Commit Graph

213 Commits

Author SHA1 Message Date
renovate[bot] a0c33382bf fix(deps): update wasm-bindgen 2023-12-04 12:08:22 +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
renovate[bot] acadb2b2d3 fix(deps): update wasm-bindgen 2023-11-07 12:18:50 +01:00
Nathan Adams eb2afb19c4 render: Add DrawCommand::CubicCurveTo 2023-08-27 20:17:43 +02:00
Nathan Adams 076977cc75 render: Rename DrawCommand::CurveTo to DrawCommand::QuadraticCurveTo 2023-08-27 20:17:43 +02:00
Aaron Hill 583caa3389
avm2: Implement DisplayObject.blendShader (#12238) 2023-07-26 23:25:26 +00:00
Nathan Adams 289f73c85f core: Add pixel snapping (default auto) to Bitmaps, and force it for cacheAsBitmap 2023-07-22 00:34:17 +02:00
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
moulins f5b4fbce77
Upgrade to new `gc-arena` API (#11182)
* core: add temporary, ruffle-internal copy of `gc-arena` crate

This will allow bumping the upstream `gc-arena` version while
reexporting our own version of the old `GcCell` API, so that
Ruffle's code can be gradually migrated.

Once the migration is done, this crate should be removed.

* core: bump `gc-arena` to kyren/gc-arena#56

Add back the removed `GcCell` to our internal facade crate

* core: bump `gc-arena` to current master

This bump renames `Gc::allocate` to `Gc::new`

* core: rename `GcCell::allocate` to `GcCell::new`, to match `Gc`

* core: bump gc-arena to (slighly after) v0.3.1

Add typedefs for old `*Context` names in the gc-arena facade crate

* core: replace uses of `CollectionContext<'_>` by `&Collection`

* core: Add `gc()` convenience method for `*Context` and `Activation` types

This allows shortening most instances of `[activation.]context.gc_context`
to `activation.gc()` or `context.gc()` (but not all instances, because of
borrowck) Note that this doesn't actually do these shortenings to avoid
major code churn.
2023-07-09 17:04:25 -04:00
Aaron Hill 3006356410 render: Suppress clippy::arc_with_non_send_sync for now 2023-07-04 20:50:46 +02:00
Nathan Adams a5915a9bdb swf: Make Color Copy 2023-06-29 20:32:36 +02:00
Nathan Adams f43560ab88 render: Switch to providing cacheAsBitmap entries all at once on submit frame 2023-06-24 01:42:04 +02:00
Nathan Adams 2594453831 render: Add render_offscreen_for_cache for more optimised CacheAsBitmap 2023-06-24 01:42:04 +02:00
Nathan Adams fe742194b1 core: Implement cacheAsBitmap behaviour 2023-06-24 01:42:04 +02:00
Nathan Adams e9af73126f canvas: Refactor how BitmapData is made, to allow for empty bitmaps to be made later 2023-06-18 00:47:51 +02:00
Nathan Adams c374aaa19a canvas: Don't hold onto an old copy of bitmap data for each image 2023-06-18 00:47:51 +02:00
Aaron Hill 69fce3f7f8
wpgu: Initial implementation of PixelBender shader execution (#11441)
* 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
2023-06-15 22:50:24 +00:00
renovate[bot] fc933f485f fix(deps): update wasm-bindgen 2023-06-15 20:50:04 +02:00
renovate[bot] f969bdce71 fix(deps): update wasm-bindgen 2023-05-17 06:44:50 +03:00
relrelb 1065662e84 web: Use `JsValue::from_bool()` 2023-05-15 21:04:47 +03:00
renovate[bot] 5b26d1b2ee fix(deps): update wasm-bindgen 2023-05-15 10:00:49 +03:00
relrelb 598c8cde0e render: Use `swf::Point<Twips>` in `DrawCommand::CurveTo` 2023-05-14 22:48:41 +03:00
relrelb 544e445d2f render: Use `swf::Point<Twips>` in `DrawCommand::LineTo` 2023-05-14 22:48:41 +03:00
relrelb e5c7d70f3f render: Use `swf::Point<Twips>` in `DrawCommand::MoveTo` 2023-05-14 22:48:41 +03:00
iwannabethedev 307f364d6f
web: Log used renderer
Log which renderer-backend was actually used in the
browser console.
2023-05-02 23:59:57 +03:00
relrelb 3046d68da1 swf: Introduce `PointDelta`
Generally, when transforming a difference between two points, `p1`
and `p2`, with a matrix `m`, we would like the following property
to hold:

```
m * (p1 - p2) == m * p1 - m * p2
```

Unfortunately, it wasn't like this before, because matrices have a
translation component, which is non-linear. In `m * p1 - m * p2`,
the translations of `m * p1` and `m * p2` are the same and therefore
cancel out each other. However, in `m * (p1 - p2)` the translation
stays.

In order to preserve this property, introduce a new `PointDelta`
type which is not subject to translation when transformed by a matrix.

For now, the following operations are supported:

* `Point - Point -> PointDelta`
* `Point + PointDelta -> Point`
* `Point += PointDelta`
* `Point - PointDelta -> Point`
* `Point -= PointDelta`

As a consequence, the expression `position + global_to_local_matrix * mouse_delta`
in `update_drag()` now ignores translation, which fixes #817.
2023-04-29 22:29:37 +03:00
relrelb 60ffe07ae7 chore: Use `swf::Point` in many places
Convert nearly all instances of `(Twips, Twips)` (maybe besides in
`shape_utils.rs`) to `swf::Point<Twips>`.
2023-04-27 22:14:03 +03:00
TÖRÖK Attila 493971ab8a render: Make RenderBackend::update_texture() take a Bitmap (like register_bitmap()) 2023-04-04 00:15:07 -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 6e859891af render: Take in dirty region in update_texture, only upload those pixels 2023-03-31 16:57:52 +02:00
Nathan Adams 137593b6a6 render: Extract (u32, u32, u32, u32) to PixelRegion 2023-03-31 16:57:52 +02:00
Nathan Adams e0bd911f2f render: Only copy a possible dirty area for bitmapdata.draw & read 2023-03-31 16:57:52 +02:00
relrelb 236a97bf31 render: Replace `ColorTransform` with `swf::ColorTransform` 2023-03-29 23:27:20 -07:00
relrelb d71617209a render: Remove `RenderBackend::register_glyph_shape`
Use just `RenderBackend::register_shape` instead.
2023-03-30 01:46:04 +03:00
Nathan Adams eb44cc5395 render: Made ShapeHandle an Arc of an internal, droppable mesh 2023-03-23 01:44:27 -07:00
Nathan Adams cc8ac4fde1 render: Remove RenderBackend::replace_shape 2023-03-23 01:44:27 -07:00
Aaron Hill de8448e00a
avm2: Implement Stage3D depth test, blend factors, and fix bugs (#9845) 2023-03-12 23:43:58 +00:00
TÖRÖK Attila 109e151fa6 render/all: Clamp gradient focal point to be between -/+0.98 2023-03-12 23:54:59 +01:00
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
Nathan Adams 6539262db7 render: Add Quality option to RenderBackend::render_offscreen 2023-02-22 17:36:55 +01:00
renovate[bot] a27bd66b58 fix(deps): update rust dependency patches 2023-02-13 04:59:31 +01:00
renovate[bot] fed24aa243 fix(deps): update rust dependencies - wasm-bindgen related 2023-02-13 02:57:52 +01:00
Nathan Adams d8e924affc render: Add RenderBackend::set_quality method, and call it from core 2023-02-06 16:08:04 +01:00
Nathan Adams b5a250e16f render: Changed render_offscreen to return an Option instead of an Result 2023-02-05 18:41:43 +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 9cd850d30e render: Make render_offscreen return a sync handle which can be used to get the texture at a later time 2023-01-11 16:53:33 -05:00
Nathan Adams e7dd3cc0f8 render: Add better expect messages for as_bitmap_data impls 2023-01-10 11:10:46 +01:00
Nathan Adams 052ac06d85 canvas: Disallow unwrap() and unwrap_err() in canvas crate 2023-01-10 11:10:46 +01:00
Nathan Adams 312c23c4eb canvas: Removed unwraps and replaced with either warns, ignores or expects 2023-01-10 11:10:46 +01:00