Commit Graph

17 Commits

Author SHA1 Message Date
Hajime Hoshi
d91455c0a7 internal/graphicscommand: add Shader.id 2023-12-01 21:31:50 +09:00
Hajime Hoshi
810b62f83e internal/graphicscommand: introduce commandQueuePool and commandQueueManager
This removes the restriction of the number of command queues.

Updates #1704
2023-10-08 19:23:57 +09:00
Hajime Hoshi
a7e4665f71 internal/graphicscommand: use multiple command queues
This is a preparation for asynchronous rendering.

Updates #2664
2023-07-30 22:42:58 +09:00
Hajime Hoshi
49582519c1 all: add a compiler directive kage:unit
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.

With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.

With the texel-unit mode, the behavior is the same as the current
behavior.

Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
384dee7160 internal/graphicscommand: remove unused uniform variables
This improves possibility of merging graphics commands by reducing
uniform variables.

Updates #2232
2022-11-03 22:45:17 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +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
f75a70dc40 internal/graphicscommand: treat []float32 instead of interface{} for uniform variables 2022-04-03 03:51:52 +09:00
Hajime Hoshi
990228e216 internal/graphicscommand: cache uniform name locations and types 2022-04-03 03:28:11 +09:00
Hajime Hoshi
9f3f9e64cc internal/graphicscommand: add panic at convertUniforms 2022-04-03 00:39:05 +09:00
Hajime Hoshi
b53cb2acd6 internal/ui, internal/mipmap, internal/graphicscommand: fix a wrong panic message 2022-04-01 20:12:12 +09:00
Hajime Hoshi
81b9f91f86 internal/graphicscommand: compile shaders lazily
With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.

This change delays compiling shaders until the graphics commands
are actually executed in the main loop.

Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
bf515bb594 Update version to v2.0.0-alpha 2020-10-04 04:30:40 +09:00
Hajime Hoshi
1a0d92267b driver: Add shader API and implement it on OpenGL
Updates #482
2020-05-23 22:09:12 +09:00
Hajime Hoshi
6b95a5140c opengl: Move program.go and shader.go to opengl 2018-10-30 01:27:31 +09:00
Hajime Hoshi
2da5192510 Rename graphics -> graphicscommand 2018-10-28 20:10:05 +09:00