Commit Graph

54 Commits

Author SHA1 Message Date
TÖRÖK Attila 331d1789da render,core,desktop: Port to `wgpu` `v0.20.0`, switch to `egui` `master` 2024-05-17 01:19:01 +03:00
Aaron Hill 820e7e828a wgpu: Allow Stage3D texture upload where source is smaller than dest
Fancy Pants World 4 relies on this behavior.
2024-01-25 00:30:10 +01:00
Nathan Adams 4d16e24889 wgpu: Update wgpu and naga to 0.19 2024-01-21 19:36:08 +01:00
Aaron Hill e73819d531 Use supported_sample_count for Context3D sample count
This rounds the requested sample count down to a value
that's supported by the device.
2024-01-21 12:47:13 -05:00
TÖRÖK Attila d153290fd6 nits: Fix a whole bunch of typos all over the place 2024-01-17 23:59:19 +01:00
Aaron Hill b5f28f6caa wgpu: Add support for Stage3D anisotropic filtering
Instead of binding every supported sampler combination
and selecting the correct index in our AGAL builder,
we now determine the correct sampler on the wgpu side,
and create one sampler binding per texture slot.
2024-01-16 18:08:28 -05:00
Aaron Hill 47db84473a avm2: Improve handling of Stage3D profile
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.
2024-01-07 22:34:33 +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
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
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
Aaron Hill c93020e729 wgpu: Correctly set format when rendering to Stage3D texture
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
Aaron Hill d32b19e350 render: Implement Context3DTextureFormat::RgbaHalfFloat 2023-10-03 18:05:46 -04:00
Aaron Hill ec7a8ac645
avm2: Add support for Stage3D bytearray/compressed textures (#13180) 2023-09-28 03:03:30 +00:00
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
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
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
Moulins 3ea67668c0 render: make Context3D renderers fully GC-agnostic
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.
2023-07-14 16:06:36 -06:00
Aaron Hill b6fae8e214 wgpu: Cache Program3D bind group layout
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.
2023-07-09 12:39:10 -04:00
Aaron Hill f22bef99b4 core: Fix some Clippy lints on the latest nightly 2023-07-04 20:50:46 +02:00
Aaron Hill ad8457b54d wgpu: Remove 'TextureWrapper.format' field
We can already get the foramt from the wgpu::Texture
2023-06-28 16:26:19 -04:00
Aaron Hill 54dd160897 wgpu: Remove 'width' and 'height' fields from Texture
This is already stored in wgpu::Texture
2023-06-28 13:00:49 -04:00
Aaron Hill d44c9cceb1 wgpu: Cache compiled naga-agal shader module
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.
2023-06-08 02:57:47 -05:00
Aaron Hill 999e2f5b71 wgpu: Implement Context3D.setScissorRectangle 2023-06-02 14:56:14 -05:00
Aaron Hill 12e078bb2d wgpu: Fix calculation of image row padding 2023-05-28 23:35:53 -05:00
Aaron Hill 5d62ef90f2 wgpu: Use intermediate buffer for Context3DCommand::CopyBitmapToTexture
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).
2023-05-20 17:38:26 -05:00
Aaron Hill 0864853d44 avm2: Allow passing `null` to `Context3D.setProgram`
This clears the vertex and fragment shader programs
(bringing the Context3D back to its initial state).
2023-05-20 16:23:03 -05:00
Aaron Hill 7004e98b23 avm2: Don't validate Context3DVertexBufferFormat when buffer is null
This matches Flash Player's behavior - some SWFS try to pass in 'null'
for both the buffer and format.
2023-05-18 15:14:29 -05:00
Aaron Hill bd2be88711 wgpu: Fix MSAA and depth buffer handling in SetRenderToTexture
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).
2023-05-15 09:34:30 -05:00
Aaron Hill e488cc9f7a wgpu: Allow unaligned writes to IndexBuffer3D
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.
2023-05-10 18:20:29 -05:00
Aaron Hill 22c13d41da wgpu: Use Context3DCommand by value 2023-05-05 11:43:43 -05:00
Aaron Hill 3bb8c8fb4f wgpu: Update wgpu to 0.16.0 and naga to 0.12.0 2023-04-25 09:24:53 -05:00
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
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
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 71ef10b94b wgpu: Reuse buffers for BitmapData.draw, preferring smallest buffer available 2023-03-31 16:57:52 +02:00
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 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
Aaron Hill de8448e00a
avm2: Implement Stage3D depth test, blend factors, and fix bugs (#9845) 2023-03-12 23:43:58 +00:00
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
Aaron Hill c597f9f996 core: Fix Clippy lints on nightly 2023-02-13 03:38:54 +01:00
Aaron Hill 6fe7af58d5 Move back to upstream wgpu repository
We're relying on unreleased changes, so we depend on the latest commit
from their repository.
2023-01-23 11:31:04 +01:00