Commit Graph

32 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
Nathan Adams de975a9727 wgpu: Merge Transforms and ColorAdjustments 2024-01-27 21:37:22 +01:00
Nathan Adams befce41e11 wgpu: Remove push constant support - simplifies code significantly, and it should be same perf now 2024-01-27 21:37:22 +01:00
Nathan Adams 5597535471 wgpu: Store wgpu::Instance in Descriptors 2023-07-19 21:36:30 +02:00
Nathan Adams 4f6bac7840 wgpu: Refactor out filters into their own files 2023-06-28 22:42:31 +02:00
Nathan Adams e37958351e wgpu: Removed most uniforms from filters, they're not used or needed 2023-06-26 22:07:52 +02:00
Aaron Hill 455124d3ba render: Fix blending onto BitmapData contents
When rendering to an offscreen texture for `Bitmapdata.draw`,
we first render to a temporary frame buffer, and then copy the contents
of the frame buffer back to the target texture. However, this results
in blend modes being incorrectly applied - for example, rendering with
BlendMode.SUBTRACT will subtract against the framebuffer (which starts
with each pixel as 0x00000000), instead of the previous BitmapData
contents.

To fix this, we now use our texture target as the frame buffer
when performing `render_offscreen`. This ensure that we blend
over existing pixels (taking into account the `blendMode` provided
in the `BitmapData.draw` call).

When multisampling is enabled, we use a copy pipeline to copy
the existing contents of our texture to a fresh multisampled frame
buffer (the non-multisampled texture target becomes our resolve buffer).
2023-02-23 09:52:56 -06:00
Aaron Hill c597f9f996 core: Fix Clippy lints on nightly 2023-02-13 03:38:54 +01:00
Nathan Adams f9b378b29a wgpu: Changed most pipelines & shaders to only use Pos, not Pos and Color, as vertex attribs 2023-02-05 18:02:19 +01:00
Aaron Hill e2954821ea
core: Take two - delay reading image back from render backend using `SyncHandle` (#9184)
* Take two: Delay reading image back from render backend using `SyncHandle`

This allows us to avoid blocking immediately after a `BitmapData.draw` call.
Instead, we only attempt to use the `SyncHandle` when performing an operation
that requires the CPU-side pixels (e.g. BitmapData.getPixel or BitmapData.setPixel).

In the best case, the SWF will never explicitly access the pixels of
the target BitmapData, removing the need to ever copy back the render backend
image to our BitmapData. If the SWF doesn't require access to the pixels immediately,
we can delay copying the pixels until they're actually needed, hopefully allowing
the render backend to finish processing the BitmapData.draw operation in
the backenground before we need the result.

Now that the CPU and GPU pixels can be intentionally out of sync with
each other, we need to ensure that we don't accidentally expose 'stale'
CPU-side pixels to ActionScript (which needs to remain unaware of
our internal laziness). We now use a wrapper type `BitmapDataWrapper`
to enforce that the `SyncHandle` is consumed before accessing the
underlying `BitmapData.

* core: Skip GPU->CPU sync for source and target BitmapData during draw

* Introduce DirtyState enum
2023-01-21 21:08:04 +00:00
Nathan Adams ae75a3c166 wgpu: Use push constants for both Transforms and ColorAdjustments, when available 2023-01-10 09:39:28 +01:00
Nathan Adams fb78a39125 wgpu: Switch to experimental crate naga_oil for combining shaders 2023-01-10 09:39:28 +01:00
Nathan Adams 4e5749a7e4 wgpu: When push constants are available, use those for Transforms 2023-01-10 09:39:28 +01:00
Nathan Adams 3dd9c4daa3 wgpu: Moved ColorAdjustments into its own bind group, and reuse ColorAdjustments::IDENTITY where we can 2023-01-03 03:39:13 +01:00
Nathan Adams c0ec5c5010 wgpu: Split up blend modes into their own shaders for performance 2023-01-03 03:39:13 +01:00
Nathan Adams 0f676fc6ce wgpu: Simplify blend_buffers map creation 2023-01-03 03:39:13 +01:00
Nathan Adams c6045a4f24 wgpu: Multiply can't be trivial blend mode because of 0 alpha 2023-01-03 03:39:13 +01:00
Nathan Adams f253abdbd1 wgpu: Made Multiply, Add and Subtract blend modes use bitmap+blend 2023-01-03 03:39:13 +01:00
Nathan Adams 219fabbc0b wgpu: For trivial blends (ie Normal), just draw them as bitmaps with a blendstate 2023-01-03 03:39:13 +01:00
Nathan Adams 7904c3d4f0 wgpu: Implement all blend modes 2023-01-03 03:39:13 +01:00
Nathan Adams f9333e2626 wgpu: Perform command rendering recursively and chunk up blends. Blends are still not implemented, it just copies to parent. 2023-01-03 03:39:13 +01:00
relrelb 183b8adbf0 wgpu: Bump to `0.14.0`
Also bump `raw-window-handle` to `0.5`, as now required.
2022-10-14 21:49:40 +03:00
Nathan Adams 92044c9c02 wgpu: Merge bitmap bind groups 2 and 3 2022-09-11 09:07:53 +02:00
Nathan Adams a38cadfd39 wgpu: Cache shape pipelines per texture format & msaa 2022-09-11 09:07:53 +02:00
Nathan Adams b2ecd39648 wgpu: Enable MSAA for offscreen textures 2022-09-11 09:07:53 +02:00
Nathan Adams 03f7719c49 wgpu: Move quad into its own structure under Descriptors 2022-09-11 09:07:53 +02:00
Nathan Adams 41239039eb wgpu: Moved all bind group layouts into their own struct 2022-09-11 09:07:53 +02:00
Nathan Adams f33e6904cd wgpu: Moved bind layouts out of Pipelines, they don't change 2022-09-11 09:07:53 +02:00
Nathan Adams 39e1224bda wgpu: Don't recompile shaders for each Pipelines 2022-09-11 09:07:53 +02:00
Nathan Adams 7e013183a7 wgpu: Removed Descriptors::pipelines, we don't need 3 pipelines 2022-09-11 09:07:53 +02:00
Nathan Adams 8b6c6f8a62 wgpu: Removed DescriptorsTargetData::surface_format and frame_buffer_format as they aren't needed to be target specific 2022-09-11 09:07:53 +02:00
Nathan Adams 70d96654d7 wgpu: Move descriptors out into its own file 2022-09-11 09:07:53 +02:00