ruffle/render/canvas
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
..
src render: Support PixelBender ByteArray/Vector.<Number> input/output 2024-01-24 08:31:52 -05:00
Cargo.toml fix(deps): update wasm-bindgen 2024-01-15 17:24:02 -05:00