TÖRÖK Attila
217585daa8
chore: Delegate `[lints]` in `Cargo.toml` of all packages to the workspace
2024-01-05 11:28:19 +01:00
renovate[bot]
91d0520a43
fix(deps): update rust dependencies
2024-01-01 02:03:54 +01:00
TÖRÖK Attila
badac4176c
chore: Stop allowing previously buggy lint `clippy::extra_unused_type_parameters`
...
The corresponding Clippy issue was fixed long ago.
2023-12-25 19:20:53 -05:00
renovate[bot]
216a8f3b14
fix(deps): update rust dependencies
2023-12-25 10:09:07 +01:00
Aaron Hill
837143bb12
naga-agal: Fix handling of sampler overrides
...
After some testing, and looking at OpenFL, I believe I've
determined the correct behavior for AGAL sampling:
Each time a Context3D.setProgram or Context3D.setSamplerStateAt
call is made, the sampler config for the used texture slot(s)
is updated with the new wrapping/filter behavior. For setProgram,
this comes from all of the 'tex' opcodes used within the program.
However, when the 'ignoresampler' flag is set in a 'tex' opcode,
the setProgram call does *not* override the existing sampler config.
As a result, that program will sample with the behavior determined
by the most recent setSamplerStateAt or setProgram call involving
the used texture slot(s).
Previously, we were always overriding the opcode sampler config
with the values from Context3D.setSamplerStateAt. However, I didn't
realize that the order of the calls matter, so none of my tests ended
up observing the effect of 'ignoresampler'.
We now need to process AGAL bytecode twice - a quick initial
parse to determine the sampler configs (which need to be updated
when we call 'setProgram'), and a second time when to build the
Naga module (which needs to wait until we have the vertex attributes
available, which can be changed by ActionScript after setting
the program).
2023-12-15 22:05:30 -07:00
TÖRÖK Attila
bf9cf92af8
render/wgpu: Update wgpu to 0.18.0, naga to 0.14.1, naga_oil to 0.11.0, egui to 0.24.1
2023-12-14 01:36:42 +01:00
renovate[bot]
3a033f0f28
fix(deps): update rust dependencies
2023-12-11 15:51:12 +01:00
Aaron Hill
44c4080ae4
wgpu: Fix overly strict assertion for setVertexBufferAt
...
The offsets for bound attributes can overlap, which caused
us to compute the total size incorrectly. Fix this check
to take overlapping into account.
2023-12-08 23:53:39 +01:00
renovate[bot]
40b92e69f7
fix(deps): update rust dependencies
2023-12-05 21:08:16 +01:00
renovate[bot]
a0c33382bf
fix(deps): update wasm-bindgen
2023-12-04 12:08:22 +01:00
renovate[bot]
6da223a875
fix(deps): update rust dependencies
2023-11-27 09:44:47 +01:00
renovate[bot]
2a83274c7f
fix(deps): update rust dependencies
2023-11-19 21:09:42 -05:00
renovate[bot]
32c65e6460
fix(deps): update rust dependencies
2023-11-13 09:10:26 +01:00
renovate[bot]
acadb2b2d3
fix(deps): update wasm-bindgen
2023-11-07 12:18:50 +01:00
renovate[bot]
1377a5b07b
fix(deps): update rust dependencies
2023-11-01 00:45:43 +01:00
Aaron Hill
46320c6238
wgpu: Round down Context3D sample count to nearest power of 2 ( #13762 )
2023-10-29 00:18:52 +00:00
Aaron Hill
b5097445e6
render: Add support for Context3DTextureFormat.COMPRESSED_ALPHA
...
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.
2023-10-23 11:18:27 -04:00
renovate[bot]
cd01bfe7d6
fix(deps): update rust dependencies
2023-10-23 02:55:11 +02:00
renovate[bot]
18796a67fe
fix(deps): update rust dependencies
2023-10-10 02:15:59 +02:00
Aaron Hill
c93020e729
wgpu: Correctly set format when rendering to Stage3D texture
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This fixes a panic when trying to render a texture with a type
other than `TextureFormat::Rgba8Unorm`
2023-10-04 22:47:17 -04:00
renovate[bot]
428e89af73
fix(deps): update rust dependencies
2023-10-04 19:19:51 -04:00
Aaron Hill
d32b19e350
render: Implement Context3DTextureFormat::RgbaHalfFloat
2023-10-03 18:05:46 -04:00
Aaron Hill
2dcd783261
render: Disable wgpu unused shader output check when possible
...
Since wgpu hasn't yet released a version with this feature, I manually
backported it to the 0.17 branch.
This doesn't work on Windows (HLSL), but works on all other platforms.
2023-09-30 17:59:36 -04:00
Aaron Hill
ec7a8ac645
avm2: Add support for Stage3D bytearray/compressed textures ( #13180 )
2023-09-28 03:03:30 +00:00
renovate[bot]
7e4e4d4c5b
fix(deps): update rust dependencies
2023-09-25 11:14:39 +02:00
Aaron Hill
01b1e36ef5
wgpu: Rename DepthBuffer to StencilBuffer and stop providing depth_ops ( #13302 )
2023-09-24 20:19:14 +00:00
renovate[bot]
37e2c06034
fix(deps): update rust dependencies
2023-09-18 00:00:45 +02:00
renovate[bot]
dabc2d56b9
fix(deps): update rust dependencies
2023-09-04 10:25:24 +02:00
Aaron Hill
520045de46
wgpu: Disable Context3D.setRenderToTexture MSAA on WebGL
...
This is not supported under webgl, and results in a panic
"Tex storage 2D multisample is not supported" if we try to
do it.
2023-08-28 13:33:32 +02:00
renovate[bot]
4e75c3890a
fix(deps): update rust dependencies
2023-08-28 07:39:35 +02:00
Aaron Hill
158beaffa5
wgpu: Bail out early when trying to set empty program constants
...
There's nothing to do in this case, and we want to avoid trying
to construct a `NonZeroU64` for the size.
2023-08-27 13:53:40 -04:00
renovate[bot]
2f4c7d2fe3
fix(deps): update rust dependencies
2023-08-21 08:59:07 +02:00
renovate[bot]
1f4bfcf10d
fix(deps): update rust dependencies
2023-08-18 23:32:15 +02:00
renovate[bot]
93f08d7738
chore(deps): lock file maintenance rust dependencies
2023-08-14 23:58:45 +02:00
Nathan Adams
da090f0bd7
render: Move filter size calculation from wgpu to render/swf
2023-08-12 13:00:27 +02:00
renovate[bot]
a4b179e1e0
chore(deps): lock file maintenance rust dependencies
2023-08-08 23:19:16 +02:00
TÖRÖK Attila
6a975cdc5b
render/wgpu: Add WgpuRenderBackend<SwapChainTarget>::recreate_surface().
2023-08-04 21:04:29 +02:00
relrelb
006393c581
chore: Appease nightly clippy
2023-08-01 22:44:00 +03:00
TÖRÖK Attila
6d6d665332
wgpu: Use correct (shifted) zero value in DisplacementMapFilter shader
2023-08-01 12:54:56 +02:00
Aaron Hill
583caa3389
avm2: Implement DisplayObject.blendShader ( #12238 )
2023-07-26 23:25:26 +00:00
TÖRÖK Attila
1c1a4aee18
wgpu: Don't use blur pass scaling (it was observed to not be needed)
2023-07-26 13:03:11 +02:00
renovate[bot]
3e63a88c34
chore(deps): lock file maintenance rust dependencies
2023-07-25 08:23:28 +03:00
TÖRÖK Attila
0cf6a68d05
wgpu: Make the blur filter support fractional sizes fairly accurately
2023-07-24 04:44:22 +02:00
Aaron Hill
cd9efb2dfa
wgpu: Ignore zero width/height Stage3D scissor rect
...
This matches Flash's behavior, and prevents wgpu from panicking.
2023-07-23 17:05:27 -04:00
Aaron Hill
5a5206c8df
wgpu: Correctly pass PixelBender int params to shader
...
The shader expects an array of i32s, but we were writing
bitcasted f32s to the array.
2023-07-23 13:22:40 -04:00
Nathan Adams
289f73c85f
core: Add pixel snapping (default auto) to Bitmaps, and force it for cacheAsBitmap
2023-07-22 00:34:17 +02:00
Nathan Adams
b201e19cc7
wgpu: Don't create an extra fresh texture for applying filters to a CAB
2023-07-20 23:19:20 +02:00
Nathan Adams
400ff32723
wgpu: Implement a naive DisplacementMap filter
2023-07-20 12:41:30 +02:00
Nathan Adams
b1ba144166
wgpu: Implement Bevel filter
2023-07-19 22:59:33 +02:00
Nathan Adams
5597535471
wgpu: Store wgpu::Instance in Descriptors
2023-07-19 21:36:30 +02:00