

Ruffle Desktop can be built from our Homebrew Tap:īrew install -HEAD ruffle-rs/ruffle/ruffle To build in debug mode, simply omit -release from the command. To run a specific SWF file, pass the SWF path as an argument:Ĭargo run -release -package=ruffle_desktop - test.swf Use the following command to build and run the desktop app:Ĭargo run -release -package=ruffle_desktop If you are building for a Linux platform, the following are typical dependencies: Ubuntu You must also have Java installed, and available on your PATH as java. Building from sourceįollow the official guide to install Rust for your platform. Nightly builds of Ruffle are available for desktop and web platforms including the browser extension.įor more detailed instructions, see our wiki page. The easiest way to try out Ruffle is to visit the web demo page, then click the "Browse." button to load an SWF file of your choice. Basic ActionScript 1.0/2.0 support is in place and improving ActionScript 3.0 support is forthcoming. Ruffle is in the proof-of-concept stage and can currently run early Flash animations and games. Ruffle targets both the desktop and the web using WebAssembly. Ruffle is an Adobe Flash Player emulator written in the Rust programming language. Website | demo | nightly builds | wiki Ruffle * ShaderJob execution is always synchronous. * Only BitmapData is supported as an input/output type - Flash Player * PixelBender matrix types are not supported. "donut" shader that I found and included as a test. * Only a few of the PixelBender opcodes are implemented - however, this isĮnough to get Stemlands cannon rotation working, as well as a cool Of a `ShaderJob` only needs to create a bind group and render pass. Wgpu types inside `ShaderData`, when it's first created. This allows us to cache the compiled `naga::Module` and associated

The Actionscript-side shader parameters are passed in through uniforms.

* `ruffle_render_wgpu` sets up the render pipeline for the shaderĬonstructed by `naga-pixelbender`, and actually executes the shader. * `naga-pixelbender` (newly created) constructs a Naga `Module` * `ruffle_core` holds some helper functions for converting betweenĪVM2 `Value`s and the PixelBender vector types. Implementation (previously, this was in `ruffle_core`). * `ruffle_render` now holds the main PixelBender bytecode parsing The implementation is split across four crates: Wpgu: Initial implementation of PixelBender shader execution ( #11441 ) * wpgu: Initial implementation of PixelBender shader execution
