Commit Graph

994 Commits

Author SHA1 Message Date
Aaron Hill 86e471835e Fix clippy beta lint 2024-02-04 21:14:05 +01:00
Nathan Adams 2e0e7aec5c wgpu: Remove the readback-upgrade path. It's now slower than normal drawing 2024-02-02 00:59:45 +01:00
Nathan Adams 70af5cd5dd wgpu: Submit occasionally to avoid submitting a large encoder 2024-02-02 00:59:45 +01:00
Nathan Adams fb8f3301b6 wgpu: Queue up offscreen draws, don't do them immediately 2024-02-02 00:59:45 +01:00
Nathan Adams 70fbb4a7ac render: Move away from SyncHandle.retrieve_offscreen_texture to RenderBackend::resolve_sync_handle 2024-02-02 00:59:45 +01:00
Nathan Adams 1a5dff5d12 wgpu: Keep a CommandEncoder for the duration of a frame, extract out a struct to hold it with a StagingBelt 2024-02-02 00:59:45 +01:00
renovate[bot] 3737725a21 fix(deps): update rust dependencies 2024-01-30 09:23:15 +01:00
Nathan Adams fcb74d8fbc wgpu: Deduplicate common gradients from a single Mesh 2024-01-27 21:37:22 +01:00
Nathan Adams e479d12af0 render: Make Mesh a struct, not just an alias for Vec<Draw> 2024-01-27 21:37:22 +01:00
Nathan Adams 2d42abcb70 wgpu: Don't use max_uniform_buffer_binding_size as a limit for BufferBuilder when making meshes 2024-01-27 21:37:22 +01:00
Nathan Adams ab404bae2a wgpu: Remove ouroboros and typed-arena, no longer needed 2024-01-27 21:37:22 +01:00
Nathan Adams 3be2efe7cf wgpu: Clean up DynamicTransforms, after the merge 2024-01-27 21:37:22 +01:00
Nathan Adams c3423b86f8 wgpu: Use vertex buffer and staging belt for bevel filter 2024-01-27 21:37:22 +01:00
Nathan Adams 7e0bd48061 wgpu: Use vertex buffer and staging belt for glow filter 2024-01-27 21:37:22 +01:00
Nathan Adams 2722a6588e wgpu: Use vertex buffer and staging belt for simple filters 2024-01-27 21:37:22 +01:00
Nathan Adams 9320de354c wgpu: Use staging belt and single buffer for filter arguments 2024-01-27 21:37:22 +01:00
Nathan Adams 76d07faacf wgpu: Make sync index Option<> in make_queue_sync_handle 2024-01-27 21:37:22 +01:00
Nathan Adams f99f89122a wgpu: Remove uniform encoder 2024-01-27 21:37:22 +01:00
Nathan Adams de975a9727 wgpu: Merge Transforms and ColorAdjustments 2024-01-27 21:37:22 +01:00
Nathan Adams 1231d2fead wgpu: Extract out ESTIMATED_OBJECTS_PER_CHUNK, set it to 200 2024-01-27 21:37:22 +01:00
Nathan Adams 574e83f3a3 wgpu: Use max_uniform_buffer_binding_size from adapter 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 fd604b3a18 wgpu: Try using a single buffer/bindgroup for transform/colortransforms, no longer dynamically allocated 2024-01-27 21:37:22 +01:00
Nathan Adams 6824f33cc6 wgpu: Add limits to BufferBuilder (but currently not respected for Meshes) 2024-01-27 21:37:22 +01:00
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
Aaron Hill 1cb24b41b0 render: Support PixelBender ByteArray/Vector.<Number> input/output
When ActionScript uses a ByteArray/Vector.<Number> as a shader input
or target, we create a temporary Rgba32Float texture, and copy the
input float32 bytes to/from the texture.

Unfortunately, wgpu doesn't seem to support an Rgb32Float (3-channel)
texture. When the shader uses 3 channels, we use a Rgba32Float
(4-channel) texture, and manually insert/remove padding for the
alpha channels. This isn't very efficient, but it's the simplest
solution.

The temporary textures themselves aren't cached anywhere - if this
becomes a performance issue, we could look into using some of our
existing wgpu texture/buffer pooling code.
2024-01-24 08:31:52 -05:00
renovate[bot] 262dff83a4 fix(deps): update rust dependencies 2024-01-22 03:09:33 +01:00
Nathan Adams c63f51f823 web: Enable webgpu 2024-01-21 19:36:08 +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
renovate[bot] 3c115238fd fix(deps): update rust dependencies 2024-01-16 01:13:38 +01:00
renovate[bot] e0a22b56ce fix(deps): update wasm-bindgen 2024-01-15 17:24:02 -05:00
Aaron Hill 57f6963133
render: Implement PixelBender Operation::Select (renamed from Loop) (#14503) 2024-01-11 01:04:50 +00:00
renovate[bot] a328deab11 fix(deps): update rust dependencies 2024-01-08 02:59:04 +01:00
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
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
Aaron Hill 7289a8bd95 naga-agal: Zero-extend input vectors for cross-product
This matches the behavior of Flash Player
2023-11-30 01:15:21 +01:00
Aaron Hill 78c34c1be9 naga-agal: Fix using matrix opcodes with indirect source register
In indirect mode, We need to increment the indirect_offset value
to load subsequent matrix rows.
2023-11-30 00:59:47 +01:00
TÖRÖK Attila ca25f82900 chore: Bump wasm-bindgen to 0.2.89 (0.2.88 got yanked) 2023-11-28 21:43:41 -05:00