* Pixels with 0 alpha are not affected by color transforms.
* Color channels should be clamped to the 0-255 range.
* A color transform with only an alpha multiplier of >1 has no
effect.
We don't need to perform a sync when getting the width/height,
getting or setting the 'disposed' status, or uploading to
a Context3D texture.
The Context3D change (using `copy_texture_to_texture` instead
of relying on the CPU pixels) has the added advantage of avoiding
a validation error when our source image row length isn't aligned
to `COPY_BYTES_PER_ROW_ALIGNMENT`
This dramatically speeds up the Fancy Pants World 4 loading time
(on a branch with my XML prs merged). Without this change, my
machine spends around 10 seconds on a blank white screen after
clicking 'Play'. With this change, the time spent on that screen
is reduced to around 1-2 seconds.
* Bump bitflags to 2.0.0
* Sprinkle Clone, Copy, Eq, PartialEq, and Debug derives where needed
* Call `bits` on bitflags, as it is now a method
* Switch from `from_bits_truncate` to `from_bits_retain` on bitflags where needed
* Bump h263-rs for the bitflags 2.0.0 dependency
As part of porting to bitflags 2.0.0, see:
https://kodraus.github.io/rust/2022/10/07/bitflags2.html#upgrading-to-2x
If we're going to overwrite the CPU pixels with the result of a
GPU operation, make sure the GPU texture is up to date with the
latest CPU pixels. I've also renamed the method to
`overwrite_cpu_pixels_from_gpu` to better reflect how it should
be used.
* 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
This makes `Bitmap` delegate to `BitmapData` for
all of the bitmap-related information (handle, width, and height).
As a result, we now unconditionally store a `BitmapData` in `Bitmap`.
As a result, swapping the underling `BitmapData` instance will
automatically change the properties (and rendered image) of a `Bitmap`.
This required some refactoring in the render backends in order to
get access to a `BitmapHandle` through `BitmapData`.
In future versions of `gc-arena`, the `Debug` impl. of `Gc`
and `GcCell` will print the pointed-to value, which will cause
derived `Debug` impls. to enter an infinite recursion.
As such, this manually implements `Debug` on types wrapping a
`Gc/GcCell` to maintain the current behavior.
`BitmapHandle` now holds `Arc<dyn BitmapHandleImpl>`.
This allows us to move all of the per-bitmap backend data into
`BitmapHandle`, instead of holding an id to a backend-specific
hashmap.
This fixes the memory leak issue with bitmaps. Once the AVM side of a
bitmap (`Bitmap`/`BitmapData`) gets garbage-collected, the
`BitmapHandle` will get dropped, freeing all of the GPU resources
assoicated with the bitmap.
This PR fixes a numbe of interconnected bugs:
* We weren't consistently uploading a dirty BitmapData to the render
backend before drawing to/from it.
* BitmapData.draw should *not* add a fill color - it should draw over
the current contents of the BitmapData
* After drawing to a non-transparent BitmapData, we need to manually
set the opacity back to 255 for each pixel (the drawing process
takes transparency into account, but the opacity information is
thrown away at the end).
Main changes:
* Merge `ColorTransformParams` into `ColorTransformObject`, as it's only relevant for AVM1.
* Make `BitmapData::color_transform` work with a generic `ColorTransform`, which uses fixed-point
arithmetic.
Note that Ruffle still calculates color transforms slightly different from Flash. This is probably
caused by inaccuracy of the current `ColorTransformObject` to `ColorTransform` conversion and/or the
`ColorTransform` application logic itself. Since this requires further research, it'll be fixed in a
future PR.
Previously, we would only use mergeAlpha if alphaBitmapData
and alphaPoint. However, mergeAlpha can be used even when
those parameters are null.
Some of the AVM1 argument handling was also incorrect - I've fixed
it, and extended the existing test with the output-based test
added for AVM2.
Previously, we would always use a transparent background,
even if the BitmapData is not transparent. This would normally
be corrected on the next frame when we copied the pixels to the
CPU. However, if an SWF ran `BitmapData.draw` on every frame,
this would never be corrected.
We now check if a BitmapData has been disposed by checking
for a zero width or height (which cannot happen otherwise).
As a result, we no longer need the 'disposed' field on the AVM1
BitmapData object.
* avm2: Implement `BitmapData.draw` for `wgpu` backend
This method requires us to have the ability to render directly to a
texture. Fortunately, the `wgpu` backend already supports this in
the form of `TextureTarget`. However, the rendering code required
some refactoring in order to avoid creating duplicate `wgpu` resources.
The current implementation blocks on copying the pixels back
from the GPU to the CPU, so that we can immediately set them in
the Ruffle `BitmapData`. This is likely very inefficient, but will
work for a first implementation.
In the future, we could explore allowing the CPU image data and GPU
texture to be out of sync, and only synchronized when explicitly
necessary (e.g. on `getPixel` or `setPixel` calls).
* Rename `with_offscreen_backend` to `render_offscreen` and use Bitmap
* Don't panic when backend doesn't implement `render_offscreen`
It was only used to make structs `#[derive(gc_arena::Collect)]`, and
generally it doesn't make much sense that `render` needs to be GC-aware.
So instead annotate `render` fields in `core` with `#[collect(require_static)]`.
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.
Since all `RenderBackend::register_bitmap_*` implementations are
identical now, move them to the default implementation of `RenderBackend`.
Also, turn `RenderBackend::register_bitmap_raw` into `RenderBackend::register_bitmap`,
which accepts a single `Bitmap` parameter.