipelines,
);
let bind_group_label = create_debug_label!("Shape {} bindgroup", shape.id);
let bind_group = self
.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.mesh_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &transforms_ubo,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Transforms>() as u64),
},
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &colors_ubo,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<ColorAdjustments>() as u64
),
},
},
],
label: bind_group_label.as_deref(),
});
Mesh {
draws,
transforms: transforms_ubo,
colors_buffer: colors_ubo,
colors_last: ColorTransform::default(),
shape_id: shape.id,
bind_group,
}
}
fn register_bitmap(
&mut self,
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id: Option<swf::CharacterId>,
bitmap: Bitmap,
debug_str: &str,
) -> BitmapInfo {
self.bitmap_registry.insert(id, bitmap.clone());
let extent = wgpu::Extent3d {
width: bitmap.width,
height: bitmap.height,
depth: 1,
};
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let data = match bitmap.data.clone() {
BitmapFormat::Rgba(data) => data,
BitmapFormat::Rgb(data) => {
// Expand to RGBA.
let mut as_rgba =
Vec::with_capacity(extent.width as usize * extent.height as usize * 4);
for i in (0..data.len()).step_by(3) {
as_rgba.push(data[i]);
as_rgba.push(data[i + 1]);
as_rgba.push(data[i + 2]);
as_rgba.push(255);
}
as_rgba
}
};
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let texture_label = create_debug_label!("{} Texture {:?}", debug_str, id);
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::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
self.descriptors.queue.write_texture(
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wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
origin: Default::default(),
},
&data,
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wgpu::TextureDataLayout {
offset: 0,
bytes_per_row: 4 * extent.width,
rows_per_image: 0,
},
extent,
);
let handle = BitmapHandle(self.textures.len());
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self.bitmap_registry.insert(handle, bitmap.clone());
self.textures.push((
id,
Texture {
texture,
width: bitmap.width,
height: bitmap.height,
},
));
BitmapInfo {
handle,
width: bitmap.width.try_into().unwrap(),
height: bitmap.height.try_into().unwrap(),
}
}
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, width: u32, height: u32) {
// Avoid panics from creating 0-sized framebuffers.
let width = std::cmp::max(width, 1);
let height = std::cmp::max(height, 1);
self.target.resize(&self.descriptors.device, width, height);
let label = create_debug_label!("Framebuffer texture");
let frame_buffer = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: label.as_deref(),
size: wgpu::Extent3d {
width,
height,
depth: 1,
},
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: self.target.format(),
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
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self.frame_buffer_view = frame_buffer.create_view(&Default::default());
let label = create_debug_label!("Depth texture");
let depth_texture = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: label.as_deref(),
size: wgpu::Extent3d {
width,
height,
depth: 1,
},
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
});
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self.depth_texture_view = depth_texture.create_view(&Default::default());
self.viewport_width = width as f32;
self.viewport_height = height as f32;
self.descriptors.globals.set_resolution(width, height);
}
fn register_shape(&mut self, shape: DistilledShape) -> ShapeHandle {
let handle = ShapeHandle(self.meshes.len());
let mesh = self.register_shape_internal(shape);
self.meshes.push(mesh);
handle
}
fn replace_shape(&mut self, shape: DistilledShape, handle: ShapeHandle) {
let mesh = self.register_shape_internal(shape);
self.meshes[handle.0] = mesh;
}
fn register_glyph_shape(&mut self, glyph: &Glyph) -> ShapeHandle {
let shape = ruffle_core::shape_utils::swf_glyph_to_shape(glyph);
let handle = ShapeHandle(self.meshes.len());
let mesh = self.register_shape_internal((&shape).into());
self.meshes.push(mesh);
handle
}
fn register_bitmap_jpeg(
&mut self,
id: u16,
data: &[u8],
jpeg_tables: Option<&[u8]>,
) -> Result<BitmapInfo, Error> {
let data = ruffle_core::backend::render::glue_tables_to_jpeg(data, jpeg_tables);
self.register_bitmap_jpeg_2(id, &data[..])
}
fn register_bitmap_jpeg_2(&mut self, id: u16, data: &[u8]) -> Result<BitmapInfo, Error> {
let bitmap = ruffle_core::backend::render::decode_define_bits_jpeg(data, None)?;
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Ok(self.register_bitmap(Some(id), bitmap, "JPEG2"))
}
fn register_bitmap_jpeg_3(
&mut self,
id: u16,
jpeg_data: &[u8],
alpha_data: &[u8],
) -> Result<BitmapInfo, Error> {
let bitmap =
ruffle_core::backend::render::decode_define_bits_jpeg(jpeg_data, Some(alpha_data))?;
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Ok(self.register_bitmap(Some(id), bitmap, "JPEG3"))
}
fn register_bitmap_png(&mut self, swf_tag: &DefineBitsLossless) -> Result<BitmapInfo, Error> {
let bitmap = ruffle_core::backend::render::decode_define_bits_lossless(swf_tag)?;
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Ok(self.register_bitmap(Some(swf_tag.id), bitmap, "PNG"))
}
fn begin_frame(&mut self, clear: Color) {
assert!(self.current_frame.is_none());
self.current_frame = match self.target.get_next_texture() {
Ok(frame) => {
let label = create_debug_label!("Frame encoder");
Some((
frame,
self.descriptors.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: label.as_deref(),
},
),
))
}
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Err(e) => {
log::warn!("Couldn't begin new render frame: {}", e);
None
}
};
self.mask_state = MaskState::NoMask;
self.num_masks = 0;
if let Some((frame_output, encoder)) = &mut self.current_frame {
let color_attachment = if self.descriptors.msaa_sample_count >= 2 {
&self.frame_buffer_view
} else {
frame_output.view()
};
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: color_attachment,
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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: None,
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
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depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0),
store: true,
}),
}),
});
self.descriptors
.globals
.update_uniform(&self.descriptors.device, encoder);
}
}
fn render_bitmap(&mut self, bitmap: BitmapHandle, transform: &Transform) {
if let Some((_id, texture)) = self.textures.get(bitmap.0) {
let (frame_output, encoder) =
if let Some((frame_output, encoder)) = &mut self.current_frame {
(frame_output, encoder)
} else {
return;
};
let transform = Transform {
matrix: transform.matrix
* Matrix {
a: texture.width as f32,
d: texture.height as f32,
..Default::default()
},
..*transform
};
let world_matrix = [
[transform.matrix.a, transform.matrix.b, 0.0, 0.0],
[transform.matrix.c, transform.matrix.d, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[
transform.matrix.tx.to_pixels() as f32,
transform.matrix.ty.to_pixels() as f32,
0.0,
1.0,
],
];
let transforms_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[Transforms { world_matrix }]),
wgpu::BufferUsage::UNIFORM,
create_debug_label!("Bitmap {} transforms transfer buffer", bitmap.0),
);
let colors_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[ColorAdjustments::from(transform.color_transform)]),
wgpu::BufferUsage::UNIFORM,
create_debug_label!("Bitmap {} colors transfer buffer", bitmap.0),
);
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let texture_view = texture.texture.create_view(&Default::default());
let mesh_bind_group_label = create_debug_label!("Bitmap {} mesh bind group", bitmap.0);
let mesh_bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.mesh_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &transforms_ubo,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Transforms>() as u64
),
},
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &colors_ubo,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<ColorAdjustments>() as u64,
),
},
},
],
label: mesh_bind_group_label.as_deref(),
});
let bitmap_bind_group_label = create_debug_label!("Bitmap {} bind group", bitmap.0);
let bitmap_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 {
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: bitmap_bind_group_label.as_deref(),
});
let color_attachment = if self.descriptors.msaa_sample_count >= 2 {
&self.frame_buffer_view
} else {
frame_output.view()
};
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: color_attachment,
resolve_target: None,
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ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
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depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
}),
});
render_pass.set_pipeline(
&self
.descriptors
.pipelines
.bitmap_pipelines
.pipeline_for(self.mask_state),
);
render_pass.set_bind_group(0, self.descriptors.globals.bind_group(), &[]);
render_pass.set_bind_group(1, &mesh_bind_group, &[]);
render_pass.set_bind_group(2, &bitmap_bind_group, &[]);
render_pass.set_bind_group(
3,
self.descriptors.bitmap_samplers.get_bind_group(false, true),
&[],
);
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render_pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
render_pass.set_index_buffer(self.quad_ibo.slice(..));
match self.mask_state {
MaskState::NoMask => (),
MaskState::DrawMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks - 1);
}
MaskState::DrawMaskedContent | MaskState::ClearMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks);
}
};
render_pass.draw_indexed(0..6, 0, 0..1);
}
}
fn render_shape(&mut self, shape: ShapeHandle, transform: &Transform) {
let (frame_output, encoder) = if let Some((frame_output, encoder)) = &mut self.current_frame
{
(frame_output, encoder)
} else {
return;
};
let mesh = &mut self.meshes[shape.0];
let world_matrix = [
[transform.matrix.a, transform.matrix.b, 0.0, 0.0],
[transform.matrix.c, transform.matrix.d, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[
transform.matrix.tx.to_pixels() as f32,
transform.matrix.ty.to_pixels() as f32,
0.0,
1.0,
],
];
if transform.color_transform != mesh.colors_last {
let colors_temp = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[ColorAdjustments::from(transform.color_transform)]),
wgpu::BufferUsage::COPY_SRC,
create_debug_label!("Shape {} colors transfer buffer", mesh.shape_id),
);
encoder.copy_buffer_to_buffer(
&colors_temp,
0,
&mesh.colors_buffer,
0,
std::mem::size_of::<ColorAdjustments>() as u64,
);
mesh.colors_last = transform.color_transform;
}
let transforms_temp = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[Transforms { world_matrix }]),
wgpu::BufferUsage::COPY_SRC,
create_debug_label!("Shape {} transforms transfer buffer", mesh.shape_id),
);
encoder.copy_buffer_to_buffer(
&transforms_temp,
0,
&mesh.transforms,
0,
std::mem::size_of::<Transforms>() as u64,
);
let color_attachment = if self.descriptors.msaa_sample_count >= 2 {
&self.frame_buffer_view
} else {
frame_output.view()
};
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: color_attachment,
resolve_target: None,
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ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
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depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
}),
});
render_pass.set_bind_group(0, self.descriptors.globals.bind_group(), &[]);
render_pass.set_bind_group(1, &mesh.bind_group, &[]);
for draw in &mesh.draws {
match &draw.draw_type {
DrawType::Color => {
render_pass.set_pipeline(
&self
.descriptors
.pipelines
.color_pipelines
.pipeline_for(self.mask_state),
);
}
DrawType::Gradient { bind_group, .. } => {
render_pass.set_pipeline(
&self
.descriptors
.pipelines
.gradient_pipelines
.pipeline_for(self.mask_state),
);
render_pass.set_bind_group(2, bind_group, &[]);
}
DrawType::Bitmap {
is_repeating,
is_smoothed,
bind_group,
..
} => {
render_pass.set_pipeline(
&self
.descriptors
.pipelines
.bitmap_pipelines
.pipeline_for(self.mask_state),
);
render_pass.set_bind_group(2, bind_group, &[]);
render_pass.set_bind_group(
3,
self.descriptors
.bitmap_samplers
.get_bind_group(*is_repeating, *is_smoothed),
&[],
);
}
}
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render_pass.set_vertex_buffer(0, draw.vertex_buffer.slice(..));
render_pass.set_index_buffer(draw.index_buffer.slice(..));
match self.mask_state {
MaskState::NoMask => (),
MaskState::DrawMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks - 1);
}
MaskState::DrawMaskedContent | MaskState::ClearMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks);
}
};
render_pass.draw_indexed(0..draw.index_count, 0, 0..1);
}
}
fn draw_rect(&mut self, color: Color, matrix: &Matrix) {
let (frame_output, encoder) = if let Some((frame_output, encoder)) = &mut self.current_frame
{
(frame_output, encoder)
} else {
return;
};
let world_matrix = [
[matrix.a, matrix.b, 0.0, 0.0],
[matrix.c, matrix.d, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[
matrix.tx.to_pixels() as f32,
matrix.ty.to_pixels() as f32,
0.0,
1.0,
],
];
let mult_color = [
f32::from(color.r) / 255.0,
f32::from(color.g) / 255.0,
f32::from(color.b) / 255.0,
f32::from(color.a) / 255.0,
];
let add_color = [0.0, 0.0, 0.0, 0.0];
let transforms_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[Transforms { world_matrix }]),
wgpu::BufferUsage::UNIFORM,
create_debug_label!("Rectangle transfer buffer"),
);
let colors_ubo = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[ColorAdjustments {
mult_color,
add_color,
}]),
wgpu::BufferUsage::UNIFORM,
create_debug_label!("Rectangle colors transfer buffer"),
);
let bind_group_label = create_debug_label!("Rectangle bind group");
let bind_group = self
.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.pipelines.mesh_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &transforms_ubo,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Transforms>() as u64),
},
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &colors_ubo,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<ColorAdjustments>() as u64
),
},
},
],
label: bind_group_label.as_deref(),
});
let color_attachment = if self.descriptors.msaa_sample_count >= 2 {
&self.frame_buffer_view
} else {
frame_output.view()
};
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: color_attachment,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
stencil_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
}),
}),
});
render_pass.set_pipeline(
&self
.descriptors
.pipelines
.color_pipelines
.pipeline_for(self.mask_state),
);
render_pass.set_bind_group(0, self.descriptors.globals.bind_group(), &[]);
render_pass.set_bind_group(1, &bind_group, &[]);
render_pass.set_vertex_buffer(0, self.quad_vbo.slice(..));
render_pass.set_index_buffer(self.quad_ibo.slice(..));
match self.mask_state {
MaskState::NoMask => (),
MaskState::DrawMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks - 1);
}
MaskState::DrawMaskedContent | MaskState::ClearMaskStencil => {
debug_assert!(self.num_masks > 0);
render_pass.set_stencil_reference(self.num_masks);
}
};
render_pass.draw_indexed(0..6, 0, 0..1);
}
fn end_frame(&mut self) {
if let Some((frame_output, mut encoder)) = self.current_frame.take() {
// Resolve MSAA.
if self.descriptors.msaa_sample_count >= 2 {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &self.frame_buffer_view,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: false,
},
resolve_target: Some(frame_output.view()),
}],
depth_stencil_attachment: None,
});
}
self.target.submit(
&self.descriptors.device,
&self.descriptors.queue,
vec![encoder.finish()],
);
}
}
fn draw_letterbox(&mut self, letterbox: Letterbox) {
match letterbox {
Letterbox::None => {}
Letterbox::Letterbox(margin) => {
self.draw_rect(
Color {
r: 0,
g: 0,
b: 0,
a: 255,
},
&Matrix::create_box(
self.viewport_width,
margin,
0.0,
Twips::zero(),
Twips::zero(),
),
);
self.draw_rect(
Color {
r: 0,
g: 0,
b: 0,
a: 255,
},
&Matrix::create_box(
self.viewport_width,
margin,
0.0,
Twips::zero(),
Twips::from_pixels((self.viewport_height - margin) as f64),
),
);
}
Letterbox::Pillarbox(margin) => {
self.draw_rect(
Color {
r: 0,
g: 0,
b: 0,
a: 255,
},
&Matrix::create_box(
margin,
self.viewport_height,
0.0,
Twips::zero(),
Twips::zero(),
),
);
self.draw_rect(
Color {
r: 0,
g: 0,
b: 0,
a: 255,
},
&Matrix::create_box(
margin,
self.viewport_height,
0.0,
Twips::from_pixels((self.viewport_width - margin) as f64),
Twips::zero(),
),
);
}
}
}
fn push_mask(&mut self) {
assert!(
self.mask_state == MaskState::NoMask || self.mask_state == MaskState::DrawMaskedContent
);
self.num_masks += 1;
self.mask_state = MaskState::DrawMaskStencil;
}
fn activate_mask(&mut self) {
assert!(self.num_masks > 0 && self.mask_state == MaskState::DrawMaskStencil);
self.mask_state = MaskState::DrawMaskedContent;
}
fn deactivate_mask(&mut self) {
assert!(self.num_masks > 0 && self.mask_state == MaskState::DrawMaskedContent);
self.mask_state = MaskState::ClearMaskStencil;
}
fn pop_mask(&mut self) {
assert!(self.num_masks > 0 && self.mask_state == MaskState::ClearMaskStencil);
self.num_masks -= 1;
self.mask_state = if self.num_masks == 0 {
MaskState::NoMask
} else {
MaskState::DrawMaskedContent
};
}
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fn get_bitmap_pixels(&mut self, bitmap: BitmapHandle) -> Option<Bitmap> {
self.bitmap_registry.get(&bitmap).cloned()
}
fn register_bitmap_raw(&mut self, width: u32, height: u32, rgba: Vec<u8>) -> BitmapHandle {
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self.register_bitmap(
None,
Bitmap {
height,
width,
data: BitmapFormat::Rgba(rgba),
},
"RAW",
)
.unwrap()
.handle
}
}
fn create_quad_buffers(device: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer, wgpu::Buffer) {
let vertices = [
GPUVertex {
position: [0.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
GPUVertex {
position: [1.0, 0.0],
color: [1.0, 1.0, 1.0, 1.0],
},
GPUVertex {
position: [1.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
GPUVertex {
position: [0.0, 1.0],
color: [1.0, 1.0, 1.0, 1.0],
},
];
let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
let vbo = create_buffer_with_data(
device,
bytemuck::cast_slice(&vertices),
wgpu::BufferUsage::VERTEX,
create_debug_label!("Quad vbo"),
);
let ibo = create_buffer_with_data(
device,
bytemuck::cast_slice(&indices),
wgpu::BufferUsage::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::BufferUsage::UNIFORM,
create_debug_label!("Quad tex transforms"),
);
(vbo, ibo, tex_transforms)
}
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/// Converts a gradient to the uniforms used by the shader.
fn swf_gradient_to_uniforms(
gradient_type: i32,
gradient: &swf::Gradient,
focal_point: f32,
) -> GradientUniforms {
let mut colors: [[f32; 4]; 16] = Default::default();
let mut ratios: [f32; 16] = Default::default();
for (i, record) in gradient.records.iter().enumerate() {
if i >= 16 {
// TODO: we need to support these!
break;
}
colors[i] = [
f32::from(record.color.r) / 255.0,
f32::from(record.color.g) / 255.0,
f32::from(record.color.b) / 255.0,
f32::from(record.color.a) / 255.0,
];
ratios[i] = f32::from(record.ratio) / 255.0;
}
// Convert colors from sRGB to linear space if necessary.
if gradient.interpolation == GradientInterpolation::LinearRGB {
for color in &mut colors[0..gradient.records.len()] {
*color = srgb_to_linear(*color);
}
}
GradientUniforms {
gradient_type,
ratios,
colors,
interpolation: (gradient.interpolation == GradientInterpolation::LinearRGB) as i32,
num_colors: gradient.records.len() as u32,
repeat_mode: gradient_spread_mode_index(gradient.spread),
focal_point,
}
}
#[derive(Debug)]
struct Texture {
width: u32,
height: u32,
texture: wgpu::Texture,
}
struct RuffleVertexCtor {
color: [f32; 4],
}
impl FillVertexConstructor<GPUVertex> for RuffleVertexCtor {
fn new_vertex(&mut self, position: lyon::math::Point, _: FillAttributes) -> GPUVertex {
GPUVertex {
position: [position.x, position.y],
color: self.color,
}
}
}
impl StrokeVertexConstructor<GPUVertex> for RuffleVertexCtor {
fn new_vertex(&mut self, position: lyon::math::Point, _: StrokeAttributes) -> GPUVertex {
GPUVertex {
position: [position.x, position.y],
color: self.color,
}
}
}