Commit Graph

503 Commits

Author SHA1 Message Date
Aaron Hill 962cf92223 avm2: Implement Context3D.setSamplerStateAt
This fixes pixelated backgrounds in Fancy Pants World 4 Part 3
2023-04-05 16:44:07 -07:00
Mike Welsh 792cfd82c7 avm2: Implement `Context3D.setColorMask` 2023-04-05 12:22:13 -07:00
Nathan Adams 06bc4e1403 wgpu: Fix sync issue introduced in #9753 and added test 2023-04-04 11:11:57 -07:00
TÖRÖK Attila 493971ab8a render: Make RenderBackend::update_texture() take a Bitmap (like register_bitmap()) 2023-04-04 00:15:07 -07:00
Mike Welsh 549a06d00f wgpu: Slight optimization to color shader
The color doesn't change per pixel, so calculate the color in the
vertex stage instead of the fragment stage.
2023-04-03 14:33:37 -07:00
renovate[bot] cd3ad90d61 chore(deps): lock file maintenance rust dependencies 2023-04-02 22:00:49 -07:00
Aaron Hill a2fa362091 wgpu: Implement double buffering for Context3D
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.
2023-04-02 19:24:23 -07:00
Aaron Hill 671ebdfa8f wgpu: Execute Context3D commands immediately
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.
2023-04-02 19:24:23 -07:00
Aaron Hill 7809000170 wgpu: Fix filter texture copy size calculation
I incorrectly changed this in #10373

Fixes #10380
2023-04-01 11:04:55 -05:00
Nathan Adams adadb8a26d wgpu: Use swap_remove instead of remove for buffer pool 2023-03-31 16:57:52 +02:00
Nathan Adams c51ba098f6 render: Rename PixelRegion's (min|max)_(x|y) to (x|y)_(min|max) 2023-03-31 16:57:52 +02:00
Nathan Adams f0ebefd624 tests: Add bitmapdata recursive draw test 2023-03-31 16:57:52 +02:00
Nathan Adams c85910b46d wgpu: Fixed panic when rendering texture to itself, by always rendering to an intermediary 2023-03-31 16:57:52 +02:00
Nathan Adams 311a165149 wgpu: Reintroduce texture promoting; only preassign buffer when the texture is frequently written/&read 2023-03-31 16:57:52 +02:00
Nathan Adams 6e859891af render: Take in dirty region in update_texture, only upload those pixels 2023-03-31 16:57:52 +02:00
Nathan Adams 137593b6a6 render: Extract (u32, u32, u32, u32) to PixelRegion 2023-03-31 16:57:52 +02:00
Nathan Adams 4ccc75c4d6 wgpu: Changed AlwaysIncompatible to AlwaysCompatible, whoops 2023-03-31 16:57:52 +02:00
Nathan Adams 71ef10b94b wgpu: Reuse buffers for BitmapData.draw, preferring smallest buffer available 2023-03-31 16:57:52 +02:00
Nathan Adams 2cc1db6f8e wgpu: Enable BufferPool to reuse existing buffers if they're compatible 2023-03-31 16:57:52 +02:00
Nathan Adams e0bd911f2f render: Only copy a possible dirty area for bitmapdata.draw & read 2023-03-31 16:57:52 +02:00
relrelb 236a97bf31 render: Replace `ColorTransform` with `swf::ColorTransform` 2023-03-29 23:27:20 -07:00
relrelb d71617209a render: Remove `RenderBackend::register_glyph_shape`
Use just `RenderBackend::register_shape` instead.
2023-03-30 01:46:04 +03:00
renovate[bot] 5052e942b5 chore(deps): lock file maintenance rust dependencies 2023-03-28 09:31:15 +03:00
Aaron Hill a52cb7461e wgpu: Implement MSAA support for Stage3D
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.
2023-03-26 18:05:41 -07:00
Aaron Hill b140029e95 render: Fix BitmapData.applyFilter with non-full sourceRect
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.
2023-03-25 18:44:01 -07:00
relrelb 39b53c76d6 ci: Deny warnings on Web
As suggested in https://github.com/ruffle-rs/ruffle/pull/6935#pullrequestreview-967181111.
2023-03-24 19:16:32 -07:00
Nathan Adams eb44cc5395 render: Made ShapeHandle an Arc of an internal, droppable mesh 2023-03-23 01:44:27 -07:00
Nathan Adams cc8ac4fde1 render: Remove RenderBackend::replace_shape 2023-03-23 01:44:27 -07:00
Mike Welsh 1d12fc6169 render: Fix types depending on `tessellator` feature 2023-03-22 20:30:39 +01:00
renovate[bot] f6f646a756 chore(deps): lock file maintenance rust dependencies 2023-03-19 19:45:30 -07:00
Nathan Adams 078672782c wgpu: Skip Alpha/Erase blends with no parent Layer 2023-03-19 14:59:48 -07:00
Aaron Hill 8425eab1f0 render: Compile a different version of 'bitmap.wgsl' for Stage3D
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.
2023-03-19 02:15:26 -05:00
Aaron Hill 1e973af747 avm2: Implement Context3D.setRenderToTexture/setRenderToBackBuffer
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).
2023-03-17 20:11:59 -05:00
Aaron Hill 1edcbe438d core: Avoid several BitmapData GPU -> CPU sync
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.
2023-03-17 04:56:03 -05:00
Aaron Hill 53c6011ade render: Support more Context3D texture formats
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
2023-03-16 17:40:41 -05:00
Aaron Hill 1dd0d237ab render: Correctly handle BYTES_4 vertex data
Each byte gets normalized into a float in the range [0, 1]
2023-03-16 13:20:11 -05:00
Aaron Hill acbc802c94 avm2: Fix VertexBuffer3D.uploadDataFromByteArray size calculation
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)
2023-03-15 19:52:09 -05:00
Aaron Hill fea885f3af render: Implement Context3DTextureFormat.BGRA using an RGBA texture
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.
2023-03-13 13:30:15 -05:00
Nathan Adams b527054a1e
render: Make retrieve_offscreen_texture pass the raw buffer (#9936) 2023-03-13 00:00:42 +00:00
Aaron Hill de8448e00a
avm2: Implement Stage3D depth test, blend factors, and fix bugs (#9845) 2023-03-12 23:43:58 +00:00
TÖRÖK Attila 109e151fa6 render/all: Clamp gradient focal point to be between -/+0.98 2023-03-12 23:54:59 +01:00
TÖRÖK Attila 0f7c362069 wgpu: Update to wgpu 0.15.1, naga 0.11.0, and naga_oil 0.5.0 2023-03-12 16:30:13 -05:00
TÖRÖK Attila 7d3a2d14b7 render/wgpu: Delete the now unused buffer bug detection shader 2023-03-12 15:53:16 -05:00
TÖRÖK Attila d356b7258a wgpu: Fix gradient regression 2023-03-07 20:35:29 +01:00
Nathan Adams 0cca4983e4 wgpu: Merge gradient shaders together 2023-03-06 23:22:09 +01:00
Nathan Adams 622abe60d1 wgpu: Extract T->Color lookup from gradient shader to Mesh construction 2023-03-06 23:22:09 +01:00
renovate[bot] 130144a76d fix(deps): update rust dependencies 2023-03-05 20:43:46 -06:00
Aaron Hill 2748b95c86 avm2: Improve Stage3D support for textures, register types, and opcodes
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
2023-03-03 15:58:46 -06:00
Nathan Adams f79015e201 render: Use swf Filter types where possible. Gradient types had to be split into duplicate classes to allow for different trait impls based on which gradient filter type it is. 2023-02-28 16:25:12 +01:00
Nathan Adams 9c1f6ea129 render: Add Filter::BevelFilter 2023-02-28 16:25:12 +01:00