-
-
Notifications
You must be signed in to change notification settings - Fork 828
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
avm2: Implement DisplayObject.blendShader #12238
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Aaron1011
force-pushed
the
shader-blend-mode
branch
from
July 22, 2023 21:21
73795ff
to
6338d4d
Compare
This also closes #58. |
Aaron1011
force-pushed
the
shader-blend-mode
branch
from
July 23, 2023 18:38
6338d4d
to
5dd9935
Compare
Dinnerbone
reviewed
Jul 23, 2023
Dinnerbone
reviewed
Jul 23, 2023
Dinnerbone
reviewed
Jul 23, 2023
Aaron1011
force-pushed
the
shader-blend-mode
branch
from
July 25, 2023 14:01
5dd9935
to
d0f9ea6
Compare
@Dinnerbone I introduced |
Dinnerbone
approved these changes
Jul 25, 2023
Aaron1011
force-pushed
the
shader-blend-mode
branch
3 times, most recently
from
July 25, 2023 16:41
1b846ba
to
6702f79
Compare
We already had almost all of the PixelBender support needed for this. Since this is run during displayobject rendering, we need to support MSAA, which requires us to create a `RenderPipeline` per sample count used. This fixes Closure's rendering (previously, the game rendered as a solid white background with a few gray ovals).
Aaron1011
force-pushed
the
shader-blend-mode
branch
from
July 26, 2023 23:09
6702f79
to
70b2cd2
Compare
32 tasks
danielhjacobs
pushed a commit
to danielhjacobs/ruffle
that referenced
this pull request
Aug 28, 2023
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
We already had almost all of the PixelBender support needed for this. Since this is run during displayobject rendering, we need to support MSAA, which requires us to create a
RenderPipeline
per sample count used.This fixes Closure's rendering (previously, the game rendered as a solid white background with a few gray ovals).