Commit Graph

2612 Commits

Author SHA1 Message Date
HayesGordon
be323ebe74 fix(runtime): additional null checks on audio play (#11281) a4e9d50469
* fix(runtime): additional null checks on audio play

* chore: add additional null check for safety

Co-authored-by: Gordon <pggordonhayes@gmail.com>
2026-01-07 20:00:23 +00:00
bodymovin
3f999b7edc fix(scripting): some crashed related to paths (#11378) c05b97d6d5
* fix(scripting): some crashed related to paths

Co-authored-by: hernan <hernan@rive.app>
2026-01-06 20:31:25 +00:00
philter
fafd66788a chore: Enable with_rive_scripting flag for wasm (#11329) 8e395d6bb0
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-06 19:06:14 +00:00
bodymovin
66c35233ff chore: complete groups path effects work (#11373) 8f9dae9f36
* fix effects sorting

* fix Feature values

* invalidate effects on update instead than when dirt is added to avoid multiple invalidations per frame

* fix key conflict

Co-authored-by: hernan <hernan@rive.app>
2026-01-03 00:49:09 +00:00
bodymovin
075782ff46 feature: add group effects support (#11359) df0db41a9c
Co-authored-by: hernan <hernan@rive.app>
2026-01-02 22:55:01 +00:00
bodymovin
15a922714f Nnnnn relative data bind all paths (#11346) 41d316c675
* StateMachineListener relative view model property path
* StateMachineFireTrigger relative view model property path
* ScriptInputViewModelProperty relative view model property path

Co-authored-by: hernan <hernan@rive.app>
2026-01-02 21:11:44 +00:00
luigi-rosso
c3ff521ac8 fix: lua error on in-flight path mutation (#11350) 56f08da6b1
* fix: lua error on in-flight path mutation

* fix: remove DrawOption

* fix: failing tests

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-23 23:43:07 +00:00
bodymovin
5a94a09dfb feature: add support for relative view model data bind paths for nested artboards (#11344) 923b32059d
feature: add support for relative view model data bind paths

Co-authored-by: hernan <hernan@rive.app>
2025-12-23 23:14:54 +00:00
bodymovin
a78f52bf82 fix: cast int as double when solo is bound to a number (#11332) 699b891b79
Co-authored-by: hernan <hernan@rive.app>
2025-12-21 20:50:08 +00:00
philter
180af1a7fc Library Scripts export fix (#11294) 978d565911
fix(editor): Properly remove all script core objects when deleted (#11324) a3e784a1f0
3 Fixes for Script asset deletion in this PR:

- Present a confirmation dialog if the script is being used by any scripted object on any artboard
- When script asset is deleted, make sure to clean up all of the associated core code file/line/points
- Also remove the LibraryCodeFile from the library cache. This fixes a bug where after deleting a library script, you couldn't add it back to the file again.

Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-19 21:40:35 +00:00
bodymovin
fd78cac7a6 fix: initialize did change as true (#11323) 9f2de92c4c
Co-authored-by: hernan <hernan@rive.app>
2025-12-19 20:17:08 +00:00
bodymovin
7a489bb15f feature: allow listeners to listen to any type of view model change (#11313) 4b7a5a8032
Co-authored-by: hernan <hernan@rive.app>
2025-12-19 18:31:47 +00:00
JoshJRive
d0129efa4f fix(vulkan): Fix "player" (#11314) 08c2e47d44
Testing window was restructured to allow the tests to destroy/recreate the device, but the render target was not being (re)created when the device was.

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-18 23:37:57 +00:00
damzobridge
4ef0187996 fix(unity): webgl harfbuzz conflict in unity 6.3 (#11309) 5e2ecca169
Co-authored-by: Adam <67035612+damzobridge@users.noreply.github.com>
2025-12-18 19:34:14 +00:00
bodymovin
dad43127a8 feature: support name based binding paths (#11007) a55da7f31f
* feature: support name based binding paths

Co-authored-by: hernan <hernan@rive.app>
2025-12-18 00:31:45 +00:00
philter
90e5c7d1b3 Update public key for verifying script signatures (#11301) db3368437f
Co-authored-by: Arthur Vivian <arthur@rive.app>
2025-12-17 23:24:55 +00:00
csmartdalton
8ac7190472 feat(vk): Avoid a copy for rasterOrdering non-input-attachment passes (#11298) e4ef1ece98
When the renderTarget doesn't support
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, we have to use an offscreen color
texture instead. Previously, we would copy this offscreen texture back
into the renderTarget after the render pass, which incurred a
substantial amount of memory bandwidth. This PR instead transfers the
offscreen texture to the renderTarget as part of the render pass, and
then discards the offscreen texture, saving a fullscreen copy on TBDR
architectures.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-17 22:26:11 +00:00
luigi-rosso
3805482c3c feature: bytecode header format (#11293) 68f1096d75
* feature: bytecode header format

* Reexport scripting test rivs

* Reexport one more riv

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Co-authored-by: Phil Chung <philterdesign@gmail.com>
2025-12-17 20:42:24 +00:00
csmartdalton
0a978321ee fix(vk): Make the color ramp pass interruptible (#11270) ba953a142b
Color ramps are the final resource texture we need to make interruptible
for old Android GPUs that don't support complex render passes.

Also fix lots_of_tess_spans to look the same on MSAA and not.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-16 21:52:24 +00:00
philter
c52a714032 Refactor Script registration (#11280) bc6f965d1f
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-16 19:52:05 +00:00
luigi-rosso
fbd07113b2 chore: bump to luau 0.703 (#11285) 752595c590
* chore: bump to luau 0.703

* fix: error changed in linter

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-16 18:35:16 +00:00
aliasbinman
f600a31b6e Add .frag and .vert to file list (#11289) 3bd6d37844
Update premake5_pls_renderer.lua

Co-authored-by: John White <aliasbinman@gmail.com>
2025-12-16 18:07:46 +00:00
JoshJRive
315c683b56 Remove Vulkan support for PowerVR devices below Vulkan 1.3 (#11284) f15e7dd47a
Due to issues with early PowerVR drivers, GL is recommended for these devices

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-16 02:49:50 +00:00
bodymovin
5f503f6f8c fix(UAT): only trigger callback when instance is created from scripting (#11283) 7564ef1fcb
Co-authored-by: hernan <hernan@rive.app>
2025-12-15 23:28:19 +00:00
bodymovin
81984a8c89 feat(runtime): skip drawing unchanged frames (#11127) f32a23806c
* skip drawing unchanged frames

Co-authored-by: hernan <hernan@rive.app>
2025-12-15 19:56:26 +00:00
JoshJRive
f31972763e fix(vulkan) Rebuild vulkan device between gms on less devices (#11275) 8cdc26684f
* fix(vulkan) Tighten the requirements for destroying/recreating the vulkan gms on Adrenos

This was causing a test failure on a couple devices with the same chipset and driver

* Increase timeout to 5

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-14 22:32:20 +00:00
bodymovin
f0b7370df7 Nnnnn add data metatable and viewmodels (#11269) f23eb70aec
* feature(scripting): add support for accessing view models from context and creating view model from global data

Co-authored-by: hernan <hernan@rive.app>
2025-12-14 14:47:49 +00:00
csmartdalton
69b17fe3a8 fix(ci): Increase tolerance on histogram compare (#11274) 332a226197
lots_of_tess_spans_stroke is seeing a histogram result as low as .95087
on a correct image. Bump the default tolerance to .05 so we don't get
false negatives. Hopefully this holds us over until we can work on more
accurate image diffing.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-14 03:17:19 +00:00
csmartdalton
0871679138 fix(vk): Actually apply a workaround for the Android overflow texture (#11273) e6c21bf6fd
We had a nice comment describing why we shouldn't create the overflow
texture with VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, but then we went ahead
and accidentally created it as an input attachment anyway.

This PR actually applies the workaround described in the comment.

Also apply the "teardown after every GM" workaround to Adreno pre 1.3 GPUs,
since those also experience sporadic crashes and this appears to help.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-13 05:58:52 +00:00
JoshJRive
6134855b7f fix(Vulkan) Work around a Vulkan driver OOM on Mali devices (#11271) 37439d5fb6
The Mali Vulkan driver/device was running out of memory internally, occasionally. This adds a hook into the testing window that gets run after each GM finishes, which TestingWindowAndroidVulkan now uses to tear the device down completely. The device then gets rebuilt as needed.

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-13 03:43:05 +00:00
philter
8d869457e9 fix(editor): Input to VM toggle fix (#11272) 1dd286c979
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-13 02:40:42 +00:00
aliasbinman
b0887d9e3f Unity dx12 (#11162) 2517eb7d7f
* Initial

* Latest updates

* More updates

* Move some headers

* More cleanup

* clang format

* more clang updates

* Update d3d12_pipeline_manager.cpp

* Update d3d12_pipeline_manager.cpp

* More fixes

* Update unity d3d12

* Fix Pathfiddle

* Update code

* Updates

* Latest files

* Updates

* Fixes

* white space

* Formatting

* formatting

* Clang format

* clang format

* Update premake5.lua

* Update premake5.lua

* Update root.sig

Co-authored-by: John White <aliasbinman@gmail.com>
2025-12-12 18:02:06 +00:00
csmartdalton
d0e4e011e3 fix(vk): Make the tessellation pass interruptible (#11233) e7608ff659
chore(vk): Make the tessellation pass interruptible

We recently worked around some driver crashes on Vulkan by breaking up
atlas & draw render passes that were too complex. This PR makes the
exact same workaround for tessellation passes, and adds a GM to catch
this case.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-12 07:50:27 +00:00
philter
76973925fb Layout animation time bindable (#11264) c95fe9334e
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-12 04:26:43 +00:00
luigi-rosso
2981f6ad37 feat: Text input from editor + start of Focusable (#9905) e5c8a7ae8f
* feat: working on focusable

* feat: text events to rive native

* feat: runtime text from editor

* feat: text input in the editor

* chore: cleanup

* chore: fix non text builds

* chore: fix warning

* fix: key import in rive_native_web

* feat: text input for web rive_native

* chore: fixes

* chore: cleanup

* fix: remove unused imports

* chore: more tests for missed lines

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-12 01:10:25 +00:00
bodymovin
dbba23234b feature(scripting): add support to create view model instances from s… (#11232) 6fc23e1608
* feature(scripting): add support to create view model instances from scripts

Co-authored-by: hernan <hernan@rive.app>
2025-12-12 00:31:28 +00:00
philter
76eae106ad Scripting in Core Runtime (#11235) 0a5325e474
rev to luau 0.702 (#11259) b50983c49d

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-11 23:09:23 +00:00
luigi-rosso
85be3fe2d7 chore: bump macos-version-min to 11 (#11260) 08a3949a0d
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-11 21:34:05 +00:00
csmartdalton
3b5d9785f5 fix(wgpu): Bit rot (#11245) 47f4ec46d4
* Clean up some assumptions in WebGPU that support for PLS meant it was
  actually being used. Now that we support MSAA, it might not be in use.

* Clean up a refactoring typo that caused an input attachment to be
  deleted before it was used.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-09 23:23:00 +00:00
bodymovin
acfefa5895 chore: skip save operations on clipped single shapes (#11244) d352fe277e
Co-authored-by: hernan <hernan@rive.app>
2025-12-09 23:00:15 +00:00
bodymovin
14927d5051 fix: virtualized lists with data bound artboards map to the correct s… (#11242) 44c9c0b2ec
fix: virtualized lists with data bound artboards map to the correct source

Co-authored-by: hernan <hernan@rive.app>
2025-12-09 22:24:00 +00:00
csmartdalton
a5036d68b6 feat(vk): Set the maxTextureSize in Vulkan (#11227) 8b2069142c
Vulkan has always been using minimum sized atlases of 2048x2048 because
we forgot to set PlatformFeatures::maxTextureSize. Start grabbing this
value off the physicalDeviceProps to enable fewer flushes.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-06 02:56:09 +00:00
JoshJRive
78fcb64a7e fix(vulkan): Resolve validation error when resuming too-complex render passes (#11229) 3a8b9ba454
Vulkan's LOAD_OP_LOAD cannot be specified on a render pass attachment that is IMAGE_LAYOUT_UNDEFINED - this conditionally makes the image layout GENERAL in those cases (and allows it to stay UNDEFINED for the general case, since the texture may not yet be initialized)

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-05 22:59:04 +00:00
bodymovin
1d02cbcef3 feature: add support for animated clipping layouts and shapes (#11222) e2a5390cb1
Co-authored-by: hernan <hernan@rive.app>
2025-12-05 19:52:45 +00:00
blakdragan7
e02fa16250 fix(Unreal): Unreal perf improvements (#11221) 6a24742e15
* move all used textures to rdg

* changes needed for packaging a game

Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
2025-12-05 01:48:21 +00:00
blakdragan7
0072d25f12 fix(Unreal): Layout fit type fix (#11217) 294afdc22a
* Added set / reset size for artboarsd to command queue. Use this for render targets in unrel. Set size directly for widgets.

* removed original bounds

* made state machine advance when setting size

Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
2025-12-04 20:59:34 +00:00
csmartdalton
8c4f52b2a9 fix(vk): Adreno atlas rendering workaround (#11219) 9b177fd1df
Adreno 730, 740, and 830 don't seem to appreciate binding buffers and
updating descriptor sets before beginning the render pass, even though
this appears to be valid usage of the Vulkan API. Re-update atlas
rendering to begin the render pass first.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-04 19:40:07 +00:00
JoshJRive
bb071bd97b fix(vk): Workaround a crash on early Android tilers (#11212) 5d4d4b98f6
Some early Android tilers are known to crash when a render pass is too complex. This PR is a first stab at adding an "interrupt" mechanism to atlas and draw render passes, which allows us to break up our rendering into smaller chunks that don't crash. Currently, only rasterOrdering mode is supported for interrupting draw passes. We will need to investigate whether this workaround is also needed for msaa, tessellation, and gradient textures.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-04 08:42:04 +00:00
JoshJRive
7aa95ac536 fix(Vulkan): Work around a driver issue causing graphical corruption, other minor changes (#11204) b8b0d3e01c
This change primarily works around a driver issue that was causing visual corruption on some newer Adreno-based devices.
There are other minor changes as well (displaying the driver version from the bootstrapping code, setting a minimum requirement of Vulkan 1.1 in the renderer)

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-03 20:16:59 +00:00
JoshJRive
94ada07808 Update the versions of the spir-v shaders to all be 460 (#11209) f38d54d8e4
Some tooling changed today-ish that is causing the 310 es shaders to fail to build with:
```
runner/_work/rive/rive/packages/runtime/tests/unit_tests/out/android_arm64_debug/include/generated/shaders/glsl.minified.glsl:450: 'token pasting (##)' : not supported with this profile: es
ERROR: spirv/blit_texture_as_draw_filtered.main:6: 'stringify (#)' : not supported with this profile: es
ERROR: spirv/blit_texture_as_draw_filtered.main:6: '#' : '#' is not followed by a macro parameter.
ERROR: spirv/blit_texture_as_draw_filtered.main:6: '' : missing #endif
ERROR: spirv/blit_texture_as_draw_filtered.main:6: '' : compilation terminated
ERROR: 5 compilation errors.  No code generated.
```

This is only a "310 es" issue, and so since most spir-v shaders are already 460, this moves the rest to be the same.

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-03 01:16:59 +00:00