ruffle/render/wgpu/src/backend.rs

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use crate::buffer_pool::TexturePool;
use crate::context3d::WgpuContext3D;
use crate::mesh::{Draw, Mesh};
use crate::surface::Surface;
use crate::target::RenderTargetFrame;
use crate::target::TextureTarget;
use crate::uniform_buffer::BufferStorage;
use crate::{
as_texture, format_list, get_backend_names, BufferDimensions, ColorAdjustments, Descriptors,
Error, RenderTarget, SwapChainTarget, Texture, TextureOffscreen, Transforms,
};
use gc_arena::MutationContext;
use ruffle_render::backend::{Context3D, Context3DCommand};
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::ShapeTessellator;
use std::borrow::Cow;
use std::num::NonZeroU32;
use std::path::Path;
use std::sync::Arc;
use swf::Color;
use tracing::instrument;
use wgpu::Extent3d;
pub struct WgpuRenderBackend<T: RenderTarget> {
descriptors: Arc<Descriptors>,
uniform_buffers_storage: BufferStorage<Transforms>,
color_buffers_storage: BufferStorage<ColorAdjustments>,
target: T,
surface: Surface,
meshes: Vec<Mesh>,
shape_tessellator: ShapeTessellator,
// This is currently unused - we just store it to report in
// `get_viewport_dimensions`
viewport_scale_factor: f64,
preferred_sample_count: u32,
texture_pool: TexturePool,
offscreen_texture_pool: TexturePool,
}
impl WgpuRenderBackend<SwapChainTarget> {
#[cfg(target_family = "wasm")]
pub async fn for_canvas(
canvas: &web_sys::HtmlCanvasElement,
sample_count: u32,
) -> Result<Self, Error> {
let instance = wgpu::Instance::new(wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::GL);
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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.adapter, (1, 1), &descriptors.device);
Self::new(Arc::new(descriptors), target, sample_count)
}
#[cfg(not(target_family = "wasm"))]
pub fn for_window<
W: raw_window_handle::HasRawWindowHandle + raw_window_handle::HasRawDisplayHandle,
>(
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) {
tracing::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.adapter, size, &descriptors.device);
Self::new(Arc::new(descriptors), target, 4)
}
}
#[cfg(not(target_family = "wasm"))]
impl WgpuRenderBackend<crate::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) {
tracing::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 = crate::target::TextureTarget::new(&descriptors.device, size)?;
Self::new(Arc::new(descriptors), target, 4)
}
pub fn capture_frame(&self, premultiplied_alpha: bool) -> Option<image::RgbaImage> {
self.target
.capture(&self.descriptors.device, premultiplied_alpha, None)
}
}
impl<T: RenderTarget> WgpuRenderBackend<T> {
pub fn new(
descriptors: Arc<Descriptors>,
target: T,
preferred_sample_count: u32,
) -> 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 surface = Surface::new(
&descriptors,
preferred_sample_count,
target.width(),
target.height(),
target.format(),
);
let uniform_buffers_storage =
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BufferStorage::from_alignment(descriptors.limits.min_uniform_buffer_offset_alignment);
let color_buffers_storage =
BufferStorage::from_alignment(descriptors.limits.min_uniform_buffer_offset_alignment);
Ok(Self {
descriptors,
uniform_buffers_storage,
color_buffers_storage,
target,
surface,
meshes: Vec::new(),
shape_tessellator: ShapeTessellator::new(),
viewport_scale_factor: 1.0,
preferred_sample_count,
texture_pool: TexturePool::new(),
offscreen_texture_pool: TexturePool::new(),
})
}
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?;
Ok(Descriptors::new(adapter, device, queue))
}
fn register_shape_internal(
&mut self,
shape: DistilledShape,
bitmap_source: &dyn BitmapSource,
) -> Mesh {
let shape_id = shape.id;
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 draw_id = draws.len();
draws.push(Draw::new(self, bitmap_source, draw, shape_id, draw_id));
}
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);
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self.surface = Surface::new(
&self.descriptors,
self.preferred_sample_count,
width,
height,
self.target.format(),
);
self.viewport_scale_factor = dimensions.scale_factor;
self.texture_pool = TexturePool::new();
}
fn create_context3d(
&mut self,
) -> Result<Box<dyn ruffle_render::backend::Context3D>, BitmapError> {
let texture_label = create_debug_label!("Render target texture");
let format = wgpu::TextureFormat::Rgba8Unorm;
let dummy_texture = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::COPY_SRC,
});
let handle = BitmapHandle(Arc::new(Texture {
bind_linear: Default::default(),
bind_nearest: Default::default(),
texture: Arc::new(dummy_texture),
texture_offscreen: Default::default(),
width: 0,
height: 0,
}));
Ok(Box::new(WgpuContext3D::new(
self.descriptors.clone(),
handle,
)))
}
#[instrument(level = "debug", skip_all)]
fn context3d_present<'gc>(
&mut self,
context: &mut dyn Context3D,
commands: Vec<Context3DCommand<'gc>>,
mc: MutationContext<'gc, '_>,
) -> Result<(), BitmapError> {
let context = context
.as_any_mut()
.downcast_mut::<WgpuContext3D>()
.unwrap();
context.present(commands, mc);
Ok(())
}
fn debug_info(&self) -> Cow<'static, str> {
let mut result = vec![];
result.push("Renderer: wgpu".to_string());
let info = self.descriptors.adapter.get_info();
result.push(format!("Adapter Backend: {:?}", info.backend));
result.push(format!("Adapter Name: {:?}", info.name));
result.push(format!("Adapter Device Type: {:?}", info.device_type));
result.push(format!("Adapter Driver Name: {:?}", info.driver));
result.push(format!("Adapter Driver Info: {:?}", info.driver_info));
let enabled_features = self.descriptors.device.features();
let available_features = self.descriptors.adapter.features() - enabled_features;
let current_limits = &self.descriptors.limits;
let available_limits = &self.descriptors.limits;
result.push(format!("Enabled features: {enabled_features:?}"));
result.push(format!("Available features: {available_features:?}"));
result.push(format!("Current limits: {current_limits:?}"));
result.push(format!("Available limits: {available_limits:?}"));
result.push(format!("Surface samples: {}", self.surface.sample_count()));
result.push(format!("Surface size: {:?}", self.surface.size()));
Cow::Owned(result.join("\n"))
}
fn viewport_dimensions(&self) -> ViewportDimensions {
ViewportDimensions {
width: self.target.width(),
height: self.target.height(),
scale_factor: self.viewport_scale_factor,
}
}
#[instrument(level = "debug", skip_all)]
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
}
#[instrument(level = "debug", skip_all)]
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;
}
#[instrument(level = "debug", skip_all)]
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
}
#[instrument(level = "debug", skip_all)]
fn submit_frame(&mut self, clear: Color, commands: CommandList) {
let frame_output = match self.target.get_next_texture() {
Ok(frame) => frame,
Err(e) => {
tracing::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 command_buffers = self.surface.draw_commands_to(
frame_output.view(),
Some(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,
}),
&self.descriptors,
&mut self.uniform_buffers_storage,
&mut self.color_buffers_storage,
&self.meshes,
commands,
&mut self.texture_pool,
);
self.target.submit(
&self.descriptors.device,
&self.descriptors.queue,
command_buffers,
frame_output,
);
self.uniform_buffers_storage.recall();
self.color_buffers_storage.recall();
self.offscreen_texture_pool = TexturePool::new();
}
#[instrument(level = "debug", skip_all)]
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 = BitmapHandle(Arc::new(Texture {
texture: Arc::new(texture),
bind_linear: Default::default(),
bind_nearest: Default::default(),
texture_offscreen: Default::default(),
width: bitmap.width(),
height: bitmap.height(),
}));
Ok(handle)
}
#[instrument(level = "debug", skip_all)]
fn update_texture(
&mut self,
handle: &BitmapHandle,
width: u32,
height: u32,
rgba: Vec<u8>,
) -> Result<(), BitmapError> {
let texture = as_texture(handle);
let extent = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
self.descriptors.queue.write_texture(
wgpu::ImageCopyTexture {
texture: &texture.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(())
}
#[instrument(level = "debug", skip_all)]
fn render_offscreen(
&mut self,
handle: BitmapHandle,
width: u32,
height: u32,
commands: CommandList,
) -> Result<Bitmap, ruffle_render::error::Error> {
let texture = as_texture(&handle);
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 texture_offscreen = texture.texture_offscreen.get_or_init(|| {
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 {
buffer: Arc::new(buffer),
buffer_dimensions,
}
});
let mut target = TextureTarget {
size: extent,
texture: texture.texture.clone(),
format: wgpu::TextureFormat::Rgba8Unorm,
buffer: texture_offscreen.buffer.clone(),
buffer_dimensions: texture_offscreen.buffer_dimensions.clone(),
};
let frame_output = target
.get_next_texture()
.expect("TextureTargetFrame.get_next_texture is infallible");
let mut surface = Surface::new(
&self.descriptors,
self.preferred_sample_count,
width,
height,
wgpu::TextureFormat::Rgba8Unorm,
);
let command_buffers = surface.draw_commands_to(
frame_output.view(),
None,
&self.descriptors,
&mut self.uniform_buffers_storage,
&mut self.color_buffers_storage,
&self.meshes,
commands,
&mut self.offscreen_texture_pool,
);
let index = target.submit(
&self.descriptors.device,
&self.descriptors.queue,
command_buffers,
frame_output,
);
self.uniform_buffers_storage.recall();
self.color_buffers_storage.recall();
// Capture with premultiplied alpha, which is what we use for all textures
let image = target.capture(&self.descriptors.device, true, Some(index));
let image = image.map(|image| {
Bitmap::new(
image.dimensions().0,
image.dimensions().1,
ruffle_render::bitmap::BitmapFormat::Rgba,
image.into_raw(),
)
});
Ok(image.unwrap())
}
}
// 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: Default::default(),
limits,
},
trace_path,
)
.await
}