This feature is disabled by default. When enabled, you can use
`ruffle_render::renderdoc::begin_frame_capture` and
`ruffle_render::renderdoc::end_frame_capture` to manually trigger
a RenderDoc frame capture (if Ruffle wasn't launched by RenderDoc,
this logs an error).
This is very useful when debugging Stage3D/PixelBender bugs, as you
can produce a capture containing only the relevant graphics calls.
* wpgu: Initial implementation of PixelBender shader execution
The implementation is split across four crates:
* `ruffle_render` now holds the main PixelBender bytecode parsing
implementation (previously, this was in `ruffle_core`).
* `ruffle_core` holds some helper functions for converting between
AVM2 `Value`s and the PixelBender vector types.
* `naga-pixelbender` (newly created) constructs a Naga `Module`
from parsed PixelBender bytecode
* `ruffle_render_wgpu` sets up the render pipeline for the shader
constructed by `naga-pixelbender`, and actually executes the shader.
The Actionscript-side shader parameters are passed in through uniforms.
This allows us to cache the compiled `naga::Module` and associated
wgpu types inside `ShaderData`, when it's first created. Each invocation
of a `ShaderJob` only needs to create a bind group and render pass.
Limitations:
* Only a few of the PixelBender opcodes are implemented - however, this is
enough to get Stemlands cannon rotation working, as well as a cool
"donut" shader that I found and included as a test.
* PixelBender matrix types are not supported.
* Only BitmapData is supported as an input/output type - Flash Player
also supports using Vector and ByteArray
* ShaderJob execution is always synchronous.
* Adjust comments
* Address review comments
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.
I've moved our special entity handling logic into
a `custom_unescape` function. This lets us move off
of our fork of `quick-xml` back onto the crates.io release