Switch to debug_assert! instead of assert! in mask checks to avoid
panicking (#1347). This will render incorrectly and still needs
to be fixed, but we should fail gracefully and avoid killing the
entire player.
Pass the movie library to `register_shape` methods so that bitmap
charcter IDs can be resolved immediately on the proper SWF.
This fixes#2037, which cause incorrect bitmaps to be used when
multiple movies were loaded.
On desktop, don't render while the window is minimized.
In the wgpu backend, don't panic if swap chain fails to grab a
texture. Instead recreate the swap chain and bail on the current
frame.
Fixes panic when minimizing with the wgpu vulkan backend (#2065).
Switch to a single render pass for the whole frame, as opposed to
a render pass per draw call. This should be a large improvement to
performance. This currently requires some unsafe to work around a
self-reference between RenderPass and CommandEncoder in Frame;
this could eventually be cleaned up by changing RenderBackend
to return a Frame object instead of using begin_frame/end_frame
pairs.
Also switch to using push constants for the transform/color
uniforms.
Add --timedemo for benchmarking, which will run the given SWF as
quickly as possible for 5000 frames or the end of the root
timeline, whichever comes first. The total duration will be output
upon completion.
Change the usage of the stencil buffer to avoid running out of
stencil bits when too many nested masks are active.
This also cleans things up on wgpu which requires us to make
pipeline states in advice; now we only need a few stencil states
for masking as opposed to hundreds.
lyon would emit a small line segment if a stroke path had
consective MoveTo commands. For the lyon backends, filter out
consecutive MoveTos and only emit the final MoveTo command.
This fixes a small dot appearing in text fields using underlines.