The register index was not being increment when preloading the
`super` register which would cause issues when multiple registers
were preloaded.
Fixes#7338.
Alongside comment wordings, fix handling of non-`u8` characters by
replacing `as u8` conversions with `u8::try_from()`, that doesn't
wrap around, but rather fails gracefully.
Adjust `common_tess` to add an additional `mask_index_count` to
draws. This is used to not render strokes when drawing a shape as
a mask stencil.
Fixes#7027.
wgpu 0.13 added `Surface::get_supported_formats`, so we can check
if a non-sRGB surface format is supported on the current platform.
Because Flash colors and blending are in sRGB space, we want a
linear surface when possible to prevent the colors from being
fiddled with by the GPU.
Based on the work in #6717, plus additional adaptions mentioned in
https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgpu-013-2022-06-30,
and more not-mentioned but required changes.
Also bump `wasm-bindgen` to `0.2.81` (along with its helper crates), as
required by the new `wgpu` version.
Note that I don't fully understand some of the required changes, notably:
* `wgpu::PresentMode::Mailbox` no longer works on my machine (Windows 11) -
The `wgpu` documentation says that `wgpu::PresentMode::Fifo` is the
only guaranteed to be supported, so I switched over to it instead.
* `self.staging_belt.recall()` doesn't return a `Future` anymore -
I assume it became synchronous so I simply removed the `executor`
from there.
Properties can be declared with a type
(e.g. `var foo:MyClass = new MyClass();`). When
`set_property`/`init_property` is invoked for that property,
the VM will attempt to coerce the value to the provided type,
throwing an error if this fails. This can have observable behavior
consequences - if a property has type `integer`, for example, then
storing a floating point `Number` to that property will cause the
value to be coerced to an integer. Some SWFs (e.g. 'Solarmax') rely
on this behavior in order to implicitly coerce a floating point value
that's later used for array indexing.
This PR implements property type coercions in Ruffle. There are several
important considerations:
* The class lookup for property types needs to be done lazily, since
we can have a cycle between two classes (e.g. `var prop1:Class2;`
and `var prop2:Class1` in two different classes).
* The class lookup uses special rules (different from
`resolve_definition`), and does *not* use `ScopeStack/`ScopeTree`
This means that a private class can specified as a property name -
the lookup will succeed without using a scope, even though
`flash.utils.getDefinitionByName` would fail with the same name
* The specialized 'Vector' classes (e.g "Vector$int") can be used
as property types, even though they cannot be lookup up normally.
Some Ruffle class definitions were previously using nonexistent
classes as property types (e.g. "BareObject") - these are fixed
in this PR.
- Handle the case where both preload aud suppress flags are
set for the same variable;
- Remove `arguments` field in `Activation`; instead use a normal
local definition;
- When `suppress_this` is set, inherit the `this` value from parent
activation. (This isn't entirely correct, as FP's `this` is mutable
and seems to be part of the scope chain, but this would require a
larger refactoring)
Currently, all three render backends hold on texture-related
resources indefinitely (`register_bitmap` pushes to a `Vec`,
and never removes anything). As a result, the resources used
by the render backend (which may include GPU memory) will grow
over time, even if the corresponding `BitmapData` has been deallocated.
This commit adds a new `unregister_bitmap` method, which is called from
`BitmapData.dispose`. All render backs are changed to now use an
`FnvHashMap<BitmapHandle, _>` instead of a `Vec`, allowing us to
remove individual entries.
Currently, we only call `unregister_bitmap in response to
`BitmapData.dispose` - when `BitmapData` is freed by the
garbage collector, `unregister_bitmap` is *not* called.
This will be addressed in a future PR.
I've kept the rust `flash.geom` module, even though it's now empty,
since we'll need to add things like `flash.geom.Transform` native
methods in the future.