Commit Graph

290 Commits

Author SHA1 Message Date
Hajime Hoshi
b457dc3307 internal/graphicsdriver/opengl, metal, directx: skip multiplying a scale when a color matrix is used 2022-10-01 18:14:22 +09:00
Hajime Hoshi
4203a3b68a internal/graphicsdriver/opengl, metal, directx: add comments
Updates #1212
2022-10-01 15:21:02 +09:00
Hajime Hoshi
a10f3d1dad internal/graphicsdriver/opengl, metal, directx: refactoring: clean up the built-in shaders 2022-10-01 14:35:26 +09:00
Hajime Hoshi
cff64894cc internal/affine: refactoring: use slices instead of array pointers
This doesn't change the performance at the test using ColorM:

```
name           old time/op  new time/op  delta
ColorMScale-8  1.11µs ±43%  1.23µs ±70%   ~     (p=1.000 n=5+5)
```
2022-09-30 22:20:32 +09:00
Hajime Hoshi
45b2bd7b2b internal/graphicsdriver/metal/mtl: remove a TODO comment 2022-09-16 11:48:59 +09:00
Hajime Hoshi
963eb2756a all: fix TODO comments 2022-09-16 02:02:02 +09:00
Hajime Hoshi
2cbc5e7b60 internal/cocoa: remove IsIOS
Use `runtime.GOOS == "ios"` instead.

Closes #1415
2022-09-15 01:04:37 +09:00
Hajime Hoshi
655cd4bf68 all: remove the build tag
Updates #1415
2022-09-15 00:23:40 +09:00
Terra Brown
a1cc44833d
add errcheck static analysis (#2293)
Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
bb406c9b8f internal/graphicsdriver/metal: bug fix: go vet failed
view must not be copied.

Updates #2282
2022-09-06 19:09:21 +09:00
Hajime Hoshi
35f597e682 internal/graphicsdriver: refactoring: remove FilterScreen
Closes #2282
2022-09-06 19:04:15 +09:00
Hajime Hoshi
bd43b42ee5 internal/ui: reland the screen shader in Kage
This change relads a part of the change to use the screen shader
instead of FilterScreen, but with the issue on iOS fixed.

Let's remove FilterScreen later.

Updates #2282
2022-09-06 18:48:19 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
b2f874a244 image/rectangle: read pixels only for necessary parts
Closes #2274
2022-08-27 23:23:33 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
TotallyGamerJet
05470f7706
internal/graphicsdriver/metal: remove C for macOS (#2243)
Updates #1162
2022-08-18 01:39:34 +09:00
Hajime Hoshi
70f5e84098 internal/graphicsdriver: rename ReplacePixels to WritePixels
Updates #2236
2022-08-08 03:05:04 +09:00
mattn
2bacecca24
fix typos (#2227) 2022-08-03 22:40:39 +09:00
Herczog Zoltán
fabf3fb374
internal/graphicsdriver/metal: remove supportsMetal check (#2223)
Closes #2211
2022-07-31 21:20:53 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
7d725f3e58 Revert "internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal"
This reverts commit c31cc4ecff.

Reason: This didn't fix the issue.

Updates #2154
2022-07-04 11:50:06 +09:00
Hajime Hoshi
c31cc4ecff internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal
Inserting a dummy rendering command after ReplacePixels and before
DrawTriangles solved the issue. This is a very dirty hack, but
there seems no other better way.

Closes #2154
2022-07-03 15:59:18 +09:00
Hajime Hoshi
afe1a93648 internal/graphicscommand, internal/graphicsdriver/metal: remove unused code 2022-07-03 15:23:52 +09:00
Hajime Hoshi
12533c2cce Revert "internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles"
This reverts commit ac802cf0d0.

Reason: This caused flickerings, and didn't solve #2154

Updates #2154
Closes #2174
2022-07-03 12:17:58 +09:00
Hajime Hoshi
ac802cf0d0 internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles
Closes #2154
2022-06-19 15:38:12 +09:00
Hajime Hoshi
07a558b38d internal/graphicsdriver/metal: bug fix: the default driver must be initialized on the main thread
Closes #2147
2022-06-17 14:58:26 +09:00
Hajime Hoshi
138463e219 internal/ui: rename chooseGraphicsDriver -> newGraphicsDriver 2022-06-17 02:40:39 +09:00
Hajime Hoshi
7484df0c5e internal/graphicsdriver/metal: replace Get with NewGraphics
This is a prepartion to return an error when a graphics driver, especially
DirectX, fails to initialize.

Updates #2142
2022-06-17 02:40:35 +09:00
Hajime Hoshi
195b060911 internal/graphicsdriver/metal: refactoring: initialize the driver at Get 2022-06-16 23:52:55 +09:00
Hajime Hoshi
5c63c4a4aa internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.

[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf

Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
fef79f4d3e internal/graphicsdriver/metal: update the minimum version of macOS
Updates #2095
2022-05-18 00:09:04 +09:00
Hajime Hoshi
7409f01b17 internal/graphicsdriver/metal/mtl: bug fix: specify the language version explicitly
Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
736d77e0d2 internal/graphicsdriver: remove Graphics.NDCYDirection 2022-04-04 03:03:44 +09:00
Hajime Hoshi
02db3bad53 internal/graphicscommand: remove the dependency on a graphics driver from compileShader
Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
3fafc05411 internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
6bd3c81e27 internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
Updates #2036
2022-03-27 00:32:30 +09:00
Hajime Hoshi
eaad959472 internal/graphicsdriver/metal: remove println 2022-03-27 00:12:34 +09:00
Hajime Hoshi
f6d87f6ee8 internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix variables were passed wrongly
Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12 internal/graphicsdriver: introduce the DirectX driver
Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
eeb5687b73 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
2022-03-24 13:20:36 +09:00
Hajime Hoshi
7bb7e45522 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to interface
Converting a nil with a pointer type to an interface type is no longer
a nil-nil interface, and then comparing with nil causes an unexpected
results.
2022-03-24 03:24:58 +09:00
Hajime Hoshi
09b0a0ffaf internal/ui: refactoring: simplify the selection of graphics libraries 2022-03-23 02:21:53 +09:00
Hajime Hoshi
a74e7b1578 Revert "internal/graphicsdriver/metal: refactoring"
This reverts commit 1c57393393.

Reason: nothing is rendered on iOS.

Closes #2022
2022-03-23 01:22:39 +09:00
Hajime Hoshi
cd57bccbfc internal/graphicsdriver: let some functions return an error
This is a preparation for the DirectX driver.

Updates #1007
2022-03-21 22:23:12 +09:00
Hajime Hoshi
2e6bb8c4e2 internal/graphicsdriver/metal: add comments 2022-03-14 22:02:44 +09:00
Hajime Hoshi
7d0f95e9be internal/graphicsdriver: refactoring: replace Uniform with []float32
Closes #2016
2022-03-13 03:42:13 +09:00
Hajime Hoshi
35a5c88901 internal/graphics: rename constants 2022-03-12 04:01:48 +09:00
Hajime Hoshi
6f00221051 internal/shaderir/msl: rename the package name
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e internal/shaderir/metal: rename to msl
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
c37ffecafd internal/graphicsdriver/metal: reorder uniform variables
This might improve memory allocations.

This makes the code more consistent with HLSL's packing rule [1]

[1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
2022-03-05 22:12:08 +09:00
Hajime Hoshi
d4d4b9c070 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo 2022-03-04 03:47:55 +09:00
Hajime Hoshi
b22309a0e5 internal/graphicsdriver: replace Pixels with ReadPixels
Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
566957dc1c internal/graphicsdriver/metal: invert Y at the vertex shader
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.

This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.

Updates #1007
2022-02-27 01:53:03 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. (#1996)
Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.

Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.

I assume this is a strict improvement, however this may warrant some testing.

Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.

Updates #1772
2022-02-24 02:27:50 +09:00
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
ee911fd892 internal/graphicsdriver/metal: fix an error message 2022-02-20 22:01:36 +09:00
Hajime Hoshi
1c57393393 internal/graphicsdriver/metal: refactoring 2022-02-13 01:00:20 +09:00
Hajime Hoshi
162f62f54e internal/graphicsdriver/metal/mtl: bug fix: test compile error 2022-02-11 23:23:22 +09:00
Hajime Hoshi
176e984a58 internal/ui: refactoring: remove dependency on the package mtl 2022-02-11 23:11:49 +09:00
Hajime Hoshi
6f3c6d6c1b internal/graphicsdriver/meta: rename function 2022-02-11 22:47:13 +09:00
Hajime Hoshi
cc4e2f08be internal/graphicsdriver/metal: rename files 2022-02-11 21:49:05 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
d0a6ce6567 internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
1b498a03cc Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
This reverts commit 1dd13ae06e.

Reason: This caused FPS drop on macOS 12.0.1

Updates #1885
Closes #1939
2022-01-09 01:02:53 +09:00
Hajime Hoshi
3b0ce21a56 Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
This reverts commit 202f642395.

Reason: TestImageEvenOdd failed

Updates #1933
2022-01-06 03:19:46 +09:00
Hajime Hoshi
202f642395 internal/graphicsdriver: bug fix: render semi-transparent vectors correctly
Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
1dd13ae06e internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.

Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
06f4142ca0 internal/driver: Optimization: Replace interface{} with driver.Uniform
Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
7be00d79e8 internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.

By using a little different size view, FPS becomes stable.

Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161 internal/graphicsdriver/metal: Refactoring 2021-09-18 17:24:03 +09:00
Hajime Hoshi
65943d4bad internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
35deb53624 internal/graphicsdriver/metal: Rename files to remove +build comments 2021-08-23 02:06:09 +09:00
Hajime Hoshi
15ac69b8d5 internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
ec26b1a43b internal/graphicsdriver/metal: Refactoring: Remove vsyncInited 2021-08-08 15:30:13 +09:00
Hajime Hoshi
cc1accc32a internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
Closes #1740
2021-08-06 03:08:04 +09:00
Hajime Hoshi
e4329d0349 internal/driver: Refactoring: Reduce dependencies on affine 2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5 internal/affine: Refactoring: Make ColorM interface 2021-07-27 12:10:22 +09:00
Hajime Hoshi
7e5b259dd2 internal/affine: Use a pointer of an array for UnsafeElements 2021-07-26 21:19:53 +09:00
Hajime Hoshi
b0106e95b9 internal/restorable: Bug fix: Test failed on macOS (Metal) 2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03 internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113 internal/graphicsdriver/metal: Separate GCing the buffers
Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961 internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
See https://developer.apple.com/documentation/quartzcore/cametallayer

> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.

Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6 Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
This reverts commit e0fbfc2bb0.

Reason: Rendering issue

Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
e0fbfc2bb0 internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.

This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.

Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5 internal/graphicsdriver/metal: Optimize the screen writing 2021-07-07 02:07:09 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea internal/graphicsdriver/metal: Set framebufferOnly true
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba internal/graphicsdriver/metal: Change the order of GCed buffers
As a big buffer is likely reused, we should remove smaller buffers
first.

Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a internal/graphicsdriver/metal: Remove println
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc internal/graphicsdriver/metal: Reuse MTLBuffer objects
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html

Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7 internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00
Hajime Hoshi
3670b7dd62 internal/graphicsdriver/metal: Reuse DepthStencilState objects
In Metal, *State objects are not 'transient' and are expensive to
create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
2021-07-06 15:10:05 +09:00
Hajime Hoshi
ab26312108 internal/graphicsdriver/metal: Release objects appropriately 2021-07-06 14:20:19 +09:00
Hajime Hoshi
17d8cb5311 internal/graphicsdriver/metal: Bug fix: Crashed with METAL_DEVICE_WRAPPER_TYPE=1
Closes #1697
2021-07-06 14:06:06 +09:00
Hajime Hoshi
63a00f6171 internal/graphicsdriver/metal/mtl: Bug fix: Test failure
Closes #1696
2021-07-05 21:28:25 +09:00
Hajime Hoshi
674802d2f5 ebiten: Bug fix: Draw commands with EvenOdd should not be merged
Updates #1684
2021-07-05 18:08:55 +09:00