This patch adds draw_line and draw_line_rect methods to CommandHandler,
providing empty impls to be overridden by corresponding backends.
The ability to draw lines is described using a new bitflags struct
RenderBackendFeatures, which contains a set of features
supported by the given render backend.
Currently, it contains a DRAW_LINES flag, which informs whether
the backend supports drawing lines as primitives.
This patch splits the current method of create_box into
1. create_box -- without rotation, and
2. create_box_with_rotation -- with rotation.
The reason for that refactor is that create_box was often used without
rotation, and always passing 0.0 as rotation and having
a dedicated condition for 0.0 was superfluous.
This patch improves performance of matrix::round_to_i32()
by using f32::round_ties_even(), which has been stable
since 1.77.0, instead of a custom algorithm.
We hit a pathological case in House
(https://github.com/ruffle-rs/ruffle/issues/15154),
where eagerly decoding bitmaps during preloading results in
over 10GB of ram being used.
With this PR, we store the compressed bitmap, and only decode it
each time we instantiate it. In order to support bitmap fills,
we store the decoded width/height and a lazily-initialized GPU handle
in `Character::Bitmap`
When ActionScript uses a ByteArray/Vector.<Number> as a shader input
or target, we create a temporary Rgba32Float texture, and copy the
input float32 bytes to/from the texture.
Unfortunately, wgpu doesn't seem to support an Rgb32Float (3-channel)
texture. When the shader uses 3 channels, we use a Rgba32Float
(4-channel) texture, and manually insert/remove padding for the
alpha channels. This isn't very efficient, but it's the simplest
solution.
The temporary textures themselves aren't cached anywhere - if this
becomes a performance issue, we could look into using some of our
existing wgpu texture/buffer pooling code.
We now validate the passed in profile, and return the selected profile
from 'Context3D.profile'. We don't yet alter the available
registers/textures based on the profile.
This is our first non-rgba texture format (it uses Bc3RgbaUnorm).
ATF files store these textures in a very convoluted way - fortunately,
the 'dds2atf' tool is open-source, which allowed me to figure out
how to decode the texture back to a DXT5/DXT1 texture.
Some experimentation with Pixel Bender Studio shows
that Opcode::Loop has a 23-byte payload. I haven't tried to
figure out how to interpet the payload yet, but we can now
skip over the opcode instead of bailing out entirely.
Some SWFs report unreasonable bitmap dimensions, and trying to reserve
enough capacity for them always fails. To avoid panics, skip those bitmaps.
Fixes#1191Fixes#2759Fixes#10701
The 'DisplayObject.visible' flag seems to be ignored for mask objects
(and their descendants) - mouse picking still takes them into account,
and they get rendered as part of the mask.
This commit changes display object rendering and AVM2 mouse picking
to ignore DisplayObject.visibility when dealing with mask objects/
descendants.
The 'gc_arena' dependency was only used to manipulate the `GcCell`s
containing the vertex and fragment shaders; replacing these by a
reference to a plain old `Cell` means tha the Context3D traits and
types do not need to interact with GC'd object anymore.
As a knock-on effect, we can also remove the `Activation` parameter
from most of the `Context3DObject` methods.
* core: add temporary, ruffle-internal copy of `gc-arena` crate
This will allow bumping the upstream `gc-arena` version while
reexporting our own version of the old `GcCell` API, so that
Ruffle's code can be gradually migrated.
Once the migration is done, this crate should be removed.
* core: bump `gc-arena` to kyren/gc-arena#56
Add back the removed `GcCell` to our internal facade crate
* core: bump `gc-arena` to current master
This bump renames `Gc::allocate` to `Gc::new`
* core: rename `GcCell::allocate` to `GcCell::new`, to match `Gc`
* core: bump gc-arena to (slighly after) v0.3.1
Add typedefs for old `*Context` names in the gc-arena facade crate
* core: replace uses of `CollectionContext<'_>` by `&Collection`
* core: Add `gc()` convenience method for `*Context` and `Activation` types
This allows shortening most instances of `[activation.]context.gc_context`
to `activation.gc()` or `context.gc()` (but not all instances, because of
borrowck) Note that this doesn't actually do these shortenings to avoid
major code churn.
The bind group layout only depends on the texture registers
(and 2D/cubemap type) accessed by the fragment shader, not on
the runtime texture bound with Context3D. This means that we can
build and cache it when we compile the AGAL program to a Naga
module.
Since the bind group layout is used for the overall pipeline, I've
refactored the shader caching code into `ShaderPairAgal`, which
holds both the vertex and fragment shader bytecode, and compiles
both in the `compile` function.
This feature is disabled by default. When enabled, you can use
`ruffle_render::renderdoc::begin_frame_capture` and
`ruffle_render::renderdoc::end_frame_capture` to manually trigger
a RenderDoc frame capture (if Ruffle wasn't launched by RenderDoc,
this logs an error).
This is very useful when debugging Stage3D/PixelBender bugs, as you
can produce a capture containing only the relevant graphics calls.