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mod.rs
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use ruffle_render::backend::{
Context3D, Context3DBlendFactor, Context3DCommand, Context3DCompareMode, Context3DProfile,
Context3DTextureFormat, Context3DVertexBufferFormat, IndexBuffer, ProgramType, VertexBuffer,
};
use ruffle_render::bitmap::BitmapHandle;
use ruffle_render::error::Error;
use std::cell::Cell;
use swf::{Rectangle, Twips};
use wgpu::util::StagingBelt;
use wgpu::{
BindGroup, BufferDescriptor, BufferUsages, TextureDescriptor, TextureDimension, TextureFormat,
TextureUsages, TextureView, TextureViewDescriptor, COPY_BUFFER_ALIGNMENT,
COPY_BYTES_PER_ROW_ALIGNMENT,
};
use wgpu::{CommandEncoder, Extent3d, RenderPass};
use crate::context3d::current_pipeline::{BoundTextureData, AGAL_FLOATS_PER_REGISTER};
use crate::descriptors::Descriptors;
use crate::utils::supported_sample_count;
use crate::Texture;
use std::num::NonZeroU64;
use std::rc::Rc;
use std::sync::Arc;
mod current_pipeline;
mod shader_pair;
use current_pipeline::CurrentPipeline;
use self::shader_pair::ShaderPairAgal;
const COLOR_MASK: u32 = 1 << 0;
const DEPTH_MASK: u32 = 1 << 1;
const STENCIL_MASK: u32 = 1 << 2;
/// A wgpu-based implemented of `Context3D`.
/// Many of the WGPU methods have very strict lifetime requirements
/// (e.g. taking in a reference that lives as long as the `RenderPass`).
/// As a result, most methods buffer a `Context3DCommand` without actually
/// calling any WGPU methods. The commands are then executed in `present`
///
/// The main exception to this are `create_vertex_buffer` and `create_index_buffer`.
/// These methods immediately create a `wgpu::Buffer`. This greatly simplifies
/// lifetime management - we can store an `Rc<dyn VertexBuffer>` or `Rc<dyn IndexBuffer>`
/// in the `VertexBuffer3DObject` or `IndexBuffer3DObject`. If we delayed creating them,
/// we would need to store a `GcCell<Option<Rc<dyn VertexBuffer>>>`, which prevents
/// us from obtaining a long-lived reference to the `wgpu:Buffer` (it would instead be
/// tied to the `Ref` returned by `GcCell::read`).
pub struct WgpuContext3D {
// We only use some of the fields from `Descriptors`, but we
// store an entire `Arc<Descriptors>` rather than wrapping the fields
// we need in individual `Arc`s.
descriptors: Arc<Descriptors>,
profile: Context3DProfile,
buffer_staging_belt: StagingBelt,
current_texture_view: Option<Rc<wgpu::TextureView>>,
current_texture_size: Option<Extent3d>,
current_depth_texture_view: Option<Rc<wgpu::TextureView>>,
current_texture_resolve_view: Option<Rc<wgpu::TextureView>>,
back_buffer_sample_count: u32,
back_buffer_size: Option<Extent3d>,
back_buffer_texture_view: Option<Rc<wgpu::TextureView>>,
back_buffer_depth_texture_view: Option<Rc<wgpu::TextureView>>,
back_buffer_resolve_texture_view: Option<Rc<wgpu::TextureView>>,
front_buffer_texture_view: Option<Rc<wgpu::TextureView>>,
front_buffer_depth_texture_view: Option<Rc<wgpu::TextureView>>,
front_buffer_resolve_texture_view: Option<Rc<wgpu::TextureView>>,
back_buffer_raw_texture_handle: BitmapHandle,
front_buffer_raw_texture_handle: BitmapHandle,
current_pipeline: CurrentPipeline,
compiled_pipeline: Option<wgpu::RenderPipeline>,
bind_group: Option<BindGroup>,
vertex_attributes: [Option<VertexAttributeInfo>; MAX_VERTEX_ATTRIBUTES],
buffer_command_encoder: CommandEncoder,
// We may re-create `render_pass` multiple times while processing
// `commands`. If we do, then we only want to perform a clear if there
// was an explicit `Clear` command. Otherwise, we want to preserve the
// contents of the previous render pass.
//
// This variable gets set to `Some` when we encounter a `Clear` command,
// and then gets set to `None` when we create a new render pass.
clear_color: Option<ClearColor>,
// After a call to 'present()', the Context3D API requires a call to 'clear'
// before any new calls to 'drawTriangles'. This tracks whether we've
// seen a `Context3DCommand::Clear` so far. Note that this is separate from
// `clear_color`, which may be `None` even if we've seen a `Clear` command.
seen_clear_command: bool,
scissor_rectangle: Option<Rectangle<Twips>>,
}
impl WgpuContext3D {
pub fn new(descriptors: Arc<Descriptors>, profile: Context3DProfile) -> Self {
let make_dummy_handle = || {
let texture_label = create_debug_label!("Render target texture");
let format = wgpu::TextureFormat::Rgba8Unorm;
let dummy_texture = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
view_formats: &[format],
usage: wgpu::TextureUsages::COPY_SRC,
});
BitmapHandle(Arc::new(Texture {
bind_linear: Default::default(),
bind_nearest: Default::default(),
texture: dummy_texture,
copy_count: Cell::new(0),
}))
};
let back_buffer_raw_texture_handle = make_dummy_handle();
let front_buffer_raw_texture_handle = make_dummy_handle();
// FIXME - determine the best chunk size for this
let buffer_staging_belt = StagingBelt::new(1024);
let current_pipeline = CurrentPipeline::new(&descriptors);
let buffer_command_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Buffer command encoder").as_deref(),
});
Self {
profile,
descriptors,
buffer_staging_belt,
back_buffer_raw_texture_handle,
front_buffer_raw_texture_handle,
current_pipeline,
compiled_pipeline: None,
bind_group: None,
vertex_attributes: std::array::from_fn(|_| None),
current_texture_view: None,
current_texture_size: None,
current_depth_texture_view: None,
current_texture_resolve_view: None,
back_buffer_sample_count: 1,
back_buffer_size: None,
back_buffer_texture_view: None,
back_buffer_depth_texture_view: None,
back_buffer_resolve_texture_view: None,
front_buffer_texture_view: None,
front_buffer_depth_texture_view: None,
front_buffer_resolve_texture_view: None,
buffer_command_encoder,
clear_color: None,
seen_clear_command: false,
scissor_rectangle: None,
}
}
fn create_depth_texture(
&mut self,
width: u32,
height: u32,
sample_count: u32,
) -> Rc<TextureView> {
Rc::new(
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Context3D depth texture"),
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
view_formats: &[wgpu::TextureFormat::Depth24PlusStencil8],
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
})
.create_view(&Default::default()),
)
}
// This restores rendering to our normal buffer. It can be triggered explicitly
// from ActionScript via Context3D.setRenderToBackBuffer(), or automatically
// when calling Context3D.present()
fn set_render_to_back_buffer(&mut self) {
self.current_texture_size = self.back_buffer_size;
self.current_texture_view = self.back_buffer_texture_view.clone();
self.current_texture_resolve_view = self.back_buffer_resolve_texture_view.clone();
self.current_depth_texture_view = self.back_buffer_depth_texture_view.clone();
self.current_pipeline
.update_has_depth_texture(self.current_depth_texture_view.is_some());
self.current_pipeline
.update_sample_count(self.back_buffer_sample_count);
self.current_pipeline
.update_target_format(TextureFormat::Rgba8Unorm);
}
pub(crate) fn present(&mut self) {
std::mem::swap(
&mut self.back_buffer_raw_texture_handle,
&mut self.front_buffer_raw_texture_handle,
);
std::mem::swap(
&mut self.back_buffer_texture_view,
&mut self.front_buffer_texture_view,
);
std::mem::swap(
&mut self.back_buffer_resolve_texture_view,
&mut self.front_buffer_resolve_texture_view,
);
std::mem::swap(
&mut self.back_buffer_depth_texture_view,
&mut self.front_buffer_depth_texture_view,
);
self.set_render_to_back_buffer();
self.seen_clear_command = false;
self.clear_color = None;
}
fn make_render_pass<'a>(
&'a mut self,
command_encoder: &'a mut CommandEncoder,
) -> RenderPass<'a> {
// Subsequent draw calls (without an intermediate 'clear()' call)
// will use a clear color of None. This ensures that by itself,
// re-creating the render pass has no effect on the output
let clear_color = self.clear_color.take();
let color_load = match clear_color {
Some(clear) if clear.mask & COLOR_MASK != 0 => wgpu::LoadOp::Clear(clear.rgb),
_ => wgpu::LoadOp::Load,
};
let depth_load = match clear_color {
Some(clear) if clear.mask & DEPTH_MASK != 0 => wgpu::LoadOp::Clear(clear.depth),
_ => wgpu::LoadOp::Load,
};
let stencil_load = match clear_color {
Some(clear) if clear.mask & STENCIL_MASK != 0 => wgpu::LoadOp::Clear(clear.stencil),
_ => wgpu::LoadOp::Load,
};
let depth_stencil_attachment = if let Some(depth_view) = &self.current_depth_texture_view {
Some(wgpu::RenderPassDepthStencilAttachment {
view: depth_view,
depth_ops: Some(wgpu::Operations {
load: depth_load,
store: wgpu::StoreOp::Store,
}),
stencil_ops: Some(wgpu::Operations {
load: stencil_load,
store: wgpu::StoreOp::Store,
}),
})
} else {
None
};
let mut pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Context3D render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: self.current_texture_view.as_ref().unwrap(),
resolve_target: self.current_texture_resolve_view.as_deref(),
ops: wgpu::Operations {
load: color_load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment,
..Default::default()
});
pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
pass.set_pipeline(
self.compiled_pipeline
.as_ref()
.expect("Missing compiled pipeline"),
);
if let Some(rect) = &self.scissor_rectangle {
let current_size = self.current_texture_size.unwrap();
if rect.x_min.to_pixels() < 0.0
|| rect.y_min.to_pixels() < 0.0
|| rect.x_max.to_pixels() as u32 > current_size.width
|| rect.y_max.to_pixels() as u32 > current_size.height
|| rect.x_min == rect.x_max
|| rect.y_min == rect.y_max
{
// FIXME - throw an error when Context3D.enableErrorChecking is set
tracing::error!(
"Invalid scissor rectangle {:?} for texture size {:?}",
rect,
current_size
);
self.scissor_rectangle = None;
} else {
pass.set_scissor_rect(
rect.x_min.to_pixels() as u32,
rect.y_min.to_pixels() as u32,
rect.width().to_pixels() as u32,
rect.height().to_pixels() as u32,
);
}
}
let mut seen = Vec::new();
// Create a binding for each unique buffer that we encounter.
// TODO - deduplicate this with the similar logic in set_pipelines
let mut i = 0;
for attr in self.vertex_attributes.iter().flatten() {
if !seen.iter().any(|b| Rc::ptr_eq(b, &attr.buffer)) {
pass.set_vertex_buffer(i as u32, attr.buffer.buffer.slice(..));
seen.push(attr.buffer.clone());
i += 1;
}
}
pass
}
}
pub struct IndexBufferWrapper {
pub buffer: wgpu::Buffer,
/// A cpu-side copy of the buffer data. This is used to allow us to
/// perform unaligned writes to the GPU buffer, which is required by ActionScript.
pub data: Vec<u8>,
}
#[derive(Debug)]
pub struct VertexBufferWrapper {
pub buffer: wgpu::Buffer,
pub data_32_per_vertex: u8,
}
#[derive(Debug)]
pub struct TextureWrapper {
texture: wgpu::Texture,
}
impl IndexBuffer for IndexBufferWrapper {}
impl VertexBuffer for VertexBufferWrapper {}
impl ruffle_render::backend::Texture for TextureWrapper {
fn width(&self) -> u32 {
self.texture.width()
}
fn height(&self) -> u32 {
self.texture.height()
}
}
// Context3D.setVertexBufferAt supports up to 8 vertex buffer attributes
const MAX_VERTEX_ATTRIBUTES: usize = 8;
#[derive(Clone, Debug)]
pub struct VertexAttributeInfo {
// An offset in units of buffer entries (f32 or u8)
offset_in_32bit_units: u64,
format: Context3DVertexBufferFormat,
buffer: Rc<VertexBufferWrapper>,
}
impl Context3D for WgpuContext3D {
fn profile(&self) -> Context3DProfile {
self.profile
}
fn bitmap_handle(&self) -> BitmapHandle {
self.front_buffer_raw_texture_handle.clone()
}
fn should_render(&self) -> bool {
// If this is None, we haven't called configureBackBuffer yet.
self.current_texture_view.is_some()
}
fn create_index_buffer(
&mut self,
_ruffle_usage: ruffle_render::backend::BufferUsage,
num_indices: u32,
) -> Box<dyn IndexBuffer> {
let size = align_copy_buffer_size(num_indices as usize * std::mem::size_of::<u16>()) as u32;
let buffer = self.descriptors.device.create_buffer(&BufferDescriptor {
label: None,
size: size as u64,
usage: BufferUsages::INDEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Box::new(IndexBufferWrapper {
buffer,
data: vec![0; size as usize],
})
}
fn create_vertex_buffer(
&mut self,
_usage: ruffle_render::backend::BufferUsage,
num_vertices: u32,
data_32_per_vertex: u8,
) -> Rc<dyn VertexBuffer> {
let buffer = self.descriptors.device.create_buffer(&BufferDescriptor {
label: None,
// Each data value is 4 bytes
size: num_vertices as u64 * data_32_per_vertex as u64 * 4,
usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Rc::new(VertexBufferWrapper {
buffer,
data_32_per_vertex,
})
}
fn disposed_index_buffer_handle(&self) -> Rc<dyn IndexBuffer> {
todo!()
}
fn disposed_vertex_buffer_handle(&self) -> Rc<dyn VertexBuffer> {
todo!()
}
fn create_texture(
&mut self,
width: u32,
height: u32,
format: ruffle_render::backend::Context3DTextureFormat,
_optimize_for_render_to_texture: bool,
streaming_levels: u32,
) -> Result<Rc<dyn ruffle_render::backend::Texture>, Error> {
let format = convert_texture_format(format)?;
// Wgpu doesn't support using this as a render attachment. Hopefully no swfs try
// to use it as one.
let render_attachment = if matches!(format, TextureFormat::Bc3RgbaUnorm) {
TextureUsages::empty()
} else {
TextureUsages::RENDER_ATTACHMENT
};
if streaming_levels != 0 {
return Err(Error::Unimplemented(
format!("streamingLevels={streaming_levels}").into(),
));
}
let texture = self.descriptors.device.create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format,
view_formats: &[format],
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | render_attachment,
});
Ok(Rc::new(TextureWrapper { texture }))
}
fn create_cube_texture(
&mut self,
size: u32,
format: ruffle_render::backend::Context3DTextureFormat,
_optimize_for_render_to_texture: bool,
streaming_levels: u32,
) -> Result<Rc<dyn ruffle_render::backend::Texture>, Error> {
let format = convert_texture_format(format)?;
if streaming_levels != 0 {
tracing::warn!(
"createCubeTexture: streaming_levels={} is not yet implemented",
streaming_levels,
);
}
let texture = self.descriptors.device.create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: size,
height: size,
depth_or_array_layers: 6,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format,
view_formats: &[format],
// Note - `optimize_for_render_to_texture` is just a hint, so
// have to use `TextureUsages::TEXTURE_BINDING` even if the hint
// is `false`.
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
});
Ok(Rc::new(TextureWrapper { texture }))
}
fn process_command(&mut self, command: Context3DCommand<'_>) {
match command {
Context3DCommand::Clear {
red,
green,
blue,
alpha,
depth,
stencil,
mask,
} => {
self.clear_color = Some(ClearColor {
rgb: wgpu::Color {
r: red,
g: green,
b: blue,
a: alpha,
},
mask,
depth: depth as f32,
stencil,
});
self.seen_clear_command = true;
}
Context3DCommand::ConfigureBackBuffer {
width,
height,
anti_alias,
depth_and_stencil,
wants_best_resolution: _,
wants_best_resolution_on_browser_zoom: _,
} => {
let format = wgpu::TextureFormat::Rgba8Unorm;
let mut sample_count = anti_alias;
if sample_count == 0 {
sample_count = 1;
}
let next_pot = sample_count.next_power_of_two();
if sample_count != next_pot {
// Round down to nearest power of 2
sample_count = next_pot / 2;
}
sample_count =
supported_sample_count(&self.descriptors.adapter, sample_count, format);
let texture_label = create_debug_label!("Render target texture");
let make_it = || {
// TODO - see if we can deduplicate this with the code in `CommandTarget`
let wgpu_texture =
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format,
view_formats: &[format],
usage: if sample_count > 1 {
wgpu::TextureUsages::RENDER_ATTACHMENT
} else {
wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING
},
});
let resolve_texture = if sample_count > 1 {
Some(
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
view_formats: &[format],
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING,
}),
)
} else {
None
};
(wgpu_texture, resolve_texture)
};
let (back_buffer_texture, back_buffer_resolve_texture) = make_it();
let (front_buffer_texture, front_buffer_resolve_texture) = make_it();
self.current_texture_view = Some(Rc::new(
back_buffer_texture.create_view(&Default::default()),
));
if depth_and_stencil {
self.back_buffer_depth_texture_view =
Some(self.create_depth_texture(width, height, sample_count));
self.front_buffer_depth_texture_view =
Some(self.create_depth_texture(width, height, sample_count));
self.current_depth_texture_view = self.back_buffer_depth_texture_view.clone();
} else {
self.back_buffer_depth_texture_view = None;
self.front_buffer_depth_texture_view = None;
self.current_depth_texture_view = None;
}
// Keep track of the texture/depth views, so that we can later
// restore them in `set_render_to_back_buffer`
self.back_buffer_sample_count = sample_count;
self.back_buffer_size = Some(Extent3d {
width,
height,
depth_or_array_layers: 1,
});
self.current_texture_size = self.back_buffer_size;
self.back_buffer_texture_view = self.current_texture_view.clone();
self.back_buffer_resolve_texture_view = back_buffer_resolve_texture
.as_ref()
.map(|t| Rc::new(t.create_view(&Default::default())));
self.front_buffer_texture_view = Some(Rc::new(
front_buffer_texture.create_view(&Default::default()),
));
self.front_buffer_resolve_texture_view = front_buffer_resolve_texture
.as_ref()
.map(|t| Rc::new(t.create_view(&Default::default())));
if sample_count > 1 {
self.current_texture_resolve_view = Some(Rc::new(
back_buffer_resolve_texture
.as_ref()
.unwrap()
.create_view(&Default::default()),
));
// We always use a non-multisampled texture as our raw texture handle,
// which is what the Stage rendering code expects. In multisample mode,
// this is our resolve texture.
self.back_buffer_raw_texture_handle = BitmapHandle(Arc::new(Texture {
texture: back_buffer_resolve_texture.unwrap(),
bind_linear: Default::default(),
bind_nearest: Default::default(),
copy_count: Cell::new(0),
}));
self.front_buffer_raw_texture_handle = BitmapHandle(Arc::new(Texture {
texture: front_buffer_resolve_texture.unwrap(),
bind_linear: Default::default(),
bind_nearest: Default::default(),
copy_count: Cell::new(0),
}));
} else {
// In non-multisample mode, we don't have a separate resolve buffer,
// so our main texture gets used as the raw texture handle.
self.back_buffer_raw_texture_handle = BitmapHandle(Arc::new(Texture {
texture: back_buffer_texture,
bind_linear: Default::default(),
bind_nearest: Default::default(),
copy_count: Cell::new(0),
}));
self.front_buffer_raw_texture_handle = BitmapHandle(Arc::new(Texture {
texture: front_buffer_texture,
bind_linear: Default::default(),
bind_nearest: Default::default(),
copy_count: Cell::new(0),
}));
self.current_texture_resolve_view = None;
}
self.current_pipeline
.update_has_depth_texture(depth_and_stencil);
self.current_pipeline.update_sample_count(sample_count);
}
Context3DCommand::UploadToIndexBuffer {
buffer,
start_offset,
data,
} => {
if data.is_empty() {
return;
}
let buffer: &mut IndexBufferWrapper = buffer
.as_any_mut()
.downcast_mut::<IndexBufferWrapper>()
.unwrap();
// Unfortunately, ActionScript works with 2-byte indices, while wgpu requires
// copy offsets and sizes to have 4-byte alignment. To support this, we need
// to keep a copy of the data on the CPU side. We round *down* the offset to
// the closest multiple of 4 bytes, and round *up* the length to the closest
// multiple of 4 bytes. We then perform a copy from our CPU-side buffer, which
// which uses the existing data (at the beginning or end) to fill out the copy
// to the required length and offset. Without this, we would lose data in the CPU
// buffer whenever we performed a copy with an unalignd offset or length.
let offset_bytes = start_offset * std::mem::size_of::<u16>();
let rounded_down_offset =
offset_bytes - (offset_bytes % COPY_BUFFER_ALIGNMENT as usize);
let rounded_up_length = align_copy_buffer_size(data.len());
buffer.data[offset_bytes..(offset_bytes + data.len())].copy_from_slice(&data);
self.buffer_staging_belt
.write_buffer(
&mut self.buffer_command_encoder,
&buffer.buffer,
rounded_down_offset as u64,
NonZeroU64::new(rounded_up_length as u64).unwrap(),
&self.descriptors.device,
)
.copy_from_slice(
&buffer.data
[rounded_down_offset..(rounded_down_offset + rounded_up_length)],
);
}
Context3DCommand::UploadToVertexBuffer {
buffer,
start_vertex,
data32_per_vertex,
data,
} => {
if data.is_empty() {
return;
}
let buffer: Rc<VertexBufferWrapper> = buffer
.clone()
.into_any_rc()
.downcast::<VertexBufferWrapper>()
.unwrap();
// ActionScript can only work with 32-bit chunks of data, so our `write_buffer`
// offset and size will always be a multiple of `COPY_BUFFER_ALIGNMENT` (4 bytes)
self.buffer_staging_belt.write_buffer(
&mut self.buffer_command_encoder,
&buffer.buffer,
(start_vertex * (data32_per_vertex as usize) * std::mem::size_of::<f32>())
as u64,
NonZeroU64::new(data.len() as u64).unwrap(),
&self.descriptors.device,
)[..data.len()]
.copy_from_slice(&data);
}
Context3DCommand::SetRenderToTexture {
texture,
enable_depth_and_stencil,
anti_alias,
surface_selector,
} => {
let mut sample_count = anti_alias;
if sample_count == 0 {
sample_count = 1;
}
#[cfg(target_family = "wasm")]
{
if sample_count > 1
&& matches!(
self.descriptors.adapter.get_info().backend,
wgpu::Backend::Gl
)
{
tracing::warn!("Context.setRenderToTexture with antiAlias > 1 is not yet supported on WebGL");
sample_count = 1;
}
}
let texture_wrapper = texture.as_any().downcast_ref::<TextureWrapper>().unwrap();
self.current_texture_size = Some(Extent3d {
width: texture_wrapper.texture.width(),
height: texture_wrapper.texture.height(),
depth_or_array_layers: texture_wrapper.texture.depth_or_array_layers(),
});
let view_desc = TextureViewDescriptor {
base_array_layer: surface_selector,
array_layer_count: Some(1),
dimension: Some(wgpu::TextureViewDimension::D2),
..Default::default()
};
if sample_count != 1 {
let texture_label = create_debug_label!("Render target texture MSAA");
let msaa_texture =
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: texture_label.as_deref(),
size: Extent3d {
width: texture_wrapper.texture.width(),
height: texture_wrapper.texture.height(),
depth_or_array_layers: texture_wrapper
.texture
.depth_or_array_layers(),
},
mip_level_count: 1,
sample_count,
dimension: texture_wrapper.texture.dimension(),
format: texture_wrapper.texture.format(),
view_formats: &[texture_wrapper.texture.format()],
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING,
});
self.current_texture_resolve_view =
Some(Rc::new(texture_wrapper.texture.create_view(&view_desc)));
self.current_texture_view = Some(Rc::new(msaa_texture.create_view(&view_desc)));
} else {
self.current_texture_resolve_view = None;
self.current_texture_view =
Some(Rc::new(texture_wrapper.texture.create_view(&view_desc)));
}
if enable_depth_and_stencil {
self.current_depth_texture_view = Some(self.create_depth_texture(
texture_wrapper.texture.width(),
texture_wrapper.texture.height(),
sample_count,
));
} else {
self.current_depth_texture_view = None;
}
self.current_pipeline
.update_has_depth_texture(enable_depth_and_stencil);
self.current_pipeline.remove_texture(&texture);
self.current_pipeline.update_sample_count(sample_count);
self.current_pipeline
.update_target_format(texture_wrapper.texture.format());
}
Context3DCommand::SetRenderToBackBuffer => {
self.set_render_to_back_buffer();
}
Context3DCommand::DrawTriangles {
index_buffer,
first_index,
num_triangles,
} => {
let index_buffer: &IndexBufferWrapper = index_buffer
.as_any()
.downcast_ref::<IndexBufferWrapper>()
.unwrap();
let indices =
(first_index as u32)..((first_index as u32) + (num_triangles as u32 * 3));
let new_pipeline = self
.current_pipeline
.rebuild_pipeline(&self.descriptors, &self.vertex_attributes);
if !self.seen_clear_command {
tracing::warn!(
"Context3D::present: drawTriangles called without first calling clear()"
);
}
self.buffer_staging_belt.finish();
let new_encoder = self.descriptors.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Buffer command encoder").as_deref(),
},
);
let finished_buffer_command_encoder =
std::mem::replace(&mut self.buffer_command_encoder, new_encoder);
// Note - we need to unconditionally re-create the render pass, since we had to submit the
// buffer command encoder above.
if let Some((new_pipeline, new_bind_group)) = new_pipeline {
self.compiled_pipeline = Some(new_pipeline);
self.bind_group = Some(new_bind_group);
}
let mut render_command_encoder = self.descriptors.device.create_command_encoder(
&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Render command encoder").as_deref(),
},
);
let mut render_pass = self.make_render_pass(&mut render_command_encoder);
render_pass
.set_index_buffer(index_buffer.buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(indices, 0, 0..1);
// A `RenderPass` needs to hold references to several fields in `self`, so we can't
// easily re-use it across multiple `DrawTriangles` calls.
drop(render_pass);
self.descriptors.queue.submit([
finished_buffer_command_encoder.finish(),
render_command_encoder.finish(),
]);
self.buffer_staging_belt.recall();
}
Context3DCommand::SetVertexBufferAt {
index,
buffer,
buffer_offset,
} => {
let info = if let Some((buffer, format)) = buffer {
let buffer = buffer
.clone()
.into_any_rc()
.downcast::<VertexBufferWrapper>()
.unwrap();
Some(VertexAttributeInfo {
buffer,
offset_in_32bit_units: buffer_offset as u64,
format,
})
} else {
None
};
self.vertex_attributes[index as usize] = info;
self.current_pipeline
.update_vertex_buffer_at(index as usize);
}
Context3DCommand::UploadShaders {
module,
vertex_shader_agal,
fragment_shader_agal,
} => {
*module.borrow_mut() = Some(Rc::new(ShaderPairAgal::new(
vertex_shader_agal,
fragment_shader_agal,
)));
}
Context3DCommand::SetShaders { module } => {
let shaders =
module.map(|shader| shader.into_any_rc().downcast::<ShaderPairAgal>().unwrap());
self.current_pipeline.set_shaders(shaders)
}
Context3DCommand::SetProgramConstantsFromVector {
program_type,
first_register,
matrix_raw_data_column_major,
} => {
if matrix_raw_data_column_major.is_empty() {
return;
}
let buffer = match program_type {
ProgramType::Vertex => &self.current_pipeline.vertex_shader_uniforms,
ProgramType::Fragment => &self.current_pipeline.fragment_shader_uniforms,
};
let offset = first_register as u64
* AGAL_FLOATS_PER_REGISTER
* std::mem::size_of::<f32>() as u64;
let mut buffer_view = self.buffer_staging_belt.write_buffer(
&mut self.buffer_command_encoder,
buffer,
offset,
NonZeroU64::new(
(matrix_raw_data_column_major.len() * std::mem::size_of::<f32>()) as u64,
)
.unwrap(),
&self.descriptors.device,