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.
* wpgu: Initial implementation of PixelBender shader execution
The implementation is split across four crates:
* `ruffle_render` now holds the main PixelBender bytecode parsing
implementation (previously, this was in `ruffle_core`).
* `ruffle_core` holds some helper functions for converting between
AVM2 `Value`s and the PixelBender vector types.
* `naga-pixelbender` (newly created) constructs a Naga `Module`
from parsed PixelBender bytecode
* `ruffle_render_wgpu` sets up the render pipeline for the shader
constructed by `naga-pixelbender`, and actually executes the shader.
The Actionscript-side shader parameters are passed in through uniforms.
This allows us to cache the compiled `naga::Module` and associated
wgpu types inside `ShaderData`, when it's first created. Each invocation
of a `ShaderJob` only needs to create a bind group and render pass.
Limitations:
* Only a few of the PixelBender opcodes are implemented - however, this is
enough to get Stemlands cannon rotation working, as well as a cool
"donut" shader that I found and included as a test.
* PixelBender matrix types are not supported.
* Only BitmapData is supported as an input/output type - Flash Player
also supports using Vector and ByteArray
* ShaderJob execution is always synchronous.
* Adjust comments
* Address review comments
We use an `lru::LruCache` inside `ShaderModuleAgal`. This automatically
gives us the proper garbage-collection behavior (when the Flash
Program3D instance is garbage collected, we'll drop the
`ShaderModuleAgal` and the cache).
The cache is keyed on the data needed to compile the shader (vertex
attributes and sampler overrides). This lets us avoid shader
recompilations when a Stage3D program repeatedly uses the same
Program3D with different sampler overrides / vertex attribute formats.
In a previous PR, I introduced an optimization that used
`copy_texture_to_texture` to copy directly from a BitmapData GPU
texture to a Stage3D GPU texture.
Unfortunately, this optimization is incorrect. A BitmapData GPU
texture can be modified at any time by normal AVM2 code - in
particular, in might be modified before we submit the encoded
`copy_texture_to_texture` command. This shows up in Sniper Team,
which re-uses BitmapData objects for multiple distinct textures.
The previous 'optimization' resulted in the wrong BitmapData contents
getting uploaded to a texture (since it was changed before the copy
command was submitted).
When multisampling is enabled, we should create a new multisampled texture,
and use the existing texture as the resolve buffer. We also need to
call `update_has_depth_texture` to keep our pipeline aware of whether
or not we currently have a depth buffer attached.
Makes progress on #10641 (it has a stack overflow after
this PR, due to an unrelated issue).
wgpu requires buffer copy sizes and offsets to be 4-byte aligned.
Unfortunately, ActionScript can perform 2-byte aligned uploads
into an IndexBuffer3D.
To support this, we now keep a copy of the IndexBuffer3D on the CPU.
When performing an upload to the buffer, we round the offset down
and the size up to the nearest 4-byte aligned value. The cpu buffer
is used to fill out the write with existing data, so that we don't
corrupt the contents of the GPU buffer.
To avoid introducing a new RefCell, I've changed IndexBuffer3D
to use a `Box` instead of an `Rc` to store the trait object.
This allows us to pass a mutable reference down to the backend.
This matches the Context3D docs. Calling 'present' swaps
the buffers.
I wasn't certain if we actually need a double-buffered depth
texture, but I included one just to be safe.
Now that most of the complicated Context3D methods have been
implemented, we can simplify the overall design. Instead of queueing
up commands and having `present` execute them in a loop, we
can execute each command immediately. The key insight is that
a `RenderPass` is only needed for `DrawTriangles`, so we don't
have to store it in `Context3D` and deal with complicated lifetime
issues.
The old behavior gave us implicit double-buffering behavior,
since nothing would get rendered until a 'present' call.
Now that a 'drawTriangles' call will immediately submit
a draw command, we need to implement actual double buffering.
This is done in the next commit.
When we receieve a nonzero 'antiAlias' parameter, we create
create a non-multisampled resolve buffer to use with WGPU.
Several tests were already requesting antialiasing, so their
output images are now anti-aliased without any changes to
the tests themselves.
Previously, we were scaling down the source image to fit into
the smaller sourceRect, instead of cropping at the original scale.
This broke the background textures in Fancy Pants World 4 Part 2,
as the scaled-down output image resulted in a smaller rectangle
being returned from 'getColorBoundsRect'
We now crop the image by properly constructing the UV-coordinate
transformation matrix. We were also using the wrong value for the
'destPoint' y coordinate, which I fixed.
This slightly changes the image output of two tests - the new images
now more closely match the Flash output.
When using the bitmap.wgsl shader for normal rendering, we need
to saturate immediately after applying the color transformation
to reproduce Flash Player's behavior. This makes the (possibly
transformed) alpha value get multiplied by a in-range color,
instead of a potentially out-of-range color.
However, Stage3D just applies a no-op color transformation,
and should only saturate at the very end
(not after the intermediate division by the original alpha value).
To support both of these requirements, I've added in a new
`early_saturate` ifdef that controls when we apply 'saturate'.
We then compile the shader twice (once with early_saturate=true
and once with early_saturate=false), and use the two versions
in the right pipelines.
We could use a simpler shader for Stage3D - however, it can't just
be a plain copy, as we need to apply the viewport transformation.
For now, I'm re-using the shader code to keep things simple. If
this becomes a performance issue in stage3d, we could revisit this.
In the process, I fixed a bug where we were clearing the depth
and stencil buffers with the incorrect value.
This makes Fancy Pants World 4 Part 1 playable to completion
(though there are still some rendering issues that need
to be fixed).
We don't need to perform a sync when getting the width/height,
getting or setting the 'disposed' status, or uploading to
a Context3D texture.
The Context3D change (using `copy_texture_to_texture` instead
of relying on the CPU pixels) has the added advantage of avoiding
a validation error when our source image row length isn't aligned
to `COPY_BYTES_PER_ROW_ALIGNMENT`
This dramatically speeds up the Fancy Pants World 4 loading time
(on a branch with my XML prs merged). Without this change, my
machine spends around 10 seconds on a blank white screen after
clicking 'Play'. With this change, the time spent on that screen
is reduced to around 1-2 seconds.
None of these formats can currently be implemented
correctly with wgpu, so we just use Rgba8Unorm instead.
The handling of opaque compressed textures is a little
sketchy - it should work for 'normal' SWFs that upload
an opaque BitmapData, but we might need to manually
adjust the alpha values if
We were ignoreing 'data32PerVertex'.
To make the code clearer, I've renamed the variable to
'data32_per_vertex', and made it a 'u8' (as it has a maximum of 64)
Webgl doesn't support BGRA textures, so this lets us use
Stage3D textures on the web backend. As a bonus, this speeds up
uploading an BitmapData to a Context3dTextureFormat.BGRA texture,
since we no longer need to change the format before copying.
This makes Solarmax2 playable on the web backend.
This is a very large diff, but most of it comes from test files and
output.
This PR ads partial support for the following Stage3D shader features:
* Normal (square), rectangle, and cube textures
* Varying and temporary registers
* Lots of opcodes
The combination of these allows us to get a raytracing program
fully working in Ruffle. I've included it as image test.
Currently, this test is very slow (about 90 seconds on my machine),
as the code I'm using (https://github.com/saharan/OGSL) includes
its own shader language and compiler. THe raytracing demo
first compiles its own shader language to AGAL, and then starts
rendering the scene.
Limitations:
* Many opcodes are still unimplemented
* Most non-default texture options (e.g. mipmaps) are not implemented