ruffle/core
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
..
assets chore: Update translations from Crowdin 2023-12-23 13:26:37 +01:00
build_playerglobal swf: Parse string as Vec<u8> instead of String in SWF 2024-01-22 21:50:45 -05:00
macros fix(deps): update rust dependencies 2024-01-08 02:59:04 +01:00
src render: Support PixelBender ByteArray/Vector.<Number> input/output 2024-01-24 08:31:52 -05:00
Cargo.toml fix(deps): update rust dependencies 2024-01-22 03:09:33 +01:00
build.rs core: Added ability to mark stubs inside actionscript 2023-02-07 20:34:59 +01:00